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40446
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My beautiful web! by @AyushKushwaha | Stardance
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AyushKushwaha
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2
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13.0
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101
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-09T10:32:37Z", "hours": 11.0, "multiplier": 8.87, "payout": 101, "blessing": "neutral", "text": "I have created my new portfolio using react , I have added some component form reactbits.dev to make it outstanding . the challenging part was to add components and use it correctly but with the help of ai and http://reactbits.dev/get-started/installation it become easy . i am proud because i have created one of the best portfolio from my pov. this all about my portfolio hope you gyus will enjoy it while using . take care , thanks", "repo": "https://github.com/ayush-bug/my-website", "demo": "https://ayush-bug.github.io/my-website/"}, {"ship_num": 2, "ts": "2026-07-27T17:54:31Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created a beginner-level personal portfolio website using HTML and CSS. The website introduces me, my interests, skills, and social links. I chose a retro-inspired design because I enjoy the look of old computer interfaces, so I wanted my portfolio to have a unique style instead of a modern template. The main goal of this project was to practice the fundamentals of web development while building something that represents me. The most challenging part was creating the layout and making all the sections look consistent. Understanding how Flexbox works and arranging elements properly took time, and I had to experiment with different CSS properties before I was satisfied with the final design. I am proud that I built the website myself using the HTML and CSS knowledge I have learned. Whenever I got stuck on a concept, I used AI only as a learning tool to understand it better, but I wrote and designed the project on my own. Completing and publishing my first portfolio has given me confidence to continue learning web development.", "repo": "https://github.com/ayush-bug/my-website", "demo": "https://ayush-bug.github.io/my-website/"}]...
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[{"post_id": 64710, "ts": "202 [{"post_id": 64710, "ts": "2026-09-09T10:23:51Z", "hours": 0.7317, "text": "devlog-11 finally deployed it on gh-pages live preview visit and check it out . till then byy . take care :D"}, {"post_id": 64686, "ts": "2026-09-09T08:49:21Z", "hours": 0.7436, "text": "devlog - 10 created a responsive design for small screen with that my new react portfolio is ready to ship i am thinking to use my domin grant , and deploy it on my domin name ."}, {"post_id": 64347, "ts": "2026-09-08T17:26:36Z", "hours": 1.0117, "text": "devlog-9 complete the footer section with this my new react portfolio is almost completed one thing left is to make is responsive for small screen , i know it is bit complicated work , but will work on it and ship is soon. till then stay safe , keep smiling bye : )"}, {"post_id": 64136, "ts": "2026-09-08T10:29:46Z", "hours": 1.1789, "text": "devlog-8 add the contact me section and also fixed some grid issue . the portfolio is almost completed only footer part and resposive across small screen is left ."}, {"post_id": 64036, "ts": "2026-09-08T05:08:37Z", "hours": 1.83, "text": "devlog-7 completed the project section with a good ui . i always get stuck in grids , and flex it was always challanging for me but any way did , but thinking to revise the css grid and flex one more time ."}, {"post_id": 63743, "ts": "2026-09-07T18:10:06Z", "hours": 0.9836, "text": "devlog-6 added loop logo in the skill section , now moving towards project section ."}, {"post_id": 63445, "ts": "2026-09-07T09:27:04Z", "hours": 2.6931, "text": "devlog-5 add new section About me and skills , also add a new component in about me section to make it interactive ."}, {"post_id": 63053, "ts": "2026-09-06T17:06:59Z", "hours": 1.4806, "text": "dev-log 4 added some react components form reactbits.dev to make it look outstanding and futurastic design . it was quiet hard but did it . i am using react for the first time after learing so it is bit hard but any way i enjoy it ."}, {"post_id": 62810, "ts": "2026-09-06T10:25:43Z", "hours": 0.7442, "text": "devlog-3 creating new portfolio , i will use react and some library to make it more interactive , till then take care bye"}, {"post_id": 35705, "ts": "2026-07-27T09:46:36Z", "hours": 1.3036, "text": "finally completed my retro style website , i did not used any javascript , just pure html and css art ."}, {"post_id": 35649, "ts": "2026-07-27T07:05:17Z", "hours": 0.8064, "text": "currently , completed with nav bar and header section , working to make it good looking website . I was stuck in the nav bar part so I use chat gpt for help ."}]...
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Title: My beautiful web! by @AyushKushwaha | Stard Title: My beautiful web! by @AyushKushwaha | Stardance
Devlogs:
currently , completed with nav bar and header section , working to make it good looking website . I was stuck in the nav bar part so I use chat gpt for help .
finally completed my retro style website , i did not used any javascript , just pure html and css art .
devlog-3 creating new portfolio , i will use react and some library to make it more interactive , till then take care bye
dev-log 4 added some react components form reactbits.dev to make it look outstanding and futurastic design . it was quiet hard but did it . i am using react for the first time after learing so it is bit hard but any way i enjoy it .
devlog-5 add new section About me and skills , also add a new component in about me section to make it interactive .
devlog-6 added loop logo in the skill section , now moving towards project section .
devlog-7 completed the project section with a good ui . i always get stuck in grids , and flex it was always challanging for me but any way did , but thinking to revise the css grid and flex one more time .
devlog-8 add the contact me section and also fixed some grid issue . the portfolio is almost completed only footer part and resposive across small screen is left .
devlog-9 complete the footer section with this my new react portfolio is almost completed one thing left is to make is responsive for small screen , i know it is bit complicated work , but will work on it and ship is soon. till then stay safe , keep smiling bye : )
devlog - 10 created a responsive design for small screen with that my new react portfolio is ready to ship i am thinking to use my domin grant , and deploy it on my domin name .
devlog-11 finally deployed it on gh-pages live preview visit and check it out . till then byy . take care :D
Ships:
I created a beginner-level personal portfolio website using HTML and CSS. The website introduces me, my interests, skills, and social links. I chose a retro-inspired design because I enjoy the look of old computer interfaces, so I wanted my portfolio to have a unique style instead of a modern template. The main goal of this project was to practice the fundamentals of web development while building something that represents me. The most challenging part was creating the layout and making all the sections look consistent. Understanding how Flexbox works and arranging elements properly took time, and I had to experiment with different CSS properties before I was satisfied with the final design. I am proud that I built the website myself using the HTML and CSS knowledge I have learned. Whenever I got stuck on a concept, I used AI only as a learning tool to understand it better, but I wrote and designed the project on my own. Completing and publishing my first portfolio has given me confidence to continue learning web development.
I have created my new portfolio using react , I have added some component form reactbits.dev to make it outstanding . the challenging part was to add components and use it correctly but with the help of ai and http://reactbits.dev/get-started/installation it become easy . i am proud because i have created one of the best portfolio from my pov. this all about my portfolio hope you gyus will enjoy it while using . take care , thanks...
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1793065876.240206
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1793152276.240206
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40484
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RaidenScript by @RaidenTechnology | Stardance
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RaidenTechnology
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2
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58.97
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231
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-23T11:46:51Z", "hours": 31.0, "multiplier": 10.41, "payout": 104, "blessing": "neutral", "text": "RaidenScript v0.2 Update I wrote RaidenScript (RS) from scratch in C++20 as a small embeddable scripting language. In Ship #1 I had it running in three hosts. Since then I gave it a browser you can try it in, and I turned the Minecraft host into a real game running on a live server. I put the language in a browser. I compiled the C API to WebAssembly, served it from GitHub Pages, and wrote an editor with a Run button and four example programs: raidentechnology.github.io/raidenscript. I send nothing to a server; the page is the interpreter. I stopped treating the Minecraft host as a demo. I wrote 144 commits on it since the last devlog, and I keep the rules out of Java entirely: they sit in one .rai file the server loads at boot and reloads while players are online. I wrote a whole farming layer as script rules. Every crop got its own tool with its own level and rarity ladder, and I added tool enchants, XP bottles, an upgrade bench, and a 20 minute contest with medals and a shop of its own. I added pests. Twelve species, a spawn engine I tied to whatever crop is planted, a five-tier vacuum to kill them with, and a loot table I hooked into the same farming-luck stat every other system reads. I built a garden around it: 8 plots, a regeneration engine that rebuilds 13 farm patterns, 76 visitor NPCs I gave 53 signed skins, and a copper economy I priced off the live Bazaar API instead of numbers I made up. I added one host primitive, taslakModel, and let the script choose the model an item wears. Adding an item is now a script edit and nothing else. I fixed three bugs the live server found and no test of mine would have. An item-identity gate was cancelling every right click unconditionally, so the grappling hook silently never fired. The area hoe was catching its own synthetic event and moving the stack twice. And one wrong price in a shop table was failing the entire script at boot. Why did I do it like this? Because I think a language is judged by what runs on it, not by its grammar. The strongest thing I can say about my embedding API is that a 10,000 line ruleset runs on it every night, on a real server, with real players. Because I lose reviewers at the install wall. For Ship #1 I asked people to clone a repo and build it with MinGW. Now I ask for one click, and I am handing them the same interpreter, not a simplified twin. Because every rule I move out of Java is a rule I can change without a restart. I left no compile step in the script layer, so /rai reload changes the balance of a live game between two swings of a sword. Because item models were the last thing still forcing me into Java. I closed that hole, and I now keep the Java side as infrastructure only: it knows how to talk to the server and nothing about what the game is. Because I wanted the contest, the pests and the visitor queue to stress the C boundary. I pass numbers in the array and let strings travel beside it, and not one of these systems made me widen that contract. Because a bug a player hits at 2 AM is worth more to me than a bug I find in my own suite. All three above came from the server. Source (MIT): github.com/RaidenTechnology/raidenscript", "repo": "https://github.com/RaidenTechnology/raidenscript", "demo": "https://raidentechnology.github.io/raidenscript/"}, {"ship_num": 2, "ts": "2026-07-28T10:10:56Z", "hours": 7.0, "multiplier": 17.73, "payout": 127, "blessing": "neutral", "text": "RaidenScript v0.1 — an embeddable scripting language written from scratch in C++20. WHAT IT IS A small language (29 keywords) with Python’s readability and JavaScript’s runtime model, built to go inside another program and make it scriptable. The same interpreter runs in three hosts, and each one has a working demo in the repo: Terminal — native binary, “rai program.rai”, plus a REPL Browser — C API compiled to WebAssembly, running an animated store page JVM — C API through JNI, running a Paper Minecraft plugin The demo link is my shipped game STAR BREAKER: one of its weapons is not defined in the game at all, it is a RaidenScript file the game loads and runs through the WebAssembly build. WHAT IS IN IT Lexer, parser, resolver, tree-walking interpreter and REPL, all hand-written; no parser generator, no dependencies. 16 example programs that double as the regression suite, 20 C API checks, 7 WebAssembly checks, zero compiler warnings. A recursion-depth guard so a runaway script raises a catchable error instead of killing the host process — verified separately on native, wasm and the JVM. The cover image was computed pixel by pixel by a RaidenScript program (demo/kapak/kapak-ascii.rai) — no graphics library, in the program or in the language. HOW TO TRY IT git clone, then “make” (w64devkit/MinGW on Windows, gcc elsewhere), then “rai examples/01-temeller.rai”, or just “rai” for the REPL. The README is a full manual: language guide, standard library, embedding walkthrough. Known limits are written down there rather than hidden: an exception escaping a host function leaks stack, string += is quadratic, and a script returning a string to rs_call still yields 0. AI SPLIT The design of the language and its core — lexer, parser, resolver, interpreter, REPL, C API, string channel — is mine and was written by me. The host bindings, the demo apps, and this week’s seven interpreter bug fixes are AI-written from my designs and my audit. Logged hours are my editor time only. Source (MIT): github.com/RaidenTechnology/raidenscript", "repo": "https://github.com/RaidenTechnology/raidenscript", "demo": "https://raidentechnology.github.io/raidenscript/"}]...
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[{"post_id": 53014, "ts": "202 [{"post_id": 53014, "ts": "2026-08-23T12:15:50Z", "hours": 20.9703, "text": "RaidenScript: the cover is a program, not a picture I gave the project a red and black cover, and I did it without opening an image editor. The cover generator is a RaidenScript program that prints a plain PPM to stdout, so I changed the palette in the script and ran it again: three radial glows, a faint grid, a vertical gradient on the bolt, and a 5x7 bitmap font that is data inside the file, not a system font. It computes 315,000 pixels in 43 seconds. That is my tree-walking interpreter doing arithmetic in a while loop, with no graphics library in the program and none in the language. My first render was wrong and I had to say so. The old cover put a turquoise bolt on a violet field, so the contrast came from hue. In red on red there is no hue left to lean on, and the bolt sank into the background. I cut the background glow to a third and pushed the bolt to a near-white core, so the contrast now comes from brightness. I cleaned the repository behind it. My README still linked to SPEC.md and WORKLOG.md after I deleted them, so anyone cloning it hit two dead links on the front page. I removed those links and rewrote the root README and two demo READMEs without tables. Why did I do it like this? Because a cover drawn in an image editor says nothing about my language, and a cover computed by it is the smallest honest benchmark I own. If the language cannot fill 315,000 pixels, I want to know that before someone else finds out. Because 43 seconds is a real number and I am not hiding it. It is fine for a cover I render once, and it is exactly why a bytecode VM sits on my roadmap instead of being marked done. Because a README that points at files I deleted is a promise I broke to whoever clones the repo, and that is the first thing a reviewer sees."}, {"post_id": 46568, "ts": "2026-08-13T21:53:11Z", "hours": 30.61, "text": "The loop that fixes the language is written in the language Since the last devlog the work split in two: a development loop that RaidenScript now drives itself, and a repository that finally stopped mixing the language with a game server. selfdev - the decision logic is a .rai file tools/selfdev.rai holds the loop’s rules: pick an area nobody touched last round, run the build, read the log, call the pass green or red, append its own entry to a round journal. Under it sits tools/rsdev.cpp, a sys.* host built on the same C API the browser game and the Minecraft plugin already use. The language had three hosts. The fourth one is its own toolchain. Pass 2 taught it what not to trust. tools/selfdev-build.cmd reported EXIT=0 for a run that failed to link. The cause is not in the language at all: exit /b inside a ( … ) » log 2>&1 block does not end a .cmd script, so control falls through to the final exit /b 0. A loop whose whole contract is “exit 0 means green” can commit on red - and it did once, on stale .o files. The rule now is read the log, not the exit code, and it is written in capitals at the top of SELFDEV-NOTES.md because I expect to forget it. What the passes actually fixed String building was quadratic. At 60,000 pieces: s += x took 1879 ms, s = s + x took 2382 ms, against a list.push + join baseline of 54 ms - 35x and 44x. Strings stay immutable (SPEC section 2), the fix is ownership: when the slot is the only owner, append in place. Both forms now run in about 25 ms. The indexed form d[k] += x was a separate code path and stayed quadratic after the first fix, so it took a second pass to catch. The measurement size was part of the test. At 24,000 pieces the s = s + x check passed green: 288 KB fits in L2 and quadratic copying looks cheap in cache. At 60,000 (720 KB) both went red. f-strings could not hold a quoted string inside an interpolation, although SPEC 9/3 said they could. f”{sys.read(“a.txt”)}” was a syntax error. The spec was right and the parser was wrong. A blank line in a CRLF file closed a block early. The lone \\r counted as content - the kind of bug that only shows up on someone else’s machine. Two C API bugs: rs_call could return an empty error message, and a nested rs_call corrupted the string channel of the outer primitive. The JVM bridge silently collapsed an int-returning host primitive to 0. Silent zeros are the worst class: the plugin keeps running and the numbers are simply wrong. 68 C API checks green, zero compiler warnings, sanitizer run clean. 29 keywords, still capped at 30. No C API signature changed. The branch split 227 commits had piled up unpushed and 216 of them were the Minecraft plugin demo. I reset main to origin, cherry-picked only the 13 language and tooling commits, and left the rest on its own branch. main is the language. Nothing else goes there. Most of the time logged on this project since the last devlog went into that plugin demo - the JVM binding exercised against a real server - and that branch is not on GitHub yet. The language fixes above came out of the unattended loop.I read every pass and hand-picked what entered main. The design, the spec and the original src/ are mine. Logged hours are my editor time only."}, {"post_id": 36295, "ts": "2026-07-28T09:44:35Z", "hours": 0.5578, "text": "Seven bugs, and the ones that were never reachable Last devlog promised a depth counter for the crash that hit all three hosts. I built it, then kept reading instead of building, and the audit found six more. THE COUNTER A script that recurses too deep does not raise an error. It kills the process. On a Minecraft server that means every player drops and the log has not one line about it - no Java exception, no hs_err file, exit code 127. The tempting fix is a bigger stack, but that only moves the wall: with -Xss16m the JVM dies at ~5000 frames instead of ~500, the same way. So the interpreter counts instead. Every script call goes through one function, and past the limit it raises an ordinary Error - catchable with try/catch, readable through rs_last_error. Picking the number mattered more than writing it. My notes said “4000”, my measurements said that was useless: native and wasm hit the wall near 1000 frames, a default JVM thread at ~500, because each script frame costs about 1.7 KB of native stack. A limit above the wall protects nobody. So: 800, and the JNI bridge drops it to 400 because it knows what stack it stands on. The counter also has to be restored no matter HOW a call exits - return, return signal, or exception. My restore lines covered two of those three paths; a destructor covers all three and cannot be forgotten. A CRASH ANY SCRIPT COULD TRIGGER \"a,b\".split(5) That was enough to kill the host. split assumed its argument was a string, dereferenced a checked cast without checking it, and got a null pointer. Eight builtins had the same line copied into them. In a standalone language that is a segfault. In an embedded one, any script author can take down the server with a typo. It is now a type error naming the method. OPERATORS THAT WERE NEVER REACHABLE The lexer produced tokens for & | ^ « ». The interpreter had the arithmetic for all five. Every test passed. But no rule in the parser ever read those tokens, so “flags & 4” got “expression expected, found ‘&’”, and the code in the other two layers had never once run. Three layers agreeing on a feature is not the same as three layers connected by it. The fix was four precedence levels, ordered like Python and C - no new keywords, so the language stays at 29 of 30. THE SMALL ONES throw Error(“amount missing”) reached the host as “”: the CLI path pulled out the message field, the embedding path did not. 2 ** 64 wrapped silently to 0. 1 « 64 was undefined behaviour - on x86 the CPU takes the shift count modulo 64, so it quietly evaluates to 1. And an exception thrown from a single-expression lambda left the interpreter in the lambda’s scope, so the catch block ran against the wrong variables. WHERE IT STANDS The C API suite is 20 checks now, five written for these bugs; the wasm suite 7; 11 examples still run; zero warnings. The guard is verified on native, wasm and JNI separately, and in each one the process was still alive after the limit was hit. Three problems stay open, in the README rather than hidden: an exception escaping a host function leaks stack, string += is quadratic, and a script returning a string to rs_call still yields 0. ON THE AI SPLIT This changes what I said last time, so I am saying it plainly. Until now AI had not touched src/. This round it did: I asked it to audit the interpreter and fix what it found, and the C++ in these seven fixes is AI-written from that audit. The language itself - lexer, parser, resolver, interpreter, REPL, C API, string channel - is still my design and was written by me. Host bindings and demo apps were already AI-written from my designs, as I said last devlog. Logged hours are my editor time only."}, {"post_id": 36104, "ts": "2026-07-27T23:51:06Z", "hours": 3.3964, "text": "One interpreter, three hosts Last devlog my language could define a weapon in my shipped game. Since then it left the browser too, and the way out taught me more than the way in. STRINGS WITHOUT LYING ABOUT NUMBERS The C boundary only carried doubles. That was a deliberate choice: a number is copied, so nobody has to ask who owns it. Then I tried to write a bank UI and stopped in the first ten minutes. An IBAN is text. An error message is text. The tempting fix is to pass a handle: “this double is really an index into a string table”. I did not do it. A contract like that is invisible, and the first time somebody misreads it the program moves the wrong money without a warning. So strings travel BESIDE the numbers instead of inside them. args[] did not change by a single byte, rs_host_fn kept its signature, and my already-shipped game’s bridge kept working untouched. Text is pulled by the script, not pushed by the host: script: iban = ui.input(\"iban\") host : reads the field name, returns the value THE 64 KILOBYTE FLOOR Then I asked whether the language could drive an animated web page, and measured instead of guessing. 490,000 host calls per second. 200 elements updated twice each = 1.45 ms, nine percent of a frame. Fine. What was not fine: recursion died at depth 130. Not with an error - with memory corruption. After it, the whole WebAssembly module was dead; I could not even open a fresh VM on it. Emscripten’s default stack is 64 KB, and a tree-walking interpreter spends several C++ frames per script frame. Adding -sSTACK_SIZE=8MB moved the safe depth past 1000 and turned overflow into a catchable error. Cost: the .wasm grew by three bytes. Then a worse one. If a host function throws, the exception unwinds through the interpreter’s frames without restoring the stack pointer, and that space never comes back. I measured the drift: 5,000 escaping exceptions took the safe depth from 1000 to 937. At 50,000 the module died. Fix: never let an exception cross the boundary - catch it in the bridge. THE THIRD HOST Then JNI, and the language went into a Minecraft server. Same C header, a different bridge, and the design copied deliberately: numbers in the array, strings in the channel beside it. The plugin is a custom enchanting table. Sixteen enchants, seven rarity tiers, slot limits per rarity, conflicts, an XP cost curve, and the block of text drawn on the item - all of it in one .rai file. The Java side is two classes that do not contain a single enchant name. Stats are written into the schema my existing combat plugin already reads, so enchants change real damage without one line changing in the plugins that were already there. Because there is no compile step, /rai reload changes the rules while players are online. A live server found a bug I had not: NamespacedKey only accepts [a-z0-9/._-] and my enchant ids are camelCase. The bridge’s catch turned what would have been a crash into a log line, and the log line named the key. THE SAME BUG THREE TIMES Native: depth 1000, then a silent death, exit code 127. WebAssembly: 130, then corruption. JVM: 500, then the whole server dies with no Java exception and no crash log. One cause - I recurse on the native stack and never count the depth. Three hosts made it obvious in a way one host never would have. That counter is next. ON THE AI SPLIT The core is mine: lexer, parser, resolver, interpreter, REPL, C API, the string channel. AI has not touched src/ and I checked the history before writing this. The host bindings and the demos are AI-written from my designs - the browser binding, the JNI bridge, and three demo apps. Logged hours are my editor time only."}, {"post_id": 35952, "ts": "2026-07-27T18:45:08Z", "hours": 2.4036, "text": "My language now defines a weapon in my shipped game Phase 1 gave RaidenScript a lexer, parser, resolver, interpreter and REPL. Today it got a design change of its own, and a way out of the terminal. TWO KEYWORDS, AND WHY THE FIRST VERSION WAS WEAK I had one keyword for pulling code in: use. I wanted hardware code to look different from application code, so I proposed include for boards and import for everything else. That rule was weak and I want to be honest about why. If include serial and import math do exactly the same thing, nothing stops anyone writing include math. A guide the compiler cannot check is not a guide, it is a convention with a syntax bill. So the difference moved onto something the compiler can enforce: import resolved at runtime: std library, a git repo, a pinned version include resolved when the host builds you in include now refuses quoted paths and @ “v0.3.1” version tags outright. On an ESP32 there is no filesystem and nothing to fetch, so a dependency needing the network at load time simply cannot be an include. Hardware and software separate as a side effect of a rule about resolution time — that is what earns two keywords instead of one. A file may use both, and that is the point: that is what a bridge looks like. 29 keywords now, hard-capped at 30 until v1.0. One slot left, and I would rather leave it empty than spend it on a synonym. A BUG ONLY TURKISH COULD PRODUCE Renaming use to import across 20 files, a bulk find-and-replace uppercased an i into U+0130 — the Turkish dotted capital, because in Turkish that is what the uppercase of i is. My editor did the case change in my own locale and handed C++ a character it cannot compile. The irony is sharp. RaidenScript deliberately accepts UTF-8 identifiers, so a Turkish variable name is legal in the language I am building. The language I am building it in has no such patience. OUT OF THE TERMINAL Then the embedding work: a C API, a WASM build, and one weapon. The C API was not the hard part. Lifetime was. Function values hold RAW pointers into the AST, and a host calls a script function long after loading it — so the VM has to own the source, the tree and the interpreter, and destroy them in the right order. One VM, one script; numbers across the boundary, not JSON. Then WASM aborted on the first return statement. Emscripten disables C++ exceptions by default, and this interpreter carries return, break and thrown errors on C++ exceptions. -fwasm-exceptions fixes it. The JS-based alternative would mean a trip to JavaScript on every single function return — unusable for a tree-walker. And the payoff: STAR BREAKER, the game I shipped last week, now has a weapon whose definition is not in the game. scripts/plazma.rai holds its damage, fire rate, spread and the shape of its shot. The engine calls fire(angle), the script calls back with game.spawnBullet, and the engine makes the bullets. The script only says where. Rarity, levels, reforges, evolution — all of it still works, untouched. The weapon is an ordinary table entry that happens to be filled from a language I wrote. I added a weapon rather than moving one: the game is shipped and its balance measured, so adding risks nothing. If the WASM fails to load, the weapon simply is not there. ON THE AI SPLIT The design is mine — the two keywords, the bridge pattern, the decision to add rather than move. I wrote the first pass of the rename; AI reviewed it, found what was missing, and wrote most of the embedding layer with me directing. That is more AI than my last devlog claimed, and I would rather correct it than let it stand. Repo (MIT): github.com/RaidenTechnology/raidenscript"}, {"post_id": 35673, "ts": "2026-07-27T08:35:48Z", "hours": 0.8014, "text": "I wrote a programming language. It runs. RaidenScript is an embeddable scripting language — the kind that goes inside another program and makes it programmable. It borrows readability from Python, the runtime model from JavaScript, optional types from C++, and declarative UI from HTML. Phase 1 is done: lexer, AST, parser, resolver, tree-walking interpreter, REPL. ~5,150 lines of C++20, zero warnings under -Wall -Wextra -Wpedantic -Wshadow -Wconversion. WHAT I DID FIRST WAS NOT WRITE CODE Phase 0 was pure design: a spec, a grammar, and 15 example programs — and no compiler at all. Writing those examples found 16 defects in the spec before a single line of the implementation existed. Two of them would have forced a rewrite later: Conditional expressions (a if cond else b) were missing from the grammar entirely — I typed one by reflex in example 4 and it couldn’t parse. => followed by { was genuinely ambiguous: block, or map literal? I took JavaScript’s answer — after =>, { is always a block, and returning a map needs ({…}). Finding this while writing the parser would have cost days. Then the parser found a third: my rule that brace-blocks suppress indentation was just wrong. It makes this impossible to write: register(\"hit\", (e) => { if e.critical: damage = damage * 2 }) Parentheses hold one expression; brace blocks hold statements, and statements need block structure. DECISIONS I’M HAPPY WITH Only nil and false are falsy. 0 and “” are truthy, which kills the classic if-count bug at the root. / always returns a float; // is integer division. C’s silent truncation is a bug factory. No package registry, ever. Modules resolve straight from a git repo, Go-style. I built the diagnostics engine before the lexer, because error messages bolted on afterwards always stay bolted on. Columns count UTF-8 characters, not bytes — so the caret lands correctly when a variable is named sayaç. Real output, Turkish for now (English messages are on the list): hata: beklenmeyen ‘!’ –> test.rai:3:7 | 3 | c = 5 ! 3 | ^ | = ipucu: olumsuzlama için ‘not’ kullan THE PART THAT MADE ME GRIN Example 15 is a calculator — a lexer, a Pratt parser and an evaluator, written in RaidenScript. I wrote it in Phase 0 as a rehearsal for the C++ I hadn’t written yet. Now it runs on the interpreter it was a rehearsal for: 2 ^ 3 ^ 2 gives 512, right-associative, not 64. The REPL I wrote by hand, and it immediately earned its keep by finding a bug nothing else could: Source::fromFile stripped the UTF-8 BOM, but the constructor didn’t. The REPL was the first code path to build a Source from an in-memory string instead of a file, so piped input carried a BOM into the lexer, which glued it onto the first identifier. A new entry point finds bugs no amount of staring finds. ON THE AI SPLIT The design is mine — spec, grammar, naming, and every decision above. Phases 0-6 of the implementation were written with AI assistance (Claude); the REPL, step 7, I wrote myself, and that is the mode from here on: I write the code, AI reviews it. WHAT’S NEXT Not phase 2. I’m skipping types and the bytecode VM and going straight to embedding — because a tree-walking interpreter is plenty fast for mod scripts, which run on events, not in the render loop. The goal: compile to WASM, bind a game.* API, and define one weapon in my published game STAR BREAKER using a language I wrote. A language nobody uses is a toy. A language shipping in a real product is not. Repo (MIT): github.com/RaidenTechnology/raidenscript"}]...
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Title: RaidenScript by @RaidenTechnology | Stardan Title: RaidenScript by @RaidenTechnology | Stardance
Devlogs:
I wrote a programming language. It runs. RaidenScript is an embeddable scripting language — the kind that goes inside another program and makes it programmable. It borrows readability from Python, the runtime model from JavaScript, optional types from C++, and declarative UI from HTML. Phase 1 is done: lexer, AST, parser, resolver, tree-walking interpreter, REPL. ~5,150 lines of C++20, zero warnings under -Wall -Wextra -Wpedantic -Wshadow -Wconversion. WHAT I DID FIRST WAS NOT WRITE CODE Phase 0 was pure design: a spec, a grammar, and 15 example programs — and no compiler at all. Writing those examples found 16 defects in the spec before a single line of the implementation existed. Two of them would have forced a rewrite later: Conditional expressions (a if cond else b) were missing from the grammar entirely — I typed one by reflex in example 4 and it couldn’t parse. => followed by { was genuinely ambiguous: block, or map literal? I took JavaScript’s answer — after =>, { is always a block, and returning a map needs ({…}). Finding this while writing the parser would have cost days. Then the parser found a third: my rule that brace-blocks suppress indentation was just wrong. It makes this impossible to write: register("hit", (e) => { if e.critical: damage = damage * 2 }) Parentheses hold one expression; brace blocks hold statements, and statements need block structure. DECISIONS I’M HAPPY WITH Only nil and false are falsy. 0 and “” are truthy, which kills the classic if-count bug at the root. / always returns a float; // is integer division. C’s silent truncation is a bug factory. No package registry, ever. Modules resolve straight from a git repo, Go-style. I built the diagnostics engine before the lexer, because error messages bolted on afterwards always stay bolted on. Columns count UTF-8 characters, not bytes — so the caret lands correctly when a variable is named sayaç. Real output, Turkish for now (English messages are on the list): hata: beklenmeyen ‘!’ –> test.rai:3:7 | 3 | c = 5 ! 3 | ^ | = ipucu: olumsuzlama için ‘not’ kullan THE PART THAT MADE ME GRIN Example 15 is a calculator — a lexer, a Pratt parser and an evaluator, written in RaidenScript. I wrote it in Phase 0 as a rehearsal for the C++ I hadn’t written yet. Now it runs on the interpreter it was a rehearsal for: 2 ^ 3 ^ 2 gives 512, right-associative, not 64. The REPL I wrote by hand, and it immediately earned its keep by finding a bug nothing else could: Source::fromFile stripped the UTF-8 BOM, but the constructor didn’t. The REPL was the first code path to build a Source from an in-memory string instead of a file, so piped input carried a BOM into the lexer, which glued it onto the first identifier. A new entry point finds bugs no amount of staring finds. ON THE AI SPLIT The design is mine — spec, grammar, naming, and every decision above. Phases 0-6 of the implementation were written with AI assistance (Claude); the REPL, step 7, I wrote myself, and that is the mode from here on: I write the code, AI reviews it. WHAT’S NEXT Not phase 2. I’m skipping types and the bytecode VM and going straight to embedding — because a tree-walking interpreter is plenty fast for mod scripts, which run on events, not in the render loop. The goal: compile to WASM, bind a game.* API, and define one weapon in my published game STAR BREAKER using a language I wrote. A language nobody uses is a toy. A language shipping in a real product is not. Repo (MIT): github.com/RaidenTechnology/raidenscript
My language now defines a weapon in my shipped game Phase 1 gave RaidenScript a lexer, parser, resolver, interpreter and REPL. Today it got a design change of its own, and a way out of the terminal. TWO KEYWORDS, AND WHY THE FIRST VERSION WAS WEAK I had one keyword for pulling code in: use. I wanted hardware code to look different from application code, so I proposed include for boards and import for everything else. That rule was weak and I want to be honest about why. If include serial and import math do exactly the same thing, nothing stops anyone writing include math. A guide the compiler cannot check is not a guide, it is a convention with a syntax bill. So the difference moved onto something the compiler can enforce: import resolved at runtime: std library, a git repo, a pinned version include resolved when the host builds you in include now refuses quoted paths and @ “v0.3.1” version tags outright. On an ESP32 there is no filesystem and nothing to fetch, so a dependency needing the network at load time simply cannot be an include. Hardware and software separate as a side effect of a rule about resolution time — that is what earns two keywords instead of one. A file may use both, and that is the point: that is what a bridge looks like. 29 keywords now, hard-capped at 30 until v1.0. One slot left, and I would rather leave it empty than spend it on a synonym. A BUG ONLY TURKISH COULD PRODUCE Renaming use to import across 20 files, a bulk find-and-replace uppercased an i into U+0130 — the Turkish dotted capital, because in Turkish that is what the uppercase of i is. My editor did the case change in my own locale and handed C++ a character it cannot compile. The irony is sharp. RaidenScript deliberately accepts UTF-8 identifiers, so a Turkish variable name is legal in the language I am building. The language I am building it in has no such patience. OUT OF THE TERMINAL Then the embedding work: a C API, a WASM build, and one weapon. The C API was not the hard part. Lifetime was. Function values hold RAW pointers into the AST, and a host calls a script function long after loading it — so the VM has to own the source, the tree and the interpreter, and destroy them in the right order. One VM, one script; numbers across the boundary, not JSON. Then WASM aborted on the first return statement. Emscripten disables C++ exceptions by default, and this interpreter carries return, break and thrown errors on C++ exceptions. -fwasm-exceptions fixes it. The JS-based alternative would mean a trip to JavaScript on every single function return — unusable for a tree-walker. And the payoff: STAR BREAKER, the game I shipped last week, now has a weapon whose definition is not in the game. scripts/plazma.rai holds its damage, fire rate, spread and the shape of its shot. The engine calls fire(angle), the script calls back with game.spawnBullet, and the engine makes the bullets. The script only says where. Rarity, levels, reforges, evolution — all of it still works, untouched. The weapon is an ordinary table entry that happens to be filled from a language I wrote. I added a weapon rather than moving one: the game is shipped and its balance measured, so adding risks nothing. If the WASM fails to load, the weapon simply is not there. ON THE AI SPLIT The design is mine — the two keywords, the bridge pattern, the decision to add rather than move. I wrote the first pass of the rename; AI reviewed it, found what was missing, and wrote most of the embedding layer with me directing. That is more AI than my last devlog claimed, and I would rather correct it than let it stand. Repo (MIT): github.com/RaidenTechnology/raidenscript
One interpreter, three hosts Last devlog my language could define a weapon in my shipped game. Since then it left the browser too, and the way out taught me more than the way in. STRINGS WITHOUT LYING ABOUT NUMBERS The C boundary only carried doubles. That was a deliberate choice: a number is copied, so nobody has to ask who owns it. Then I tried to write a bank UI and stopped in the first ten minutes. An IBAN is text. An error message is text. The tempting fix is to pass a handle: “this double is really an index into a string table”. I did not do it. A contract like that is invisible, and the first time somebody misreads it the program moves the wrong money without a warning. So strings travel BESIDE the numbers instead of inside them. args[] did not change by a single byte, rs_host_fn kept its signature, and my already-shipped game’s bridge kept working untouched. Text is pulled by the script, not pushed by the host: script: iban = ui.input("iban") host : reads the field name, returns the value THE 64 KILOBYTE FLOOR Then I asked whether the language could drive an animated web page, and measured instead of guessing. 490,000 host calls per second. 200 elements updated twice each = 1.45 ms, nine percent of a frame. Fine. What was not fine: recursion died at depth 130. Not with an error - with memory corruption. After it, the whole WebAssembly module was dead; I could not even open a fresh VM on it. Emscripten’s default stack is 64 KB, and a tree-walking interpreter spends several C++ frames per script frame. Adding -sSTACK_SIZE=8MB moved the safe depth past 1000 and turned overflow into a catchable error. Cost: the .wasm grew by three bytes. Then a worse one. If a host function throws, the exception unwinds through the interpreter’s frames without restoring the stack pointer, and that space never comes back. I measured the drift: 5,000 escaping exceptions took the safe depth from 1000 to 937. At 50,000 the module died. Fix: never let an exception cross the boundary - catch it in the bridge. THE THIRD HOST Then JNI, and the language went into a Minecraft server. Same C header, a different bridge, and the design copied deliberately: numbers in the array, strings in the channel beside it. The plugin is a custom enchanting table. Sixteen enchants, seven rarity tiers, slot limits per rarity, conflicts, an XP cost curve, and the block of text drawn on the item - all of it in one .rai file. The Java side is two classes that do not contain a single enchant name. Stats are written into the schema my existing combat plugin already reads, so enchants change real damage without one line changing in the plugins that were already there. Because there is no compile step, /rai reload changes the rules while players are online. A live server found a bug I had not: NamespacedKey only accepts [a-z0-9/._-] and my enchant ids are camelCase. The bridge’s catch turned what would have been a crash into a log line, and the log line named the key. THE SAME BUG THREE TIMES Native: depth 1000, then a silent death, exit code 127. WebAssembly: 130, then corruption. JVM: 500, then the whole server dies with no Java exception and no crash log. One cause - I recurse on the native stack and never count the depth. Three hosts made it obvious in a way one host never would have. That counter is next. ON THE AI SPLIT The core is mine: lexer, parser, resolver, interpreter, REPL, C API, the string channel. AI has not touched src/ and I checked the history before writing this. The host bindings and the demos are AI-written from my designs - the browser binding, the JNI bridge, and three demo apps. Logged hours are my editor time only.
Seven bugs, and the ones that were never reachable Last devlog promised a depth counter for the crash that hit all three hosts. I built it, then kept reading instead of building, and the audit found six more. THE COUNTER A script that recurses too deep does not raise an error. It kills the process. On a Minecraft server that means every player drops and the log has not one line about it - no Java exception, no hs_err file, exit code 127. The tempting fix is a bigger stack, but that only moves the wall: with -Xss16m the JVM dies at ~5000 frames instead of ~500, the same way. So the interpreter counts instead. Every script call goes through one function, and past the limit it raises an ordinary Error - catchable with try/catch, readable through rs_last_error. Picking the number mattered more than writing it. My notes said “4000”, my measurements said that was useless: native and wasm hit the wall near 1000 frames, a default JVM thread at ~500, because each script frame costs about 1.7 KB of native stack. A limit above the wall protects nobody. So: 800, and the JNI bridge drops it to 400 because it knows what stack it stands on. The counter also has to be restored no matter HOW a call exits - return, return signal, or exception. My restore lines covered two of those three paths; a destructor covers all three and cannot be forgotten. A CRASH ANY SCRIPT COULD TRIGGER "a,b".split(5) That was enough to kill the host. split assumed its argument was a string, dereferenced a checked cast without checking it, and got a null pointer. Eight builtins had the same line copied into them. In a standalone language that is a segfault. In an embedded one, any script author can take down the server with a typo. It is now a type error naming the method. OPERATORS THAT WERE NEVER REACHABLE The lexer produced tokens for & | ^ « ». The interpreter had the arithmetic for all five. Every test passed. But no rule in the parser ever read those tokens, so “flags & 4” got “expression expected, found ‘&’”, and the code in the other two layers had never once run. Three layers agreeing on a feature is not the same as three layers connected by it. The fix was four precedence levels, ordered like Python and C - no new keywords, so the language stays at 29 of 30. THE SMALL ONES throw Error(“amount missing”) reached the host as “”: the CLI path pulled out the message field, the embedding path did not. 2 ** 64 wrapped silently to 0. 1 « 64 was undefined behaviour - on x86 the CPU takes the shift count modulo 64, so it quietly evaluates to 1. And an exception thrown from a single-expression lambda left the interpreter in the lambda’s scope, so the catch block ran against the wrong variables. WHERE IT STANDS The C API suite is 20 checks now, five written for these bugs; the wasm suite 7; 11 examples still run; zero warnings. The guard is verified on native, wasm and JNI separately, and in each one the process was still alive after the limit was hit. Three problems stay open, in the README rather than hidden: an exception escaping a host function leaks stack, string += is quadratic, and a script returning a string to rs_call still yields 0. ON THE AI SPLIT This changes what I said last time, so I am saying it plainly. Until now AI had not touched src/. This round it did: I asked it to audit the interpreter and fix what it found, and the C++ in these seven fixes is AI-written from that audit. The language itself - lexer, parser, resolver, interpreter, REPL, C API, string channel - is still my design and was written by me. Host bindings and demo apps were already AI-written from my designs, as I said last devlog. Logged hours are my editor time only.
The loop that fixes the language is written in the language Since the last devlog the work split in two: a development loop that RaidenScript now drives itself, and a repository that finally stopped mixing the language with a game server. selfdev - the decision logic is a .rai file tools/selfdev.rai holds the loop’s rules: pick an area nobody touched last round, run the build, read the log, call the pass green or red, append its own entry to a round journal. Under it sits tools/rsdev.cpp, a sys.* host built on the same C API the browser game and the Minecraft plugin already use. The language had three hosts. The fourth one is its own toolchain. Pass 2 taught it what not to trust. tools/selfdev-build.cmd reported EXIT=0 for a run that failed to link. The cause is not in the language at all: exit /b inside a ( … ) » log 2>&1 block does not end a .cmd script, so control falls through to the final exit /b 0. A loop whose whole contract is “exit 0 means green” can commit on red - and it did once, on stale .o files. The rule now is read the log, not the exit code, and it is written in capitals at the top of SELFDEV-NOTES.md because I expect to forget it. What the passes actually fixed String building was quadratic. At 60,000 pieces: s += x took 1879 ms, s = s + x took 2382 ms, against a list.push + join baseline of 54 ms - 35x and 44x. Strings stay immutable (SPEC section 2), the fix is ownership: when the slot is the only owner, append in place. Both forms now run in about 25 ms. The indexed form d[k] += x was a separate code path and stayed quadratic after the first fix, so it took a second pass to catch. The measurement size was part of the test. At 24,000 pieces the s = s + x check passed green: 288 KB fits in L2 and quadratic copying looks cheap in cache. At 60,000 (720 KB) both went red. f-strings could not hold a quoted string inside an interpolation, although SPEC 9/3 said they could. f”{sys.read(“a.txt”)}” was a syntax error. The spec was right and the parser was wrong. A blank line in a CRLF file closed a block early. The lone \r counted as content - the kind of bug that only shows up on someone else’s machine. Two C API bugs: rs_call could return an empty error message, and a nested rs_call corrupted the string channel of the outer primitive. The JVM bridge silently collapsed an int-returning host primitive to 0. Silent zeros are the worst class: the plugin keeps running and the numbers are simply wrong. 68 C API checks green, zero compiler warnings, sanitizer run clean. 29 keywords, still capped at 30. No C API signature changed. The branch split 227 commits had piled up unpushed and 216 of them were the Minecraft plugin demo. I reset main to origin, cherry-picked only the 13 language and tooling commits, and left the rest on its own branch. main is the language. Nothing else goes there. Most of the time logged on this project since the last devlog went into that plugin demo - the JVM binding exercised against a real server - and that branch is not on GitHub yet. The language fixes above came out of the unattended loop.I read every pass and hand-picked what entered main. The design, the spec and the original src/ are mine. Logged hours are my editor time only.
RaidenScript: the cover is a program, not a picture I gave the project a red and black cover, and I did it without opening an image editor. The cover generator is a RaidenScript program that prints a plain PPM to stdout, so I changed the palette in the script and ran it again: three radial glows, a faint grid, a vertical gradient on the bolt, and a 5x7 bitmap font that is data inside the file, not a system font. It computes 315,000 pixels in 43 seconds. That is my tree-walking interpreter doing arithmetic in a while loop, with no graphics library in the program and none in the language. My first render was wrong and I had to say so. The old cover put a turquoise bolt on a violet field, so the contrast came from hue. In red on red there is no hue left to lean on, and the bolt sank into the background. I cut the background glow to a third and pushed the bolt to a near-white core, so the contrast now comes from brightness. I cleaned the repository behind it. My README still linked to SPEC.md and WORKLOG.md after I deleted them, so anyone cloning it hit two dead links on the front page. I removed those links and rewrote the root README and two demo READMEs without tables. Why did I do it like this? Because a cover drawn in an image editor says nothing about my language, and a cover computed by it is the smallest honest benchmark I own. If the language cannot fill 315,000 pixels, I want to know that before someone else finds out. Because 43 seconds is a real number and I am not hiding it. It is fine for a cover I render once, and it is exactly why a bytecode VM sits on my roadmap instead of being marked done. Because a README that points at files I deleted is a promise I broke to whoever clones the repo, and that is the first thing a reviewer sees.
Ships:
RaidenScript v0.1 — an embeddable scripting language written from scratch in C++20. WHAT IT IS A small language (29 keywords) with Python’s readability and JavaScript’s runtime model, built to go inside another program and make it scriptable. The same interpreter runs in three hosts, and each one has a working demo in the repo: Terminal — native binary, “rai program.rai”, plus a REPL Browser — C API compiled to WebAssembly, running an animated store page JVM — C API through JNI, running a Paper Minecraft plugin The demo link is my shipped game STAR BREAKER: one of its weapons is not defined in the game at all, it is a RaidenScript file the game loads and runs through the WebAssembly build. WHAT IS IN IT Lexer, parser, resolver, tree-walking interpreter and REPL, all hand-written; no parser generator, no dependencies. 16 example programs that double as the regression suite, 20 C API checks, 7 WebAssembly checks, zero compiler warnings. A recursion-depth guard so a runaway script raises a catchable error instead of killing the host process — verified separately on native, wasm and the JVM. The cover image was computed pixel by pixel by a RaidenScript program (demo/kapak/kapak-ascii.rai) — no graphics library, in the program or in the language. HOW TO TRY IT git clone, then “make” (w64devkit/MinGW on Windows, gcc elsewhere), then “rai examples/01-temeller.rai”, or just “rai” for the REPL. The README is a full manual: language guide, standard library, embedding walkthrough. Known limits are written down there rather than hidden: an exception escaping a host function leaks stack, string += is quadratic, and a script returning a string to rs_call still yields 0. AI SPLIT The design of the language and its core — lexer, parser, resolver, interpreter, REPL, C API, string channel — is mine and was written by me. The host bindings, the demo apps, and this week’s seven interpreter bug fixes are AI-written from my designs and my audit. Logged hours are my editor time only. Source (MIT): github.com/RaidenTechnology/raidenscript
RaidenScript v0.2 Update I wrote RaidenScript (RS) from scratch in C++20 as a small embeddable scripting language. In Ship #1 I had it running in three hosts. Since then I gave it a browser you can try it in, and I turned the Minecraft host into a real game running on a live server. I put the language in a browser. I compiled the C API to WebAssembly, served it from GitHub Pages, and wrote an editor with a Run button and four example programs: raidentechnology.github.io/raidenscript. I send nothing to a server; the page is the interpreter. I stopped treating the Minecraft host as a demo. I wrote 144 commits on it since the last devlog, and I keep the rules out of Java entirely: they sit in one .rai file the server loads at boot and reloads while players are online. I wrote a whole farming layer as script rules. Every crop got its own tool with its own level and rarity ladder, and I added tool enchants, XP bottles, an upgrade bench, and a 20 minute contest with medals and a shop of its own. I added pests. Twelve species, a spawn engine I tied to whatever crop is planted, a five-tier vacuum to kill them with, and a loot table I hooked into the same farming-luck stat every other system reads. I built a garden around it: 8 plots, a regeneration engine that rebuilds 13 farm patterns, 76 visitor NPCs I gave 53 signed skins, and a copper economy I priced off the live Bazaar API instead of numbers I made up. I added one host primitive, taslakModel, and let the script choose the model an item wears. Adding an item is now a script edit and nothing else. I fixed three bugs the live server found and no test of mine would have. An item-identity gate was cancelling every right click unconditionally, so the grappling hook silently never fired. The area hoe was catching its own synthetic event and moving the stack twice. And one wrong price in a shop table was failing the entire script at boot. Why did I do it like this? Because I think a language is judged by what runs on it, not by its grammar. The strongest thing I can say about my embedding API is that a 10,000 line ruleset runs on it every night, on a real server, with real players. Because I lose reviewers at the install wall. For Ship #1 I asked people to clone a repo and build it with MinGW. Now I ask for one click, and I am handing them the same interpreter, not a simplified twin. Because every rule I move out of Java is a rule I can change without a restart. I left no compile step in the script layer, so /rai reload changes the balance of a live game between two swings of a sword. Because item models were the last thing still forcing me into Java. I closed that hole, and I now keep the Java side as infrastructure only: it knows how to talk to the server and nothing about what the game is. Because I wanted the contest, the pests and the visitor queue to stress the C boundary. I pass numbers in the array and let strings travel beside it, and not one of these systems made me widen that contract. Because a bug a player hits at 2 AM is worth more to me than a bug I find in my own suite. All three above came from the server. Source (MIT): github.com/RaidenTechnology/raidenscript...
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ZweiCFD by @toiabzahoor | Stardance
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toiabzahoor
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-08T09:54:49Z", "hours": 18.0, "multiplier": 15.77, "payout": 287, "blessing": "neutral", "text": "Hello Guys! I am back with An improved version of ZweiCFD. Last time, everyone recommended a few things to improve on ZweiCFD , which i have been working hard to do! I have also added Custom Models, A CLI interface, heat colormap (which shows velocity of the wind on the model) , 3d vortex cores using Q criterion, surface pressure distribution curve. I have also added a polar sweep function which lets you select from a range of AoA to see how the drag, lift varies. If anyone is new, They can take a look below this Ship to understand what ZweiCFD is. I Have Also tried to Compile binaries for different OS systems, and i’d like you guys to show me how it works on your end so that i may fix it ASAP. Thank you!", "repo": "https://github.com/toiabzahoor/ZweiCFD", "demo": "https://github.com/Toiabzahoor/ZweiCFD/releases/tag/ZweiCFD"}, {"ship_num": 2, "ts": "2026-08-09T06:47:25Z", "hours": 33.0, "multiplier": 18.19, "payout": 596, "blessing": "neutral", "text": "ZweiCFD: A Real-Time 3D Fluid Dynamics Simulator! Hey Everyone! I’m super excited to ship my first project ZweiCFD , an interactive Computational Fluid Dynamics (CFD) solver and visualization tool I built from scratch. Have you ever wanted to just make a model and see how air flows around it? This is the simulator for that! What it does: Real-Time Aerodynamics: You can adjust the Angle of Attack (AOA), speed, thickness, and camber of an airfoil on the go, and the solver recalculates the airflow instantly. Rich 3D Visuals: Generates velocity heatmaps, streamlines, and slices to visualize exactly how the fluid is behaving. How it was made Built entirely in C++ using Qt6 for the UI and VTK for the heavy-duty 3D rendering. Powered by a custom 3D Lattice Boltzmann Method (LBM) volumetric solver (using a D3Q19 discrete velocity model). Uses Signed Distance Fields (SDF) to handle the complex math of arbitrary boundaries and real-time obstacle drawing. Rest Of The Documentation Is Available On My Github Page! The journey To be completely honest, building this solo while managing my studies has been brutal. My laptop is pretty low-end, so debugging the 3D flap airfoil simulation tanked my compute resources and I had to sideline some 2D features entirely to get the 3D working because it kept interfering. Also, Sitting on the laptop with my chronic pain is very painful for me, so if there are some rough edges, please tell me as it would boost my motivation to work! If you are on Windows, you can download the .exe (with all the VTK DLLs bundled!) from my repo and tinker around with it. I would absolutely love your feedback, reviews, or even just some stars on the repo to help me push this to the next level! :3 For The People Who Need To Take A Look At How It Works: https://youtu.be/mjVsJX-nruM", "repo": "https://github.com/toiabzahoor/ZweiCFD", "demo": "https://github.com/Toiabzahoor/ZweiCFD/releases/tag/ZweiCFD"}]...
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[{"post_id": 64114, "ts": "202 [{"post_id": 64114, "ts": "2026-09-08T09:50:03Z", "hours": 3.2444, "text": "Finally, I think I have worked enough on zweicfd, i think i will close the chapter on this project. everyone, thank you for supporting me till now! it has really helped my life alot. and i appreciate every bit of support from everyone! i have also tried my best to upload the binaries for linux and macos, and i would like your humble opinion if you face any issues. i would be sure to help you in any way i can!"}, {"post_id": 58895, "ts": "2026-08-31T13:48:56Z", "hours": 6.5239, "text": "Hello! it has been a while since i have dropped a devlog because i have been busy with my doctor visits, so i apologise for the delay! i have added many features to ZweiCFD, like the color heatmap which tells you how the pressure distribution on your model is! I have also added a polar sweep function which lets you simulate for many angles and configurations and plot how the force ,drag angle relate! I am really out of ideas on what to do next, So it would be really helpful to recieve your feedback on what to do next!"}, {"post_id": 53689, "ts": "2026-08-24T11:18:14Z", "hours": 4.2728, "text": "Hey Everyone! I am back with some new additions to ZweiCFD! First, I wanted to maximize the compute for massive simulations, so I’ve added a headless CLI mode and added a function where you can scale the grid up or down (depends on how big your model is / how accurate you want to trace the model). If you are running this on a lower-end device like my laptop, or if you just want to dedicate 100% of your CPU to the physics without running the rendering simultaneously , you can now run the solver entirely from the command line! Second, based on some great feedback, I’ve integrated .vti file exporting. now you can also export your high-resolution flow data generated by ZweiCFD directly into industry-standard tools like ParaView for deep, professional-grade analysis(if anyone is an expert at paraview, please let me know what you think. I would love to hear from a professional so i can tailor to their needs!). Let me know what you think!"}, {"post_id": 52861, "ts": "2026-08-23T07:10:04Z", "hours": 4.1683, "text": "Thank you everyone for supporting my project so much! I am really grateful for all of the support everyone has given me!. Now, I finally have more motivation to work on this project! Currently, as many people recommended, I was working on import functionality of any custom models you may have. It is currently in progress so I appreciate your patience as the latest won’t be reflected on github. Also, I plan to also make a web version of ZweiCFD which would run easily on any platform (Which would be very tough but I think i can make it). Thank you for your time!"}, {"post_id": 43767, "ts": "2026-08-09T06:01:56Z", "hours": 4.4875, "text": "Finally My Last Devlog Before I Ship! I’ve Fixed most of the issues and uploaded the build binary along with the necessary libraries to my releases in github for you guys to try, Thank you very much for your support till now!"}, {"post_id": 42780, "ts": "2026-08-07T17:38:52Z", "hours": 6.8753, "text": "it has finally been starting to look very decent. I had to do a major architectural shift to VTK and QT. and it turned out very good. I am feeling burned out these days. i dont really know if i can keep up the motivation to work on this. but ill try my best! thank you for checking out."}, {"post_id": 40901, "ts": "2026-08-04T18:38:47Z", "hours": 4.6822, "text": "i have been working to make the simulation more pleasing to look at . also, trying to model complex shapes and adding stuff like .obj support, lets see how that goes. have been working on some optimization features, so the github commit may take some more time. Thank you for checking out!"}, {"post_id": 40171, "ts": "2026-08-03T16:02:52Z", "hours": 3.0133, "text": "the 3d interface is under work, although there are major issues with making the equations work in 3d and other stuff so you wont find this version on github. your patience is appreciated!!"}, {"post_id": 39536, "ts": "2026-08-02T15:42:10Z", "hours": 3.975, "text": "i moved most of the calculations onto the gpu so having alot of particles will be easier to render. plus, now testing complex shapes and writing boundary layer equations and some approximation methods to hug around the shape. also i am planning to add 3d next, which will be tough. wish me luck!"}, {"post_id": 38960, "ts": "2026-08-01T16:07:01Z", "hours": 3.5236, "text": "have done a great session. added coloring, and added more equations like lattice-boltzmann method (recovering the navier stokes). thank you for taking a look!"}, {"post_id": 38389, "ts": "2026-07-31T18:54:12Z", "hours": 1.9697, "text": "working on it more, now modelling the equations and physics. havent commited this part to github yet due to some bugs here and there. thank you for checking out!"}, {"post_id": 37775, "ts": "2026-07-30T18:06:55Z", "hours": 1.6783, "text": "Got it fixed. also added some new stuff, and added the wind effect (the lines, yes they move). although i have to incorporate the equations next time. before that, i have to study up on it as this is a topic i havent really studied much about :)"}, {"post_id": 36261, "ts": "2026-07-28T07:51:57Z", "hours": 2.0814, "text": "still working on it. although the graphics arent looking too good yet. Have to stop here for lunch and some rest for my leg, will start work later to fix this."}, {"post_id": 35874, "ts": "2026-07-27T16:20:21Z", "hours": 0.4969, "text": "currently, as i’ve initialized this project. just working to make the files tidy and clean and adding some basic stuff."}]...
|
Title: ZweiCFD by @toiabzahoor | Stardance
Devlog Title: ZweiCFD by @toiabzahoor | Stardance
Devlogs:
currently, as i’ve initialized this project. just working to make the files tidy and clean and adding some basic stuff.
still working on it. although the graphics arent looking too good yet. Have to stop here for lunch and some rest for my leg, will start work later to fix this.
Got it fixed. also added some new stuff, and added the wind effect (the lines, yes they move). although i have to incorporate the equations next time. before that, i have to study up on it as this is a topic i havent really studied much about :)
working on it more, now modelling the equations and physics. havent commited this part to github yet due to some bugs here and there. thank you for checking out!
have done a great session. added coloring, and added more equations like lattice-boltzmann method (recovering the navier stokes). thank you for taking a look!
i moved most of the calculations onto the gpu so having alot of particles will be easier to render. plus, now testing complex shapes and writing boundary layer equations and some approximation methods to hug around the shape. also i am planning to add 3d next, which will be tough. wish me luck!
the 3d interface is under work, although there are major issues with making the equations work in 3d and other stuff so you wont find this version on github. your patience is appreciated!!
i have been working to make the simulation more pleasing to look at . also, trying to model complex shapes and adding stuff like .obj support, lets see how that goes. have been working on some optimization features, so the github commit may take some more time. Thank you for checking out!
it has finally been starting to look very decent. I had to do a major architectural shift to VTK and QT. and it turned out very good. I am feeling burned out these days. i dont really know if i can keep up the motivation to work on this. but ill try my best! thank you for checking out.
Finally My Last Devlog Before I Ship! I’ve Fixed most of the issues and uploaded the build binary along with the necessary libraries to my releases in github for you guys to try, Thank you very much for your support till now!
Thank you everyone for supporting my project so much! I am really grateful for all of the support everyone has given me!. Now, I finally have more motivation to work on this project! Currently, as many people recommended, I was working on import functionality of any custom models you may have. It is currently in progress so I appreciate your patience as the latest won’t be reflected on github. Also, I plan to also make a web version of ZweiCFD which would run easily on any platform (Which would be very tough but I think i can make it). Thank you for your time!
Hey Everyone! I am back with some new additions to ZweiCFD! First, I wanted to maximize the compute for massive simulations, so I’ve added a headless CLI mode and added a function where you can scale the grid up or down (depends on how big your model is / how accurate you want to trace the model). If you are running this on a lower-end device like my laptop, or if you just want to dedicate 100% of your CPU to the physics without running the rendering simultaneously , you can now run the solver entirely from the command line! Second, based on some great feedback, I’ve integrated .vti file exporting. now you can also export your high-resolution flow data generated by ZweiCFD directly into industry-standard tools like ParaView for deep, professional-grade analysis(if anyone is an expert at paraview, please let me know what you think. I would love to hear from a professional so i can tailor to their needs!). Let me know what you think!
Hello! it has been a while since i have dropped a devlog because i have been busy with my doctor visits, so i apologise for the delay! i have added many features to ZweiCFD, like the color heatmap which tells you how the pressure distribution on your model is! I have also added a polar sweep function which lets you simulate for many angles and configurations and plot how the force ,drag angle relate! I am really out of ideas on what to do next, So it would be really helpful to recieve your feedback on what to do next!
Finally, I think I have worked enough on zweicfd, i think i will close the chapter on this project. everyone, thank you for supporting me till now! it has really helped my life alot. and i appreciate every bit of support from everyone! i have also tried my best to upload the binaries for linux and macos, and i would like your humble opinion if you face any issues. i would be sure to help you in any way i can!
Ships:
ZweiCFD: A Real-Time 3D Fluid Dynamics Simulator! Hey Everyone! I’m super excited to ship my first project ZweiCFD , an interactive Computational Fluid Dynamics (CFD) solver and visualization tool I built from scratch. Have you ever wanted to just make a model and see how air flows around it? This is the simulator for that! What it does: Real-Time Aerodynamics: You can adjust the Angle of Attack (AOA), speed, thickness, and camber of an airfoil on the go, and the solver recalculates the airflow instantly. Rich 3D Visuals: Generates velocity heatmaps, streamlines, and slices to visualize exactly how the fluid is behaving. How it was made Built entirely in C++ using Qt6 for the UI and VTK for the heavy-duty 3D rendering. Powered by a custom 3D Lattice Boltzmann Method (LBM) volumetric solver (using a D3Q19 discrete velocity model). Uses Signed Distance Fields (SDF) to handle the complex math of arbitrary boundaries and real-time obstacle drawing. Rest Of The Documentation Is Available On My Github Page! The journey To be completely honest, building this solo while managing my studies has been brutal. My laptop is pretty low-end, so debugging the 3D flap airfoil simulation tanked my compute resources and I had to sideline some 2D features entirely to get the 3D working because it kept interfering. Also, Sitting on the laptop with my chronic pain is very painful for me, so if there are some rough edges, please tell me as it would boost my motivation to work! If you are on Windows, you can download the .exe (with all the VTK DLLs bundled!) from my repo and tinker around with it. I would absolutely love your feedback, reviews, or even just some stars on the repo to help me push this to the next level! :3 For The People Who Need To Take A Look At How It Works: https://youtu.be/mjVsJX-nruM
Hello Guys! I am back with An improved version of ZweiCFD. Last time, everyone recommended a few things to improve on ZweiCFD , which i have been working hard to do! I have also added Custom Models, A CLI interface, heat colormap (which shows velocity of the wind on the model) , 3d vortex cores using Q criterion, surface pressure distribution curve. I have also added a polar sweep function which lets you select from a range of AoA to see how the drag, lift varies. If anyone is new, They can take a look below this Ship to understand what ZweiCFD is. I Have Also tried to Compile binaries for different OS systems, and i’d like you guys to show me how it works on your end so that i may fix it ASAP. Thank you!...
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1793084256.694402
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1793170656.694402
|
|
40654
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Amateurweb by @amateur_tech_guy | Stardance
|
amateur_tech_guy
|
2
|
15.0
|
9
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-17T20:10:15Z", "hours": 2.0, "multiplier": 5.77, "payout": 9, "blessing": "neutral", "text": "Hey guyss! this is my second ship of this website, I wanted to see what people would think of it! I’m a beginner in tech and I made this a week ago, got some feedback from 2 people but was wondering what people that are more qualified would think about it!", "repo": "https://github.com/amateurtechguy/AmateurWeb", "demo": "https://amateurtechguy.github.io/AmateurWeb"}, {"ship_num": 2, "ts": "2026-08-07T23:16:49Z", "hours": 13.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a personal website about myself! my hobbies, my projects, and my profile! I even added a feedback page to see what people think whenever they check out my website. I’m really proud of myself for not procrastinating on this project, and learning as much as I did. This has been quite a journey and I look forward to making more projects!:D", "repo": "https://github.com/amateurtechguy/AmateurWeb", "demo": "https://amateurtechguy.github.io/AmateurWeb"}]...
|
[{"post_id": 45376, "ts": "202 [{"post_id": 45376, "ts": "2026-08-11T19:50:25Z", "hours": 0.8169, "text": "GUYSSS I fixed my personal website it should be completely mobile friendly and fixed margin wise. if you guys see any problems with it still, please let me know in the feedback so i can fix it whenever i have the chance cause in the new code the submit feedback button wasnt centered now it is:)"}, {"post_id": 44644, "ts": "2026-08-10T15:27:31Z", "hours": 0.7539, "text": "honorable devlog: i honestly finished with this project but i also made some changes and made it mobile friendly :) some margins are pretty messed up for now but ill fix the website when i can, im currently working on my very own slackbot so time for amateurweb is little thank you all for the support given on this website<3"}, {"post_id": 42927, "ts": "2026-08-07T22:06:03Z", "hours": 1.9169, "text": "final devlog #5: i finally finished the website and i know its not the best but its the best i could do as a beginner so pls dont judge:) and the picture above is aniimated, its a card that turns on hover so no i didnt let the first card be plain text, someone told me in my comment section that someday ill look back at it and modify it overtime and i beleived them so this is what im working with for now, but who knows some day maybe itll look professional, thank you guys for ur support ur kind words really pushed me to finish this<333 now all i need to do is make a github repo on it and ship it"}, {"post_id": 42178, "ts": "2026-08-06T19:55:07Z", "hours": 3.6094, "text": "devlog #4: today i made a fully functional but not so good looking feedback page! I used an API but it is honestly so hard to design forms on your own…either way i might have one devlog left before finishing this website once and forall.(also changed the font do you guys like it?)"}, {"post_id": 41493, "ts": "2026-08-05T18:52:14Z", "hours": 4.125, "text": "devlog #3:made some changes into website, lol not just some but i redesigned the whole website and i feel like im almost done, i couldnt be more proud of myself"}, {"post_id": 40875, "ts": "2026-08-04T17:55:44Z", "hours": 2.7458, "text": "devlog #2: i’ve been on a vacation for the past couple of days, so i used my notebook to study more on web development. and so far I know it does’nt look that good but I will make it better! anyways this is how it currently looks, and i am proud to say that I have officially passed the laziness stage, I used to get so lazy and give up but im still going and i hope to become a very good programmer:D thank you all for any support it makes me so happy i love yall!!<33"}, {"post_id": 36376, "ts": "2026-07-28T13:30:21Z", "hours": 0.4561, "text": "hey guys! beginner here, currently working on my very first website and it’s going to be my own portfolio!"}]...
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Title: Amateurweb by @amateur_tech_guy | Stardance Title: Amateurweb by @amateur_tech_guy | Stardance
Devlogs:
hey guys! beginner here, currently working on my very first website and it’s going to be my own portfolio!
devlog #2: i’ve been on a vacation for the past couple of days, so i used my notebook to study more on web development. and so far I know it does’nt look that good but I will make it better! anyways this is how it currently looks, and i am proud to say that I have officially passed the laziness stage, I used to get so lazy and give up but im still going and i hope to become a very good programmer:D thank you all for any support it makes me so happy i love yall!!<33
devlog #3:made some changes into website, lol not just some but i redesigned the whole website and i feel like im almost done, i couldnt be more proud of myself
devlog #4: today i made a fully functional but not so good looking feedback page! I used an API but it is honestly so hard to design forms on your own…either way i might have one devlog left before finishing this website once and forall.(also changed the font do you guys like it?)
final devlog #5: i finally finished the website and i know its not the best but its the best i could do as a beginner so pls dont judge:) and the picture above is aniimated, its a card that turns on hover so no i didnt let the first card be plain text, someone told me in my comment section that someday ill look back at it and modify it overtime and i beleived them so this is what im working with for now, but who knows some day maybe itll look professional, thank you guys for ur support ur kind words really pushed me to finish this<333 now all i need to do is make a github repo on it and ship it
honorable devlog: i honestly finished with this project but i also made some changes and made it mobile friendly :) some margins are pretty messed up for now but ill fix the website when i can, im currently working on my very own slackbot so time for amateurweb is little thank you all for the support given on this website<3
GUYSSS I fixed my personal website it should be completely mobile friendly and fixed margin wise. if you guys see any problems with it still, please let me know in the feedback so i can fix it whenever i have the chance cause in the new code the submit feedback button wasnt centered now it is:)
Ships:
I made a personal website about myself! my hobbies, my projects, and my profile! I even added a feedback page to see what people think whenever they check out my website. I’m really proud of myself for not procrastinating on this project, and learning as much as I did. This has been quite a journey and I look forward to making more projects!:D
Hey guyss! this is my second ship of this website, I wanted to see what people would think of it! I’m a beginner in tech and I made this a week ago, got some feedback from 2 people but was wondering what people that are more qualified would think about it!...
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1793065925.3488243
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1793152325.3488243
|
|
40863
|
My own site! by @quique | Stardance
|
quique
|
2
|
18.0
|
4
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-01T09:22:18Z", "hours": 3.0, "multiplier": 1.27, "payout": 4, "blessing": "neutral", "text": "Im currrently debugging the Chatbot and the trunstile, it works sometimes, everything else should be all right", "repo": "https://github.com/egarciao-max/my-site", "demo": "https://enrique-personal-site.enriquegarciaoropeza.workers.dev/"}, {"ship_num": 2, "ts": "2026-07-31T00:14:19Z", "hours": 15.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my personal site, and just as a comment, there was a problem because at the beggining i used as a root folder another project, and thats why theres so many hours, i used ai for 3 css blocks for “stickers in the blocks”", "repo": "https://github.com/egarciao-max/my-site", "demo": "https://enrique-personal-site.enriquegarciaoropeza.workers.dev/"}]...
|
[{"post_id": 59439, "ts": "202 [{"post_id": 59439, "ts": "2026-09-01T09:11:15Z", "hours": 1.4861, "text": "Working on some hackclub Ai CHATBOT, css is not cooperating"}, {"post_id": 37989, "ts": "2026-07-31T02:43:39Z", "hours": 1.2661, "text": "MADE TELEGRAM BOT AND ADDED TURNSTILE AND ENDPOINT"}, {"post_id": 37949, "ts": "2026-07-31T00:11:59Z", "hours": 1.5047, "text": "Finished the site!"}, {"post_id": 36181, "ts": "2026-07-28T03:10:02Z", "hours": 13.0828, "text": "Worked on learning javascript, css, and html"}]...
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Title: My own site! by @quique | Stardance
Devlog Title: My own site! by @quique | Stardance
Devlogs:
Worked on learning javascript, css, and html
Finished the site!
MADE TELEGRAM BOT AND ADDED TURNSTILE AND ENDPOINT
Working on some hackclub Ai CHATBOT, css is not cooperating
Ships:
I made my personal site, and just as a comment, there was a problem because at the beggining i used as a root folder another project, and thats why theres so many hours, i used ai for 3 css blocks for “stickers in the blocks”
Im currrently debugging the Chatbot and the trunstile, it works sometimes, everything else should be all right...
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1792983101.3264303
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1793069501.3264303
|
|
41036
|
new tab by @aishikamahanta | Stardance
|
aishikamahanta
|
2
|
9.92
|
1
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-04T11:46:56Z", "hours": 1.0, "multiplier": 1.23, "payout": 1, "blessing": "neutral", "text": "i changed the search tab, the alignment was a little though i also changed the global news heading", "repo": "https://github.com/Aishika23/newtab", "demo": "https://aishika23.github.io/newtab/"}, {"ship_num": 2, "ts": "2026-08-03T05:05:16Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I followed the “give your website a pulse” mission, it was fun to work with, the css part was most challenging for me, it was kinda annoying as well, but i am proud with the little animations that i implemented with css", "repo": "https://github.com/Aishika23/newtab", "demo": "https://aishika23.github.io/newtab/"}]...
|
[{"post_id": 73447, "ts": "202 [{"post_id": 73447, "ts": "2026-09-25T03:29:17Z", "hours": 3.0464, "text": "heyyy, i i couldn’t work for a month due to my exams but now i have finally completed the shortcuts feature, now you can edit and store any shortcuts and it will be there forever! though i don’t really know what kind of styling i should put in the pop up so any suggestions will be appreciated. To edit your shortcuts, you must click on the settings icon on the top right corner and edit accordingly and click on save!"}, {"post_id": 54246, "ts": "2026-08-25T04:10:11Z", "hours": 1.8725, "text": "i got some recommendations to add shortcuts, time, calendar and some fixes as well out of which i have added shortcuts and time and optimised the search function for enter key. The shortcuts are not customisable yet i will add that later. For now, i have stored the domains of shortcuts in an array, this array will be customisable, and every other function related to the shortcuts will be accessed through the array, and i have used a google favicons link to access the favicons, anyone can check for it in the source code. The time wasn’t that much of an headache, i just followed any youtube tutorial to add it and that’s all the updates for now!"}, {"post_id": 40660, "ts": "2026-08-04T10:49:09Z", "hours": 1.1333, "text": "i changed the css of search tab and it took me an awful amount of time to get it all aligned as i changed the search icon and used it as a font from google fonts, it’s still a little bit off centred but that’s the best i could do"}, {"post_id": 39881, "ts": "2026-08-03T05:01:09Z", "hours": 0.5789, "text": "I added a global news heading and some css thats it"}, {"post_id": 37492, "ts": "2026-07-30T08:52:25Z", "hours": 0.4981, "text": "i added two more news tabs and optimised it a little for phone users"}, {"post_id": 37461, "ts": "2026-07-30T07:10:00Z", "hours": 1.2361, "text": "i did some modifications to search bar and added news at the bottom using newsdata.io’s api"}, {"post_id": 36993, "ts": "2026-07-29T13:20:39Z", "hours": 2.0167, "text": "i am working on a new tab and first i searched for some api by nasa but only apod worked the best for me so i decided to use it as a background and whenever a youtube link will be posted, a custom image i have selected will appear as background (that you see in the screenshot) then i added some css to the search bar (i got the search icon from google icons)"}]...
|
Title: new tab by @aishikamahanta | Stardance
Dev Title: new tab by @aishikamahanta | Stardance
Devlogs:
i am working on a new tab and first i searched for some api by nasa but only apod worked the best for me so i decided to use it as a background and whenever a youtube link will be posted, a custom image i have selected will appear as background (that you see in the screenshot) then i added some css to the search bar (i got the search icon from google icons)
i did some modifications to search bar and added news at the bottom using newsdata.io’s api
i added two more news tabs and optimised it a little for phone users
I added a global news heading and some css thats it
i changed the css of search tab and it took me an awful amount of time to get it all aligned as i changed the search icon and used it as a font from google fonts, it’s still a little bit off centred but that’s the best i could do
i got some recommendations to add shortcuts, time, calendar and some fixes as well out of which i have added shortcuts and time and optimised the search function for enter key. The shortcuts are not customisable yet i will add that later. For now, i have stored the domains of shortcuts in an array, this array will be customisable, and every other function related to the shortcuts will be accessed through the array, and i have used a google favicons link to access the favicons, anyone can check for it in the source code. The time wasn’t that much of an headache, i just followed any youtube tutorial to add it and that’s all the updates for now!
heyyy, i i couldn’t work for a month due to my exams but now i have finally completed the shortcuts feature, now you can edit and store any shortcuts and it will be there forever! though i don’t really know what kind of styling i should put in the pop up so any suggestions will be appreciated. To edit your shortcuts, you must click on the settings icon on the top right corner and edit accordingly and click on save!
Ships:
I followed the “give your website a pulse” mission, it was fun to work with, the css part was most challenging for me, it was kinda annoying as well, but i am proud with the little animations that i implemented with css
i changed the search tab, the alignment was a little though i also changed the global news heading...
|
1792986845.0604458
|
1793073245.0604458
|
|
41178
|
MY Personal Website by @ashrafmahin10 | Stardance
|
ashrafmahin10
|
2
|
14.0
|
13
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-17T16:49:06Z", "hours": 11.0, "multiplier": 1.18, "payout": 13, "blessing": "neutral", "text": "I added some changes to my portofolio website. The challenging part was to creating the dino and movable objects, because of the advance math involved in it. I am proud to have my own place in the internet. Just test my project in a computer, its not suitable in mobile.", "repo": "https://github.com/Ashraf-999/MyPersonalSiteByAshraf", "demo": "https://ashraf-999.github.io/MyPersonalSiteByAshraf/"}, {"ship_num": 2, "ts": "2026-08-02T02:40:25Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my first personal website about me and my project. The hardest was to set up github and git. It makes me proud to get my very own place in the internet. I only did one commit because I was confused.I hope this get accepted. Thank you!", "repo": "https://github.com/Ashraf-999/MyPersonalSiteByAshraf", "demo": "https://ashraf-999.github.io/MyPersonalSiteByAshraf/"}]...
|
[{"post_id": 80430, "ts": "202 [{"post_id": 80430, "ts": "2026-10-17T16:45:19Z", "hours": 5.6717, "text": "Added Dino It blinks, and it has nothing to do other than look at your mouse pointer."}, {"post_id": 79075, "ts": "2026-10-12T16:11:04Z", "hours": 5.6161, "text": "Yo I added some ui changes like game-like buttons and moving box to make it look cool"}, {"post_id": 39226, "ts": "2026-08-02T01:49:20Z", "hours": 2.81, "text": "Hello, I finally finished building up my personal website! Please look at it and give me some feedback for improvement!"}, {"post_id": 36753, "ts": "2026-07-29T00:44:59Z", "hours": 0.5256, "text": "Hi, I am working on building my first personal website! It is pretty basic right now, but I am going to improve it in the future."}]...
|
Title: MY Personal Website by @ashrafmahin10 | Sta Title: MY Personal Website by @ashrafmahin10 | Stardance
Devlogs:
Hi, I am working on building my first personal website! It is pretty basic right now, but I am going to improve it in the future.
Hello, I finally finished building up my personal website! Please look at it and give me some feedback for improvement!
Yo I added some ui changes like game-like buttons and moving box to make it look cool
Added Dino It blinks, and it has nothing to do other than look at your mouse pointer.
Ships:
I made my first personal website about me and my project. The hardest was to set up github and git. It makes me proud to get my very own place in the internet. I only did one commit because I was confused.I hope this get accepted. Thank you!
I added some changes to my portofolio website. The challenging part was to creating the dino and movable objects, because of the advance math involved in it. I am proud to have my own place in the internet. Just test my project in a computer, its not suitable in mobile....
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1792990385.6173794
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1793076785.6173794
|
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41201
|
IsaacOS by @slecesama | Stardance
|
slecesama
|
2
|
64.0
|
1003
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T15:42:20Z", "hours": 58.0, "multiplier": 17.35, "payout": 1003, "blessing": "neutral", "text": "i made the webOS actually functional, with apps that have some utility or functionality (such as the compendium app, my beloved wiki app) and not just the same old stuff such as calculators and notes. tbh i maybe made so many apps that there are 3 columns and covers a part of the desktop, so for that reason i made folders! for the new apps that i made, some of them were actually out of my reach of skills of programming so i had to learn some stuff or use AI for the most complicated stuff, but other than that i would say this project has actually made me re-gain the will of coding that i lost. there are a lot of features that tbh i were to list them all it would take a lot but the thing i focused the most on this project were: making the compendium app an actual useful app that i use regularly when playing the game, and the customization of the os using the themes app. i rlly liked building those two and were the most fun and also challenging part of the whole project. so please try changing stuff in the themes app and make it cool ;) and also use the blue map on the topbar to change the layour of the desktop and tell me which one u like more! i hope u’ll have fun using it and for isaac players, tell me what u would like to change and try the compendium app", "repo": "https://github.com/pickledroided/webbandola", "demo": "https://pickledroided.github.io/webbandola/"}, {"ship_num": 2, "ts": "2026-08-03T13:50:28Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Welcome to IsaacOS! this is a very cool OS based on the binding of isaac (i am playing it so much rn) which has minimal but essential apps right now but will have many and many more in the future. i made it using only html, css and js and honestly i think it looks great! i rlly like the colors i used, even tho when i will probably re-ship it when it has more apps i will change them so it looks new/updated, but other than that i am very satisfied! it has only a note app, website that is very limited, simple calculator and a find me on socials app, but i have many more that i am currently developing but i thought that i’d like to ship it now so i can see the progress im making. hope u like it! >:3 play the saac, u won’t regret it (T⌓T)", "repo": "https://github.com/pickledroided/webbandola", "demo": "https://pickledroided.github.io/webbandola/"}]...
|
[{"post_id": 71787, "ts": "202 [{"post_id": 71787, "ts": "2026-09-21T15:31:58Z", "hours": 0.7106, "text": "**DEVLOG #12 made some fixes and changed readme + demo png. ready to ship"}, {"post_id": 70657, "ts": "2026-09-19T15:17:02Z", "hours": 5.6183, "text": "**DEVLOG #11 i think its ready to ship! i kinda lost my will to update it etc lately so i kinda rushed it at the end, but im still happy with how it turned out!"}, {"post_id": 67441, "ts": "2026-09-13T15:31:41Z", "hours": 9.5967, "text": "**DEVLOG #10 helloo since i have a dopamine addiction i made a doomscroll app where u can doomscroll (rn there are only like 10 videos, but ill add more) between these videos that i chose about isaac, made a demo app thats just an iframe of the binding of isaac flash version demo gotten from crazy games and a terminal with various commands. also made some new options in the settings app and added it to the topbar, made the hour and date clickable so that they open lil widgets of a clock and a calendar"}, {"post_id": 61224, "ts": "2026-09-04T01:44:43Z", "hours": 9.9403, "text": "**DEVLOG #09 HELLOO i made a select layout on the topbar (blue map) where u can change the dekstop layout and just have a dock with all the apps instead of the normal desktop app icons. also made a tetris (the code is really messed up and doesnt work properly rn, will try to debug) and also made a spotlight to search apps with ctrl + space. also made a lot of tweaks etc but i made them days ago and dont remember them anymore :| this devlog is gonna be shorter because im getting tired of ts so i will try to rush the last things i wanna do and just ship it. it already has a lot of things it doesnt need more tbh"}, {"post_id": 55496, "ts": "2026-08-27T11:49:37Z", "hours": 10.0392, "text": "**DEVLOG #08 i made widgets! they are draggable, customizable with the themes app and all of em work perfectly! the isaac exclusives are the mom’s voicelines and item of the day widget (where u can reroll once per day using D6). i’ve spent most of the time optimizing and fixing bugs, but the thing that stole most of my time was the themes (i got bored of the black and red colors with that background) so i started making some presets with both backgrounds and icon colors. most of them aren’t still finished but yeah i’ll be getting into it shortly. also made some tweaks in the settings, gallery and compendium app aaand i think that’s all. rn im trying to make a domino/infinity effect using the browser where i can open the webOS multiple times inside the webOS but it starts showing white screen after 2 times so idk how to fix."}, {"post_id": 49571, "ts": "2026-08-18T13:35:52Z", "hours": 9.3731, "text": "**DEVLOG #07 helloooo! i made a lot of progress since last time, i made an intro (for some reason i cant upload the video here in the devlog :( but i will ship soon and u’ll be able to see it there) of isaac descending into the floor, idk what to add there but i will try to make it prettier! then i made the settings app and a music player that plays my favorite isaac OSTs (i have no idea if they are copyrighted, i hope not) i also made a paint app (peep the tools, all the icons are isaac items as always) and that’s about it i think, made the topbar prettier and idk i feel tired rn so goodbye"}, {"post_id": 46313, "ts": "2026-08-13T13:38:47Z", "hours": 9.0636, "text": "**DEVLOG #06 ok so it’s been a long journey updating this compendium app, there are a lot of things i wanted to add and it’s still not complete rn, but it’s 99% finished! i added various sections inside the app where u can see all of the unlocks and they are based on what characters u are playing or bosses u are about to kill. other than that i also added a gallery app where i just put a lot of images of isaac and friends, and a themes app where u can change the main colors of the whole OS."}, {"post_id": 43201, "ts": "2026-08-08T10:26:08Z", "hours": 3.4817, "text": "**DEVLOG #05 hello! i put a lot of my time in here for making the app that i think will be the most useful one here (or at least for us isaac players), which is the Compendium app! What is Compendium ? Compendium is this app i made that shows every item, trinket, challenge and character of The Binding of Isaac. it works like a little wiki (not so little since there are more than 720 items and trinkets) and shows every item sorting them by the ID ingame, shows their quality and if they have to be unlocked ingame, it shows you how to unlock them. You can also sort it based on what DLCs u have, default is having all of them (steam sale saved a lot of players). same thing even for trinkets but they don’t have quality in game so the only sorting is DLCs and then the last section of the app is the Unlocks where u can choose and see either how to unlock characters, how to unlock challenges and what reward they give u or all the items that have to be unlocked. What i will add in the future (today or tomorrow probably) the app is 90% done and i wanna add a boss section with tips on how to fight them and a reccomended unlock icon on all of the unlocks that are fundamental for progressing in the game. How did i develop it ok so i thought scraping the web for data was easier, turns out it wasnt and i crashed out multiple times. there are SO MANY items, trinkets and things to get data from and getting all of them was not easy, i tried getting them myself but i gave up halfway through, had to use ai for all the scraping. the worst thing is that it was causing problems and forgetting things and i was always adding them later on, like first i got all the items and that’s it, then i remembered to sort the things, then that not all of them are unlocked, then how to unlock etc etc and thankfully i wasn’t the one that had to scrape all of that data."}, {"post_id": 40078, "ts": "2026-08-03T13:41:49Z", "hours": 1.5744, "text": "**DEVLOG #04 ok so i kinda got lost in my thoughts today so i didn’t do too much but i made it so u can move around icons on the os and added animations when u close/minimize windows, also u can now resize the windows as u like by pulling the window in the corner . i think it’s ready now to ship and i will re-ship with the next mission when i will add more things such as background settings, themes, paint app, actual games etc"}, {"post_id": 39632, "ts": "2026-08-02T19:11:06Z", "hours": 1.3294, "text": "**DEVLOG #03 i made a calculator app using old code from another project and made it match with the whole theme, made the notes app use localStorage so it saves the notes between sessions (there’s a default one tho) and made a lil dock for the open windows rn, also made a lil animations for when there are no windows open but i can’t record rn so u can’t see it, but i will add some micro animations later on to the dock. making this screenshot and being unable to get the browser window in the screen made me realize that i should make it so the windows size can be changed by pulling it on the corner"}, {"post_id": 38831, "ts": "2026-08-01T12:09:00Z", "hours": 2.0381, "text": "**DEVLOG #02 hi humans i changed a lot of the colors and added a background directly from isaac (unused Sheol floor). i added the notes app (which rn only shows a pre-written note, still cant add a new one) a find me app where u can find all of my socials and the browser. the browser was the hard part where i gave up half-way thru because i cant figure out how to search things online that dont block the browser using iframes, so it only shows wikipedia and the website on github pages cuz i wanted to create an infinity effect where u could open the webOS in the browser and do it a lot of times but i cant figure out the resolution etc so u can do it only once rn. also all of the icons are isaac items"}, {"post_id": 38305, "ts": "2026-07-31T16:57:45Z", "hours": 0.8522, "text": "**DEVLOG #01 helo i am making the binding of isaac os. rn it is just very basic since i am following the guide (rn nothing works, i made the windows draggable and closable but they don’t work) and i have 0 ideas on what apps to add, but i will try to make it work and add some cool features"}]...
|
Title: IsaacOS by @slecesama | Stardance
Devlogs: Title: IsaacOS by @slecesama | Stardance
Devlogs:
**DEVLOG #01 helo i am making the binding of isaac os. rn it is just very basic since i am following the guide (rn nothing works, i made the windows draggable and closable but they don’t work) and i have 0 ideas on what apps to add, but i will try to make it work and add some cool features
**DEVLOG #02 hi humans i changed a lot of the colors and added a background directly from isaac (unused Sheol floor). i added the notes app (which rn only shows a pre-written note, still cant add a new one) a find me app where u can find all of my socials and the browser. the browser was the hard part where i gave up half-way thru because i cant figure out how to search things online that dont block the browser using iframes, so it only shows wikipedia and the website on github pages cuz i wanted to create an infinity effect where u could open the webOS in the browser and do it a lot of times but i cant figure out the resolution etc so u can do it only once rn. also all of the icons are isaac items
**DEVLOG #03 i made a calculator app using old code from another project and made it match with the whole theme, made the notes app use localStorage so it saves the notes between sessions (there’s a default one tho) and made a lil dock for the open windows rn, also made a lil animations for when there are no windows open but i can’t record rn so u can’t see it, but i will add some micro animations later on to the dock. making this screenshot and being unable to get the browser window in the screen made me realize that i should make it so the windows size can be changed by pulling it on the corner
**DEVLOG #04 ok so i kinda got lost in my thoughts today so i didn’t do too much but i made it so u can move around icons on the os and added animations when u close/minimize windows, also u can now resize the windows as u like by pulling the window in the corner . i think it’s ready now to ship and i will re-ship with the next mission when i will add more things such as background settings, themes, paint app, actual games etc
**DEVLOG #05 hello! i put a lot of my time in here for making the app that i think will be the most useful one here (or at least for us isaac players), which is the Compendium app! What is Compendium ? Compendium is this app i made that shows every item, trinket, challenge and character of The Binding of Isaac. it works like a little wiki (not so little since there are more than 720 items and trinkets) and shows every item sorting them by the ID ingame, shows their quality and if they have to be unlocked ingame, it shows you how to unlock them. You can also sort it based on what DLCs u have, default is having all of them (steam sale saved a lot of players). same thing even for trinkets but they don’t have quality in game so the only sorting is DLCs and then the last section of the app is the Unlocks where u can choose and see either how to unlock characters, how to unlock challenges and what reward they give u or all the items that have to be unlocked. What i will add in the future (today or tomorrow probably) the app is 90% done and i wanna add a boss section with tips on how to fight them and a reccomended unlock icon on all of the unlocks that are fundamental for progressing in the game. How did i develop it ok so i thought scraping the web for data was easier, turns out it wasnt and i crashed out multiple times. there are SO MANY items, trinkets and things to get data from and getting all of them was not easy, i tried getting them myself but i gave up halfway through, had to use ai for all the scraping. the worst thing is that it was causing problems and forgetting things and i was always adding them later on, like first i got all the items and that’s it, then i remembered to sort the things, then that not all of them are unlocked, then how to unlock etc etc and thankfully i wasn’t the one that had to scrape all of that data.
**DEVLOG #06 ok so it’s been a long journey updating this compendium app, there are a lot of things i wanted to add and it’s still not complete rn, but it’s 99% finished! i added various sections inside the app where u can see all of the unlocks and they are based on what characters u are playing or bosses u are about to kill. other than that i also added a gallery app where i just put a lot of images of isaac and friends, and a themes app where u can change the main colors of the whole OS.
**DEVLOG #07 helloooo! i made a lot of progress since last time, i made an intro (for some reason i cant upload the video here in the devlog :( but i will ship soon and u’ll be able to see it there) of isaac descending into the floor, idk what to add there but i will try to make it prettier! then i made the settings app and a music player that plays my favorite isaac OSTs (i have no idea if they are copyrighted, i hope not) i also made a paint app (peep the tools, all the icons are isaac items as always) and that’s about it i think, made the topbar prettier and idk i feel tired rn so goodbye
**DEVLOG #08 i made widgets! they are draggable, customizable with the themes app and all of em work perfectly! the isaac exclusives are the mom’s voicelines and item of the day widget (where u can reroll once per day using D6). i’ve spent most of the time optimizing and fixing bugs, but the thing that stole most of my time was the themes (i got bored of the black and red colors with that background) so i started making some presets with both backgrounds and icon colors. most of them aren’t still finished but yeah i’ll be getting into it shortly. also made some tweaks in the settings, gallery and compendium app aaand i think that’s all. rn im trying to make a domino/infinity effect using the browser where i can open the webOS multiple times inside the webOS but it starts showing white screen after 2 times so idk how to fix.
**DEVLOG #09 HELLOO i made a select layout on the topbar (blue map) where u can change the dekstop layout and just have a dock with all the apps instead of the normal desktop app icons. also made a tetris (the code is really messed up and doesnt work properly rn, will try to debug) and also made a spotlight to search apps with ctrl + space. also made a lot of tweaks etc but i made them days ago and dont remember them anymore :| this devlog is gonna be shorter because im getting tired of ts so i will try to rush the last things i wanna do and just ship it. it already has a lot of things it doesnt need more tbh
**DEVLOG #10 helloo since i have a dopamine addiction i made a doomscroll app where u can doomscroll (rn there are only like 10 videos, but ill add more) between these videos that i chose about isaac, made a demo app thats just an iframe of the binding of isaac flash version demo gotten from crazy games and a terminal with various commands. also made some new options in the settings app and added it to the topbar, made the hour and date clickable so that they open lil widgets of a clock and a calendar
**DEVLOG #11 i think its ready to ship! i kinda lost my will to update it etc lately so i kinda rushed it at the end, but im still happy with how it turned out!
**DEVLOG #12 made some fixes and changed readme + demo png. ready to ship
Ships:
Welcome to IsaacOS! this is a very cool OS based on the binding of isaac (i am playing it so much rn) which has minimal but essential apps right now but will have many and many more in the future. i made it using only html, css and js and honestly i think it looks great! i rlly like the colors i used, even tho when i will probably re-ship it when it has more apps i will change them so it looks new/updated, but other than that i am very satisfied! it has only a note app, website that is very limited, simple calculator and a find me on socials app, but i have many more that i am currently developing but i thought that i’d like to ship it now so i can see the progress im making. hope u like it! >:3 play the saac, u won’t regret it (T⌓T)
i made the webOS actually functional, with apps that have some utility or functionality (such as the compendium app, my beloved wiki app) and not just the same old stuff such as calculators and notes. tbh i maybe made so many apps that there are 3 columns and covers a part of the desktop, so for that reason i made folders! for the new apps that i made, some of them were actually out of my reach of skills of programming so i had to learn some stuff or use AI for the most complicated stuff, but other than that i would say this project has actually made me re-gain the will of coding that i lost. there are a lot of features that tbh i were to list them all it would take a lot but the thing i focused the most on this project were: making the compendium app an actual useful app that i use regularly when playing the game, and the customization of the os using the themes app. i rlly liked building those two and were the most fun and also challenging part of the whole project. so please try changing stuff in the themes app and make it cool ;) and also use the blue map on the topbar to change the layour of the desktop and tell me which one u like more! i hope u’ll have fun using it and for isaac players, tell me what u would like to change and try the compendium app...
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1792990623.6729932
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1793077023.6729932
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|
41293
|
maryOS by @marygoat | Stardance
|
marygoat
|
2
|
10.0
|
9
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T19:07:06Z", "hours": 2.0, "multiplier": 5.67, "payout": 9, "blessing": "neutral", "text": "i made a web operating system, featuring six apps! it was challenging following the guide and making it work, while also making it my own. making the apps open and close properly was one of my biggest struggles. but once i got that working, the rest was easy! im proud of how this looks like, pretty simplistic and easy to use. to test my project, just press try project down below or go to: https://awesomesauce4646.github.io/maryos/ hope you enjoy using maryOS!", "repo": "https://github.com/awesomesauce4646/maryos", "demo": "https://awesomesauce4646.github.io/maryos/"}, {"ship_num": 2, "ts": "2026-08-01T23:00:26Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a web-based desktop! maryOS is a desktop that is completely client-sided. Features Desktop Environment Drag and close windows Top bar with a clock and date Note app that saves with local storage Game link window Welcome window It was challenging deploying the javascript code that allowed the windows to drag around and close and all of that fun stuff, since I only ever learned the basics of javascript and this felt like a lot of new content. I’m proud that I got it to finally work after a lot of time debugging, and searching for help when I needed it. I really like how it looks, even if it’s simple, and I will probably spend more time on this! To test my project, you can click on the icons on the bottom of the screen to open windows!", "repo": "https://github.com/awesomesauce4646/maryos", "demo": "https://awesomesauce4646.github.io/maryos/"}]...
|
[{"post_id": 49798, "ts": "202 [{"post_id": 49798, "ts": "2026-08-18T18:52:41Z", "hours": 0.4022, "text": "DEVLOG 8! SEARCH BAR i have added a searchbar, and I think i’m ready to ship! I searched it up on how to add a search bar, and I got some code thanks to: https://stackoverflow.com/a/42926071 it was a bit funky at first, since when i tested the code, it’d search what I put in but then add “site:example . com”, and i didn’t want that, so I figured out how to remove that added value so it’d only search up what the user put in. i think the search bar was a nice added feature, especially since i think every webOS should have one!"}, {"post_id": 48638, "ts": "2026-08-17T03:39:25Z", "hours": 1.2697, "text": "DEVLOG 7! CALCULATOR i have made a calculator for my webos! it was difficult learning the javascript in order for the text display to change properly, just like a calculator, but i was able to do it with the help of this guide: https://zellwk.com/blog/calculator-part-1/ i spent a lot of time figuring out how to stylize the calculator and also implementing the proper javascript in order to make it divide, multiply, and calculate. i had a small issue of just mispelling textContent, so it prevented the clear button from working."}, {"post_id": 39169, "ts": "2026-08-01T22:53:42Z", "hours": 1.0519, "text": "noteapp saves! finally got it to save notes written in local storage :) this took too long in my opinion but hey, as long as it gets done! im going to ship this, since it seems like i got the requirements too, but i am planning on working on this still!"}, {"post_id": 38765, "ts": "2026-08-01T10:12:53Z", "hours": 1.4156, "text": "game window! added a lil game window to my webos, and also made it so when you click on the icons the border changes colors so that its selected. it doesn’t work for the games icon, so ima debug that, but hi and notes work! i also have to finish up programming the notes app lol i learned a lot more about java script functions during this, which was fun :)"}, {"post_id": 38158, "ts": "2026-07-31T12:24:07Z", "hours": 2.6739, "text": "window opens! this took way longer than i want to admit lol, i asked claude to help me debug because i had structured my code a bit weirdly. after a LOT of trial and error, the little app button on the bottom opens up the welcome app! i have learned about data-targets through the debugging progress, which is kinda like a different type of id? im still not 100% how it works, but im getting there!"}, {"post_id": 37527, "ts": "2026-07-30T10:30:20Z", "hours": 1.6519, "text": "draggable window! made it so you can drag the window also tried stylizing it a bit more, which took longer than expected lol since my css wasn’t behaving, sometimes the handle overflowed or didn’t take enough space, but i figured it out :) im pretty content on how this is looking so far, excited to see where this goes!"}, {"post_id": 37432, "ts": "2026-07-30T05:03:10Z", "hours": 0.6542, "text": "stylizing web os! gave it a background and also made a window! it was hard to decide on what theme it should be, but i decided to make it a bluish purplish vibe since those are my top two fav colors, and i think they look nice together. i was confused about flex, but the froggy flex game listed on the guide helped me a lot! im getting the hang of it now :)"}, {"post_id": 36758, "ts": "2026-07-29T00:53:14Z", "hours": 0.3714, "text": "starting a web os! decided to pick up on the web os mission… seems pretty fun! i was following the guide, but disliked how they put all of the style things into one div line, so i just made a style.css file so it could be a bit more organized. so far, it’s going pretty smoothly!"}]...
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Title: maryOS by @marygoat | Stardance
Devlogs:
s Title: maryOS by @marygoat | Stardance
Devlogs:
starting a web os! decided to pick up on the web os mission… seems pretty fun! i was following the guide, but disliked how they put all of the style things into one div line, so i just made a style.css file so it could be a bit more organized. so far, it’s going pretty smoothly!
stylizing web os! gave it a background and also made a window! it was hard to decide on what theme it should be, but i decided to make it a bluish purplish vibe since those are my top two fav colors, and i think they look nice together. i was confused about flex, but the froggy flex game listed on the guide helped me a lot! im getting the hang of it now :)
draggable window! made it so you can drag the window also tried stylizing it a bit more, which took longer than expected lol since my css wasn’t behaving, sometimes the handle overflowed or didn’t take enough space, but i figured it out :) im pretty content on how this is looking so far, excited to see where this goes!
window opens! this took way longer than i want to admit lol, i asked claude to help me debug because i had structured my code a bit weirdly. after a LOT of trial and error, the little app button on the bottom opens up the welcome app! i have learned about data-targets through the debugging progress, which is kinda like a different type of id? im still not 100% how it works, but im getting there!
game window! added a lil game window to my webos, and also made it so when you click on the icons the border changes colors so that its selected. it doesn’t work for the games icon, so ima debug that, but hi and notes work! i also have to finish up programming the notes app lol i learned a lot more about java script functions during this, which was fun :)
noteapp saves! finally got it to save notes written in local storage :) this took too long in my opinion but hey, as long as it gets done! im going to ship this, since it seems like i got the requirements too, but i am planning on working on this still!
DEVLOG 7! CALCULATOR i have made a calculator for my webos! it was difficult learning the javascript in order for the text display to change properly, just like a calculator, but i was able to do it with the help of this guide: https://zellwk.com/blog/calculator-part-1/ i spent a lot of time figuring out how to stylize the calculator and also implementing the proper javascript in order to make it divide, multiply, and calculate. i had a small issue of just mispelling textContent, so it prevented the clear button from working.
DEVLOG 8! SEARCH BAR i have added a searchbar, and I think i’m ready to ship! I searched it up on how to add a search bar, and I got some code thanks to: https://stackoverflow.com/a/42926071 it was a bit funky at first, since when i tested the code, it’d search what I put in but then add “site:example . com”, and i didn’t want that, so I figured out how to remove that added value so it’d only search up what the user put in. i think the search bar was a nice added feature, especially since i think every webOS should have one!
Ships:
I made a web-based desktop! maryOS is a desktop that is completely client-sided. Features Desktop Environment Drag and close windows Top bar with a clock and date Note app that saves with local storage Game link window Welcome window It was challenging deploying the javascript code that allowed the windows to drag around and close and all of that fun stuff, since I only ever learned the basics of javascript and this felt like a lot of new content. I’m proud that I got it to finally work after a lot of time debugging, and searching for help when I needed it. I really like how it looks, even if it’s simple, and I will probably spend more time on this! To test my project, you can click on the icons on the bottom of the screen to open windows!
i made a web operating system, featuring six apps! it was challenging following the guide and making it work, while also making it my own. making the apps open and close properly was one of my biggest struggles. but once i got that working, the rest was easy! im proud of how this looks like, pretty simplistic and easy to use. to test my project, just press try project down below or go to: https://awesomesauce4646.github.io/maryos/ hope you enjoy using maryOS!...
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1792993794.7658334
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1793080194.7658334
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41332
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Personal site by @potionj | Stardance
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potionj
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2
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32.0
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168
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-22T00:44:09Z", "hours": 18.0, "multiplier": 14.43, "payout": 132, "blessing": "neutral", "text": "Changes -Added animations for clicking inside and outside of the black hole -Redid the profile -Minor bug fixes -A lot of performance improvements -Added pre loading for the background in the star map to minimize transition time -Bound the edges of the starmap -Improved rendering speeds at the cost of slight decrease in quality -Rebound some keybinds -Added layered esc Some notes The amount of time i spent on the zoom in animation is way too long and i spent wayyyy too much time on it Had issues changing values with the profile bc of the weird header i made long time ago Had issues loading things? Now it basically just moves the lag to sometime else To justify the questionable hr count: Writing custom rendering is very painful and i do not recommend it at all (just use a library it actually makes it so much easier), this has taken so much effort to complete so please be nice while grading :) Actually helpful info for people rating I entered the site and theres nothing to do? -Click either inside or outside the blackhole (inside leads you to my profile, outside leads you to a starmap i made) Can i use my keyboard for the starmap? -Of course, move around with w/a/s/d, zoom in/out with +/-, turn the info card opque with o Why should i give you 9 stars for all of the parts? -Because i worked rly hard on this project :) -More specifically… -Originality: I dont think you’ve seen anyone with a similar personal site have you? (if you have send it to me on slack username:29mtye) -Technicality: This uses nasa api to load in images, CUSTOM rendering, a fully functional starmap, there is performance built in, there are backups incase the site can’t find anything -Usability: Its built to not break, there might be minor bugs but it accomplishes what it should do right? -Storytelling: This ship message is split into sections so that you can find info easily, i have almost 150 commits…", "repo": "https://github.com/minye065/my-website-templated", "demo": "https://minye065.github.io/my-website-templated/"}, {"ship_num": 2, "ts": "2026-08-23T16:30:05Z", "hours": 14.0, "multiplier": 5.5, "payout": 36, "blessing": "neutral", "text": "The site is done :D Had quite some issues with getting images from the nasa database but the site has turned out quite well. Please be nice while rating as this is my first css/html project. :) Try if you can find the hidden thing.", "repo": "https://github.com/minye065/my-website-templated", "demo": "https://minye065.github.io/my-website-templated/"}]...
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[{"post_id": 81662, "ts": "202 [{"post_id": 81662, "ts": "2026-10-21T23:12:50Z", "hours": 0.2933, "text": "Fixed minor loading issues Changed how the loading for the star map works Bound the edges of the starmap Made starmap nonscrolling"}, {"post_id": 81413, "ts": "2026-10-21T05:50:52Z", "hours": 2.9125, "text": "Added a zoom in and out animation, zoom out is far superior tho… Zoom in animation needs a lot of fixing."}, {"post_id": 80290, "ts": "2026-10-17T04:06:02Z", "hours": 2.135, "text": "Added an animation for zooming out, fixed some issues with internal stuff. (Picture is mid animation)"}, {"post_id": 79665, "ts": "2026-10-15T00:15:27Z", "hours": 1.8697, "text": "Fixed the render and tuned some more values :) Swapped the render mask for a different method. Next is adding an animation, fixing the writting and maybe more hidden things? View at: https://minye065.github.io/my-website-templated/"}, {"post_id": 74336, "ts": "2026-09-27T06:05:23Z", "hours": 2.8025, "text": "IT WORKS!!!! Never thought that it would work so easily but it does. The blackhole has been split into 2 parts, outside and inside. The outside leads to the old site (soon to be changed) and the inside to the projects and what not. The loading is very jagged and will be overlayed with something :D. The old site is now accessible after however long it was just commented out. Going to do: add loading screens (or smth) add “back” button (revolutionary i know) split the old site into starmap and portfolio"}, {"post_id": 63816, "ts": "2026-09-07T19:45:11Z", "hours": 8.275, "text": "Remade the website again? Yea i had another idea but you’ll see at the end. Currently it’s just a blackhole renderer + mask maker. The mask will go over the blackhole to map out clicks and stuff. Had some issues with centering and omega. Using the math formulas from before caused the rings of the blackhole to do weird things because of a difference in rotation speeds. This was just removed to make it smooth. The blackhole is not as accurate anymore but i dont understand it enough to fix it soooo."}, {"post_id": 53155, "ts": "2026-08-23T16:27:35Z", "hours": 10.9436, "text": "Redid basically the entire website, now has a slightly hidden feature."}, {"post_id": 38017, "ts": "2026-07-31T04:54:36Z", "hours": 2.9147, "text": "added the background"}]...
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Title: Personal site by @potionj | Stardance
Devl Title: Personal site by @potionj | Stardance
Devlogs:
added the background
Redid basically the entire website, now has a slightly hidden feature.
Remade the website again? Yea i had another idea but you’ll see at the end. Currently it’s just a blackhole renderer + mask maker. The mask will go over the blackhole to map out clicks and stuff. Had some issues with centering and omega. Using the math formulas from before caused the rings of the blackhole to do weird things because of a difference in rotation speeds. This was just removed to make it smooth. The blackhole is not as accurate anymore but i dont understand it enough to fix it soooo.
IT WORKS!!!! Never thought that it would work so easily but it does. The blackhole has been split into 2 parts, outside and inside. The outside leads to the old site (soon to be changed) and the inside to the projects and what not. The loading is very jagged and will be overlayed with something :D. The old site is now accessible after however long it was just commented out. Going to do: add loading screens (or smth) add “back” button (revolutionary i know) split the old site into starmap and portfolio
Fixed the render and tuned some more values :) Swapped the render mask for a different method. Next is adding an animation, fixing the writting and maybe more hidden things? View at: https://minye065.github.io/my-website-templated/
Added an animation for zooming out, fixed some issues with internal stuff. (Picture is mid animation)
Added a zoom in and out animation, zoom out is far superior tho… Zoom in animation needs a lot of fixing.
Fixed minor loading issues Changed how the loading for the star map works Bound the edges of the starmap Made starmap nonscrolling
Ships:
The site is done :D Had quite some issues with getting images from the nasa database but the site has turned out quite well. Please be nice while rating as this is my first css/html project. :) Try if you can find the hidden thing.
Changes -Added animations for clicking inside and outside of the black hole -Redid the profile -Minor bug fixes -A lot of performance improvements -Added pre loading for the background in the star map to minimize transition time -Bound the edges of the starmap -Improved rendering speeds at the cost of slight decrease in quality -Rebound some keybinds -Added layered esc Some notes The amount of time i spent on the zoom in animation is way too long and i spent wayyyy too much time on it Had issues changing values with the profile bc of the weird header i made long time ago Had issues loading things? Now it basically just moves the lag to sometime else To justify the questionable hr count: Writing custom rendering is very painful and i do not recommend it at all (just use a library it actually makes it so much easier), this has taken so much effort to complete so please be nice while grading :) Actually helpful info for people rating I entered the site and theres nothing to do? -Click either inside or outside the blackhole (inside leads you to my profile, outside leads you to a starmap i made) Can i use my keyboard for the starmap? -Of course, move around with w/a/s/d, zoom in/out with +/-, turn the info card opque with o Why should i give you 9 stars for all of the parts? -Because i worked rly hard on this project :) -More specifically… -Originality: I dont think you’ve seen anyone with a similar personal site have you? (if you have send it to me on slack username:29mtye) -Technicality: This uses nasa api to load in images, CUSTOM rendering, a fully functional starmap, there is performance built in, there are backups incase the site can’t find anything -Usability: Its built to not break, there might be minor bugs but it accomplishes what it should do right? -Storytelling: This ship message is split into sections so that you can find info easily, i have almost 150 commits…...
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1793051701.4685812
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1793138101.4685812
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41405
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StopWatch by @Vihaan15 | Stardance
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Vihaan15
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2
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2.0
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2
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-15T18:44:42Z", "hours": 2.0, "multiplier": 1.0, "payout": 2, "blessing": "neutral", "text": "It is a simple app that uses most of the basic things from JavaScript and then combines them to in an HTML file, which I shipped via github-pages", "repo": "https://github.com/Vihaan6119/StopWatch", "demo": "https://vihaan6119.github.io/StopWatch/"}, {"ship_num": 2, "ts": "2026-08-04T06:55:35Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a live NASA dashboard sort of app. It pulls real data from NASA using its API. The challenging part of this is the main fetch of the NASA API and planning which project to make", "repo": "https://github.com/Vihaan6119/StopWatch", "demo": "https://vihaan6119.github.io/StopWatch/"}]...
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[{"post_id": 47670, "ts": "202 [{"post_id": 47670, "ts": "2026-08-15T18:43:10Z", "hours": 1.6553, "text": "finished working on it"}, {"post_id": 40573, "ts": "2026-08-04T06:48:45Z", "hours": 0.0, "text": "Finished working on the project. Publishing in few minutes."}, {"post_id": 38809, "ts": "2026-08-01T11:29:27Z", "hours": 0.0, "text": "Half way through"}, {"post_id": 38016, "ts": "2026-07-31T04:49:32Z", "hours": 0.0, "text": "Cool project coming right up, get ready to rate"}]...
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Title: StopWatch by @Vihaan15 | Stardance
Devlogs Title: StopWatch by @Vihaan15 | Stardance
Devlogs:
Cool project coming right up, get ready to rate
Half way through
Finished working on the project. Publishing in few minutes.
finished working on it
Ships:
I made a live NASA dashboard sort of app. It pulls real data from NASA using its API. The challenging part of this is the main fetch of the NASA API and planning which project to make
It is a simple app that uses most of the basic things from JavaScript and then combines them to in an HTML file, which I shipped via github-pages...
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1792997773.8816254
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1793084173.8816254
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41476
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Contango by @igowu | Stardance
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igowu
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2
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83.0
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1107
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-15T20:46:02Z", "hours": 58.0, "multiplier": 19.01, "payout": 1046, "blessing": "neutral", "text": "Contango I built a Python framework for quantitative research of trading strategies, whether it be backtesting them, tuning parameter combinations, or turning the results into graphs that can easily reveal profitability/risk in strategies. It started as solely a backtesting framework, but it has grown into an entire suite for optimization and analysis. The latest release, v0.1.1, is now on PyPI. What it is It is an event-driven trading framework with two ways to build strategies. Strategy gives you complete control over the framework, while RuleBasedStrategy provides a higher-level interface for expressing trading rules with less boilerplate. On top of that is the research tooling. Contango can run Cartesian parameter sweeps, evaluating every combination of selected parameters rather than forcing you to manually run a strategy over and over. That makes it possible to take a strategy idea and view a whole parameter space in one run. Market data is handled through a local repository that caches OHLCV data, so repeated experiments don’t need to keep downloading the same data. This permits for offline usage once data has previously been downloaded. Yfinance (a data provider) works without setup or an API key, while the data provider system is designed so additional providers can be added without touching codebase’s internals. Possibly the most important part is the graphs. Equity curves, drawdowns, trade-quality metrics, parameter distributions, risk/return views, and more can be generated from the results of a research run. However, the goal isn’t just to analyze the amount of profit the strategy returns. Instead, it’s to make the behavior of the strategy visible by exposing a variety of different risk/trading/drawdown metrics, revealed clearly in the generated graphs. What was hard I spent a lot of time separating components, defining cleaner interfaces (modularity), and deciding where abstraction was beneficial rather than just adding redundancy and boilerplate. The parameter optimization system was another massive difficulty to create. A Cartesian sweep sounds simple on paper; however, the question arises: how do you distinguish all of the strategies from each other? My initial solution was to display all of the parameters for each strategy, but this ended up with strategy names that were way too large to render. Lastly, documentation ended up being much more work than I expected. I wanted someone to be able to use Contango without having to understand how its internals work first, while still having enough documentation available for someone who actually wants to extend the framework. What I’m proud of The part I’m happiest with is that Contango now feels genuinely easy to use after a small learning curve. You can write a strategy, point it at market data, sweep its parameters, and get a collection of research results and visualizations without having to manually glue all of those pieces together. The other thing I’m proud of is the amount of attention that I put into making the project understandable. The public API is documented, the internal API is documented, components have been modularized, and there are now unit tests for essentially everything that needs them. It’s not finished in the sense that no software ever is, but it finally feels complete. How to test it Install it from PyPI: pip install contango Then run the included research demo: python -m contango.research.demo_strategies.cartesian_bollinger_strategy.runner The demo runs a Bollinger Band strategy across a Cartesian grid of parameters and generates performance and parameter-analysis graphs (HTML) that can be reviewed. I want to thank Stardance for this experience - the opportunity to build software while earning rewards and be in such a welcoming community is amazing to me. I’m looking forward to future work with Hackclub!", "repo": "https://github.com/igowuu/Contango", "demo": "https://pypi.org/project/contango/"}, {"ship_num": 2, "ts": "2026-07-30T16:02:17Z", "hours": 25.0, "multiplier": 6.1, "payout": 61, "blessing": "neutral", "text": "Contango Have you ever wanted to create strategies programmatically for the stock market, cryptocurrencies, or anything else related to trading?! Maybe not… But I have! So, what is Contango? Contango is a full trading engine that allows you to make strategies in Python without worrying about any potential biases in your workflow. Instead of focusing on simulation, metrics, results, and graphs, you can avert your focus solely to the quality of the strategies you create. Strategies - what do they look like? Strategies are a part of an event-driven engine. This means that they receive and react to events that are released from a “mode”. A “mode” is anything that handles the logic of the event bus and/or engine - backtesting, live trading, etc. An example of a strategy: class MyStrategy ( Strategy ): \"\"\" A very simple strategy outline - not all logic is included. \"\"\" def on_market_event ( self , event : MarketDataEvent ) -> None : # Strategy market logic here def on_end ( self ) -> None : ... Results Contango processes the raw events emitted from your strategy and converts them to metrics. These metrics are then used to produce seven unique graphs. Each of these graphs tell you something unique about the strategy, whether it be profitability, risk, drawdown, consistency, win rate, etc. For most modern workflows, this is enough; however, all modules are cleanly decoupled from each other, so raw events or raw metrics can be processed & analyzed however you would like. Challenges Challenges: A massive learning curve. I’ve spent probably 50 hours or more just researching and absorbing the information used in this project. Packaging was difficult to get right, whether it be “missing type stub” warnings or incorrect rendering of my README.md. Documentation was terrible to write. Spending large amounts of time writing English words instead of code that accomplishes something was extremely tedious, yet completely necessary for a shipped project like this. I’m proud of this project Genuinely, this is one of the first big project I’ve ever made. I have never released anything to PyPI, nor shipped something of this scale before. Hackatime only shows 22 hours since I set it up partway through, but Contango’s been my main project since June, and it’s the second largest thing I’ve built. Usage The GitHub has detailed instructions, demos, videos, and more; however, since it’s so short, here is how to install the project & run the built-in demo from any python IDE: pip install contango python -m contango.research.research_strategies.bollinger_band_mean_reversion.runner Final Notes I’ve had a lot of fun with this project, and I hope anyone who sees this enjoys it just as much as me. Happy coding!", "repo": "https://github.com/igowuu/Contango", "demo": "https://pypi.org/project/contango/"}]...
|
[{"post_id": 68711, "ts": "202 [{"post_id": 68711, "ts": "2026-09-15T16:17:49Z", "hours": 6.9347, "text": "Contango - Devlog #8 (final devlog?) The latest version of Contango (v. 0.1.1) been is released on PyPI. What Changed? Rule-based strategies and Cartesian Sweeps Strategies can be created using a rule-based system that allows them to be swept over all combinations in a Cartesian Search. This is especially useful for finding a broad spectrum of tuned parameters after creating & coding a strategy concept. Documentation The documentation has been expanded to give direct tutorials on how to set up strategies and make additions to the framework without touching any of its internals. Further, the documentation now has in-depth explanations on the public AND private API. Other The graphs now have a GraphType subclass - essentially, graphs can now be added to or removed by the user if this is desired. This eliminates the hardcoding and confusing behavior that the graphs had prior to this change. Unit tests created for just about everything that needs it. General maturing of the framework, whether that be creating modular components, exposing or hiding certain details from the user, or creating docstrings for the public and private API. That’s all. This will likely be my last devlog before shipping for the final time. I’m praying to the Gods of Stardance that I can get a 3d printer! We’ll see."}, {"post_id": 62560, "ts": "2026-09-06T00:29:54Z", "hours": 6.6617, "text": "Contango - Devlog #7 Research Research has been rough. I haven’t found any real edge with a calmar ratio above 1.0, nor a sharpe ratio that is statistically meaningful to suggest a somewhat profitable strategy. Cartesian Parameterized Grid Search This system was absolutely effective in what it did; however, I’ve concluded that using brute-force to generate strategies does not yield any genuine edge. The system was powerful, but honestly hard to use; hence, I came to the decision of deleting it as it did not have much use other than brute-forcing trading strategies. Rule-based Strategies Rule-based strategies, again, allow for strategies to be created with minimal and highly declarative code. The API has improved significantly with less unnecessary generics and more docstrings. It will be the intended system for backtesting strategies rather than using static strategies. They will both coexist, however; the static strategies will be intended to be used for live trading if implemented in the future. Graphs The graph system was relatively ad-hoc, hard to use, and hardcoded; therefore, I have restructured it to take a more composable approach to allow for the user to create & add graphs. The default graphs have not disappeared; however, they can be overridden. New graphs can be subclassed and the user can register & create custom graphs if desirable. Future Finish the graphing system. Fix all of the demo strategies for the new structure. Create new unit tests for the codebase. Publish to PyPI and commit to github. I’m beginning to wrap up the project to get it to a publishable state."}, {"post_id": 55673, "ts": "2026-08-27T17:10:44Z", "hours": 6.5972, "text": "I was wrong . …But that’s okay. Hyper-parameterized Cartesian grid search I built a system capable of searching an enormous strategy space, and the system worked. My original goal was to have computers literally generate trading strategies and hypothesize by themselves through testing all possible indicator combinations. However, simple strategies based on widely known indicators aren’t producing the profitability I was initially looking for. However , this isn’t necessarily bad news - it just means that the system should be used to help hypothesizing rather than automating it entirely. The same system can be used heavily for optimization of a concept. For example, it can completely automate the process of testing if ATR scaling or an RSI confirmation yields better results. Further, I can still find optimal parameters through the grid search for a given strategy. On Overfitting A grid search inherently will find “amazing” results - however, that doesn’t necessarily mean that it would actually perform well in the market. The parallel coordinate graphs, heatmap graphs, and manual walk-forward tests have made it genuinely easy to pick out overfit results, so this accepts part of my hypothesis in the earlier devlogs. Future I finished most of the work I wanted to do. I stress tested the suite, created unit tests, and created the hyper-parameterization system in its entirety. Now is finally the fun part - research. I’m genuinely curious if I’m able to find some profitable strategies with my system, so my future devlogs will likely be related to the research I’m going to conduct. That’s all. Have a great day!"}, {"post_id": 53484, "ts": "2026-08-24T01:40:11Z", "hours": 13.0403, "text": "Devlog #5 - Contango Hyperparameter Cartesian grid search Apparently this isn’t easy to design! Who could have thought? Not me! Jokes aside, this has been a miserable experience. I’ve created two different designs so far. The first one failed outright - far in, I realized that having mutable objects in a nested grid search breaks all of the results, and it wasn’t easy to integrate Callable types with what I had already created, so I scrapped it. Another massive hurdle was trying to find out how to parameterize the rules that indicators must follow (i.e. close crosses above middle bollinger band crosses). The idea here is to have a set of rules, and have each and every one of them parameterized amongst each other to find the best rules in the subset. My current design uses callables to generate fresh instances of both the parameters and indicators used in the hyperparameter grid search. However, another issue has become known to me - how do you derive unique, dynamically created names for each individual parameterized result? My thought is to derive the name of the indicators from the caller (which I have been doing), but on top of that, force all rule-based modules in my codebase to implement an ABC & override repr . This has not been formally implemented yet. Future Finish & finalize the hyperparameter Cartesian grid search strategy. Create unit tests for it. Genuinely take some time to look over the codebase, see what may be confusing for any users, & implement fixes for them (whether it be documentation, simplifying concepts, or creating abstractions for modules). Add quite a lot of documentation. Ship."}, {"post_id": 48243, "ts": "2026-08-16T15:24:07Z", "hours": 6.8711, "text": "Devlog #4 - Contango Rule-based Strategies I found a lot of issues and limitations with them. However, after working for hours coding them, I believe I’ve reached a point where I’m happy with how they’re looking. To summarize, every strategy is composed of rules, where a rule has a condition & action. If the condition is true, the action (intent) is released. In the case of this suite, intents express to buy, sell, create stoploss orders, etc. You can see the syntax in the attached screenshot. Unit testing Unit tests are completely finished! The suite has 290 passing unit tests as of now. Parameterization I’m going to give parameterization another try. Instead of creating another layer on rule-based strategies, I’m going to instead pass indicators (or “streams” as I call them) into a base strategy along with their parameters in an attempt to perform a Cartisan hyperparameter grid search for both the indicators and their parameters. That was a mouthful to say; however, I’ll demonstrate what I mean in the next devlog (hopefully). Future As always, I like to document what I want to accomplish before shipping: Start & finish the Cartisan hyperparameter grid search API, along with testing it. Fix up documentation (there are major gaps at this point in my development from alpha v.0.1.0). Release on PyPI. That’s it. Happy coding!"}, {"post_id": 46293, "ts": "2026-08-13T12:50:56Z", "hours": 7.9789, "text": "Devlog #3 - Contango Rule-based Strategies I completed the rule-based strategy engine, and it seems to be yielding correct results with integration tests. It allows for both Cartesian Parameterization & indicator parameterization, mentioned in the previous devlog. Unit tests I’ve noticed that as I make more changes, my unit tests have been lacking. The majority of the time for this devlog has been spent creating unit tests for my code. This has proved to be very time consuming and tedious (it always is), and has taken more than five hours at this point. However, I’m only halfway done, so this might take a while longer… Future I always like to make a list for what I want to do before shipping. Here’s where I’m at now: Finish unit tests & fix any issues they reveal Manually test everything myself by creating example strategies Document everything (at this point there are massive gaps in documentation from the changes I have made) Release v.0.1.1 on PyPI & then ship That’s all. Have a great rest of your day!"}, {"post_id": 42736, "ts": "2026-08-07T16:30:57Z", "hours": 10.1167, "text": "Devlog #2 - Contango Massive changes have been made relating to strategy creation & the capability of the framework. Creating a strategy An entire Bollinger Band Mean Reversion strategy now looks like this: indicators = { \" bb \" : BollingerBands ( period = period , k = num_std )} rules : Sequence [ Rule [ TradingContext , Intent ]] = [ Rule ( Predicate ( lambda ctx : ctx . event . close < ctx . indicators [ \" bb \" ]. value . lower ), Emit ( EnterLongIntent ( symbol = symbol )) ), Rule ( Predicate ( lambda ctx : ctx . event . close > ctx . indicators [ \" bb \" ]. value . upper ), Emit ( ExitIntent ( symbol = symbol )), ) ] super (). __init__ ( indicators = indicators , rules = rules , position_sizer = AllocationPositionSizer ( size ) ) With this structure, an entire trading strategy can be expressed with a few unequivocal rules. Further, because indicators and their parameters are major components, both can now be parameterized during optimization. That means grid searches can iterate over not only different parameter values, but entirely different indicator combinations. In a favorable environment, this means that with enough computing power, you can automate the creation and development of strategies. However, in practice, real markets make this significantly less straightforward due to overfitting; therefore, human analysis is still essential since larger search spaces dramatically increase the risk of these biases. Nonetheless, this gives a major advantage to manually creating code for each strategy individually. Other things I restructured the file tree to make the codebase easier for new future contributors (including myself) to make changes. I created a rule system for the backtester under the hood that doesn’t hard-code any limitations in preparation for full support of pyramiding, multiple tickers, & short selling. Future There are some things I want to do before shipping. I’ll list them here: Complete the indicator grid search mentioned above. Stress-test everything & create unit tests where necessary. Complete the documentation - especially with strategy creation, which is not definitely extensive enough as of now. Anyway, enough technical talk for this devlog - happy coding!"}, {"post_id": 37644, "ts": "2026-07-30T15:09:38Z", "hours": 24.5403, "text": "Devlog #1 - Contango I have finally released Contango on PyPI! What is Contango? Contango is a full trading engine that helps you build trading strategies. It does all of the heavy lifting - the results, metrics, and the entire trading engine behind the hood. I’ve never created a package on PyPI, so doing this was a massive learning experience - from uploading to TestPyPI to iterating multiple times before I got my pyproject.toml right. I sent one of the graphs generated after testing my project demo out using the package. See the package on PyPI here: https://pypi.org/project/contango/ Have a great rest of your day!"}]...
|
Title: Contango by @igowu | Stardance
Devlogs:
De Title: Contango by @igowu | Stardance
Devlogs:
Devlog #1 - Contango I have finally released Contango on PyPI! What is Contango? Contango is a full trading engine that helps you build trading strategies. It does all of the heavy lifting - the results, metrics, and the entire trading engine behind the hood. I’ve never created a package on PyPI, so doing this was a massive learning experience - from uploading to TestPyPI to iterating multiple times before I got my pyproject.toml right. I sent one of the graphs generated after testing my project demo out using the package. See the package on PyPI here: https://pypi.org/project/contango/ Have a great rest of your day!
Devlog #2 - Contango Massive changes have been made relating to strategy creation & the capability of the framework. Creating a strategy An entire Bollinger Band Mean Reversion strategy now looks like this: indicators = { " bb " : BollingerBands ( period = period , k = num_std )} rules : Sequence [ Rule [ TradingContext , Intent ]] = [ Rule ( Predicate ( lambda ctx : ctx . event . close < ctx . indicators [ " bb " ]. value . lower ), Emit ( EnterLongIntent ( symbol = symbol )) ), Rule ( Predicate ( lambda ctx : ctx . event . close > ctx . indicators [ " bb " ]. value . upper ), Emit ( ExitIntent ( symbol = symbol )), ) ] super (). __init__ ( indicators = indicators , rules = rules , position_sizer = AllocationPositionSizer ( size ) ) With this structure, an entire trading strategy can be expressed with a few unequivocal rules. Further, because indicators and their parameters are major components, both can now be parameterized during optimization. That means grid searches can iterate over not only different parameter values, but entirely different indicator combinations. In a favorable environment, this means that with enough computing power, you can automate the creation and development of strategies. However, in practice, real markets make this significantly less straightforward due to overfitting; therefore, human analysis is still essential since larger search spaces dramatically increase the risk of these biases. Nonetheless, this gives a major advantage to manually creating code for each strategy individually. Other things I restructured the file tree to make the codebase easier for new future contributors (including myself) to make changes. I created a rule system for the backtester under the hood that doesn’t hard-code any limitations in preparation for full support of pyramiding, multiple tickers, & short selling. Future There are some things I want to do before shipping. I’ll list them here: Complete the indicator grid search mentioned above. Stress-test everything & create unit tests where necessary. Complete the documentation - especially with strategy creation, which is not definitely extensive enough as of now. Anyway, enough technical talk for this devlog - happy coding!
Devlog #3 - Contango Rule-based Strategies I completed the rule-based strategy engine, and it seems to be yielding correct results with integration tests. It allows for both Cartesian Parameterization & indicator parameterization, mentioned in the previous devlog. Unit tests I’ve noticed that as I make more changes, my unit tests have been lacking. The majority of the time for this devlog has been spent creating unit tests for my code. This has proved to be very time consuming and tedious (it always is), and has taken more than five hours at this point. However, I’m only halfway done, so this might take a while longer… Future I always like to make a list for what I want to do before shipping. Here’s where I’m at now: Finish unit tests & fix any issues they reveal Manually test everything myself by creating example strategies Document everything (at this point there are massive gaps in documentation from the changes I have made) Release v.0.1.1 on PyPI & then ship That’s all. Have a great rest of your day!
Devlog #4 - Contango Rule-based Strategies I found a lot of issues and limitations with them. However, after working for hours coding them, I believe I’ve reached a point where I’m happy with how they’re looking. To summarize, every strategy is composed of rules, where a rule has a condition & action. If the condition is true, the action (intent) is released. In the case of this suite, intents express to buy, sell, create stoploss orders, etc. You can see the syntax in the attached screenshot. Unit testing Unit tests are completely finished! The suite has 290 passing unit tests as of now. Parameterization I’m going to give parameterization another try. Instead of creating another layer on rule-based strategies, I’m going to instead pass indicators (or “streams” as I call them) into a base strategy along with their parameters in an attempt to perform a Cartisan hyperparameter grid search for both the indicators and their parameters. That was a mouthful to say; however, I’ll demonstrate what I mean in the next devlog (hopefully). Future As always, I like to document what I want to accomplish before shipping: Start & finish the Cartisan hyperparameter grid search API, along with testing it. Fix up documentation (there are major gaps at this point in my development from alpha v.0.1.0). Release on PyPI. That’s it. Happy coding!
Devlog #5 - Contango Hyperparameter Cartesian grid search Apparently this isn’t easy to design! Who could have thought? Not me! Jokes aside, this has been a miserable experience. I’ve created two different designs so far. The first one failed outright - far in, I realized that having mutable objects in a nested grid search breaks all of the results, and it wasn’t easy to integrate Callable types with what I had already created, so I scrapped it. Another massive hurdle was trying to find out how to parameterize the rules that indicators must follow (i.e. close crosses above middle bollinger band crosses). The idea here is to have a set of rules, and have each and every one of them parameterized amongst each other to find the best rules in the subset. My current design uses callables to generate fresh instances of both the parameters and indicators used in the hyperparameter grid search. However, another issue has become known to me - how do you derive unique, dynamically created names for each individual parameterized result? My thought is to derive the name of the indicators from the caller (which I have been doing), but on top of that, force all rule-based modules in my codebase to implement an ABC & override repr . This has not been formally implemented yet. Future Finish & finalize the hyperparameter Cartesian grid search strategy. Create unit tests for it. Genuinely take some time to look over the codebase, see what may be confusing for any users, & implement fixes for them (whether it be documentation, simplifying concepts, or creating abstractions for modules). Add quite a lot of documentation. Ship.
I was wrong . …But that’s okay. Hyper-parameterized Cartesian grid search I built a system capable of searching an enormous strategy space, and the system worked. My original goal was to have computers literally generate trading strategies and hypothesize by themselves through testing all possible indicator combinations. However, simple strategies based on widely known indicators aren’t producing the profitability I was initially looking for. However , this isn’t necessarily bad news - it just means that the system should be used to help hypothesizing rather than automating it entirely. The same system can be used heavily for optimization of a concept. For example, it can completely automate the process of testing if ATR scaling or an RSI confirmation yields better results. Further, I can still find optimal parameters through the grid search for a given strategy. On Overfitting A grid search inherently will find “amazing” results - however, that doesn’t necessarily mean that it would actually perform well in the market. The parallel coordinate graphs, heatmap graphs, and manual walk-forward tests have made it genuinely easy to pick out overfit results, so this accepts part of my hypothesis in the earlier devlogs. Future I finished most of the work I wanted to do. I stress tested the suite, created unit tests, and created the hyper-parameterization system in its entirety. Now is finally the fun part - research. I’m genuinely curious if I’m able to find some profitable strategies with my system, so my future devlogs will likely be related to the research I’m going to conduct. That’s all. Have a great day!
Contango - Devlog #7 Research Research has been rough. I haven’t found any real edge with a calmar ratio above 1.0, nor a sharpe ratio that is statistically meaningful to suggest a somewhat profitable strategy. Cartesian Parameterized Grid Search This system was absolutely effective in what it did; however, I’ve concluded that using brute-force to generate strategies does not yield any genuine edge. The system was powerful, but honestly hard to use; hence, I came to the decision of deleting it as it did not have much use other than brute-forcing trading strategies. Rule-based Strategies Rule-based strategies, again, allow for strategies to be created with minimal and highly declarative code. The API has improved significantly with less unnecessary generics and more docstrings. It will be the intended system for backtesting strategies rather than using static strategies. They will both coexist, however; the static strategies will be intended to be used for live trading if implemented in the future. Graphs The graph system was relatively ad-hoc, hard to use, and hardcoded; therefore, I have restructured it to take a more composable approach to allow for the user to create & add graphs. The default graphs have not disappeared; however, they can be overridden. New graphs can be subclassed and the user can register & create custom graphs if desirable. Future Finish the graphing system. Fix all of the demo strategies for the new structure. Create new unit tests for the codebase. Publish to PyPI and commit to github. I’m beginning to wrap up the project to get it to a publishable state.
Contango - Devlog #8 (final devlog?) The latest version of Contango (v. 0.1.1) been is released on PyPI. What Changed? Rule-based strategies and Cartesian Sweeps Strategies can be created using a rule-based system that allows them to be swept over all combinations in a Cartesian Search. This is especially useful for finding a broad spectrum of tuned parameters after creating & coding a strategy concept. Documentation The documentation has been expanded to give direct tutorials on how to set up strategies and make additions to the framework without touching any of its internals. Further, the documentation now has in-depth explanations on the public AND private API. Other The graphs now have a GraphType subclass - essentially, graphs can now be added to or removed by the user if this is desired. This eliminates the hardcoding and confusing behavior that the graphs had prior to this change. Unit tests created for just about everything that needs it. General maturing of the framework, whether that be creating modular components, exposing or hiding certain details from the user, or creating docstrings for the public and private API. That’s all. This will likely be my last devlog before shipping for the final time. I’m praying to the Gods of Stardance that I can get a 3d printer! We’ll see.
Ships:
Contango Have you ever wanted to create strategies programmatically for the stock market, cryptocurrencies, or anything else related to trading?! Maybe not… But I have! So, what is Contango? Contango is a full trading engine that allows you to make strategies in Python without worrying about any potential biases in your workflow. Instead of focusing on simulation, metrics, results, and graphs, you can avert your focus solely to the quality of the strategies you create. Strategies - what do they look like? Strategies are a part of an event-driven engine. This means that they receive and react to events that are released from a “mode”. A “mode” is anything that handles the logic of the event bus and/or engine - backtesting, live trading, etc. An example of a strategy: class MyStrategy ( Strategy ): """ A very simple strategy outline - not all logic is included. """ def on_market_event ( self , event : MarketDataEvent ) -> None : # Strategy market logic here def on_end ( self ) -> None : ... Results Contango processes the raw events emitted from your strategy and converts them to metrics. These metrics are then used to produce seven unique graphs. Each of these graphs tell you something unique about the strategy, whether it be profitability, risk, drawdown, consistency, win rate, etc. For most modern workflows, this is enough; however, all modules are cleanly decoupled from each other, so raw events or raw metrics can be processed & analyzed however you would like. Challenges Challenges: A massive learning curve. I’ve spent probably 50 hours or more just researching and absorbing the information used in this project. Packaging was difficult to get right, whether it be “missing type stub” warnings or incorrect rendering of my README.md. Documentation was terrible to write. Spending large amounts of time writing English words instead of code that accomplishes something was extremely tedious, yet completely necessary for a shipped project like this. I’m proud of this project Genuinely, this is one of the first big project I’ve ever made. I have never released anything to PyPI, nor shipped something of this scale before. Hackatime only shows 22 hours since I set it up partway through, but Contango’s been my main project since June, and it’s the second largest thing I’ve built. Usage The GitHub has detailed instructions, demos, videos, and more; however, since it’s so short, here is how to install the project & run the built-in demo from any python IDE: pip install contango python -m contango.research.research_strategies.bollinger_band_mean_reversion.runner Final Notes I’ve had a lot of fun with this project, and I hope anyone who sees this enjoys it just as much as me. Happy coding!
Contango I built a Python framework for quantitative research of trading strategies, whether it be backtesting them, tuning parameter combinations, or turning the results into graphs that can easily reveal profitability/risk in strategies. It started as solely a backtesting framework, but it has grown into an entire suite for optimization and analysis. The latest release, v0.1.1, is now on PyPI. What it is It is an event-driven trading framework with two ways to build strategies. Strategy gives you complete control over the framework, while RuleBasedStrategy provides a higher-level interface for expressing trading rules with less boilerplate. On top of that is the research tooling. Contango can run Cartesian parameter sweeps, evaluating every combination of selected parameters rather than forcing you to manually run a strategy over and over. That makes it possible to take a strategy idea and view a whole parameter space in one run. Market data is handled through a local repository that caches OHLCV data, so repeated experiments don’t need to keep downloading the same data. This permits for offline usage once data has previously been downloaded. Yfinance (a data provider) works without setup or an API key, while the data provider system is designed so additional providers can be added without touching codebase’s internals. Possibly the most important part is the graphs. Equity curves, drawdowns, trade-quality metrics, parameter distributions, risk/return views, and more can be generated from the results of a research run. However, the goal isn’t just to analyze the amount of profit the strategy returns. Instead, it’s to make the behavior of the strategy visible by exposing a variety of different risk/trading/drawdown metrics, revealed clearly in the generated graphs. What was hard I spent a lot of time separating components, defining cleaner interfaces (modularity), and deciding where abstraction was beneficial rather than just adding redundancy and boilerplate. The parameter optimization system was another massive difficulty to create. A Cartesian sweep sounds simple on paper; however, the question arises: how do you distinguish all of the strategies from each other? My initial solution was to display all of the parameters for each strategy, but this ended up with strategy names that were way too large to render. Lastly, documentation ended up being much more work than I expected. I wanted someone to be able to use Contango without having to understand how its internals work first, while still having enough documentation available for someone who actually wants to extend the framework. What I’m proud of The part I’m happiest with is that Contango now feels genuinely easy to use after a small learning curve. You can write a strategy, point it at market data, sweep its parameters, and get a collection of research results and visualizations without having to manually glue all of those pieces together. The other thing I’m proud of is the amount of attention that I put into making the project understandable. The public API is documented, the internal API is documented, components have been modularized, and there are now unit tests for essentially everything that needs them. It’s not finished in the sense that no software ever is, but it finally feels complete. How to test it Install it from PyPI: pip install contango Then run the included research demo: python -m contango.research.demo_strategies.cartesian_bollinger_strategy.runner The demo runs a Bollinger Band strategy across a Cartesian grid of parameters and generates performance and parameter-analysis graphs (HTML) that can be reviewed. I want to thank Stardance for this experience - the opportunity to build software while earning rewards and be in such a welcoming community is amazing to me. I’m looking forward to future work with Hackclub!...
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1793000834.5784483
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1793087234.5784483
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41525
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My very own WebOS by @Delilah | Stardance
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Delilah
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2
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46.0
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311
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-13T12:33:18Z", "hours": 21.0, "multiplier": 15.05, "payout": 311, "blessing": "neutral", "text": "I decided to reship this project because I wanted to add more features, which I did. The most challenging feature had to have been the settings app. Just changing the wallpaper and then being able to change it again. I’m just glad I figured it out. Although changing the background for the other stuff in display was relative easy, I guess once you do the heavy lifting once you’ll be able to handle the other stuff easier. I’m proud that I decided to make a settings app because I knew it wasn’t gonna be easy but it really impressed me when others did it so I guess I got inspired from them. Also I really love the feature where when you drag the mouse the green beam follows it, it’s so much fun. Honestly when you get to the page everything is very self explanatory. I hope the people that test my project have fun with it. It was one of my most favorite project to do.", "repo": "https://github.com/diditek8-byte/DelilahOS", "demo": "https://diditek8-byte.github.io/DelilahOS/"}, {"ship_num": 2, "ts": "2026-08-08T14:27:24Z", "hours": 25.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my very own webOS. The most challenging part was making the notes window move, since I used multiple js files, and the ideas I had to fix it would just not work at first. Also just making a notes app alone was very challenging, but it did introduce me to many new concepts of JavaScript that I didn’t know about. I am proud, alone just making a project like this, I didn’t even know that I was capable of doing something so cool. Also that I can solve my own problems and don’t have to heavily rely on AI, and of my designs, the background and the icons are made by myself in Canva and I think they didn’t turn out badly. Things you should know, when checking my project out: there is another window, the about me window, you can access it by pressing the DelilahOS at the top-bar. Another thing, if you want to delete a note you have to double click. Also the grey circles are not buttons they are just there for decoration.", "repo": "https://github.com/diditek8-byte/DelilahOS", "demo": "https://diditek8-byte.github.io/DelilahOS/"}]...
|
[{"post_id": 46279, "ts": "202 [{"post_id": 46279, "ts": "2026-08-13T12:25:41Z", "hours": 2.1164, "text": "Alright I decided to also make users able to change the background color of the top bar, bottom bar, and calendar and I think that went pretty well. That was more of the easier challenges. Now I’ll ship it and I hope you’ll like it. I know I do."}, {"post_id": 46220, "ts": "2026-08-13T09:26:07Z", "hours": 9.0939, "text": "I decided to make a settings and then ship my project. This is one of the more challenging stuff but I got the wallpapers to work, at first I struggled because it would only change once but then I found for it to keep changing it."}, {"post_id": 45156, "ts": "2026-08-11T13:49:13Z", "hours": 5.7906, "text": "Update: Made a weather app using the weather API from open weather app which I really get the hang of APIs. After it was finally working | decided to add a calendar widget which I struggled with the layout of the day that is circled a bit. It just wouldn’t be centered and there was too much space at the bottom so I used flexbox, first centered it with justify content and align items, then used position relative placed it to the left, and then just went with negative margin-top to get rid of the bottom margin. I’m not sure if that made sense or was the right way to do it, but it works so I’ll just leave it at that. Lastly I wanted my website to give more of a Starfire look so I added a green beam like her powers and tried to match the green as best as possible. Honestly I’m not sure what to add next I might add a settings and then end the project with that but I don’t know if that would be too little. What do you all think I should add."}, {"post_id": 44078, "ts": "2026-08-09T16:29:52Z", "hours": 3.63, "text": "I added a loading page with animations, to give it more of a OS feeling. After that I made a calculator app, which was pretty easy to make but I hope the design doesn’t look too bad."}, {"post_id": 43284, "ts": "2026-08-08T13:49:34Z", "hours": 2.7964, "text": "I got to finish my second app which I decided to be a random quotes app using an API. So now I finished the first mission of the webOS and can’t wait to ship it."}, {"post_id": 43083, "ts": "2026-08-08T05:06:16Z", "hours": 6.1067, "text": "I got finsh my first App on this webOS. It can close and expand even made the textarea bigger when the window expands. Even got the App to show when it is active in the bottom bar and it works both ways. The window also closes when you deselect the the icon in the bottom bar. Now it is time to make my own app to finally ship it for the first time."}, {"post_id": 40612, "ts": "2026-08-04T08:34:24Z", "hours": 10.2108, "text": "My Notes app is finally working, this was a long and hard process with some trial and error, one thing I still need to add is a scrolling bar because everytime you add more than 4 notes it will just overflow and I can’t have that."}, {"post_id": 38068, "ts": "2026-07-31T08:21:34Z", "hours": 5.4661, "text": "Hello everyone, started my second project in this programm, and I honestly really love the idea of a webOS and got inspired by Starfire. I started by designing the background inside Canva, kinda glad how it turned out tbh. Then I made the top bar got the clock and date, even made my first draggable window. Although I’m kinda struggling with the expand button, still need to figure out how to get the window back to normal after it expands and the layout is a bit crazy when it expands."}]...
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Title: My very own WebOS by @Delilah | Stardance
Title: My very own WebOS by @Delilah | Stardance
Devlogs:
Hello everyone, started my second project in this programm, and I honestly really love the idea of a webOS and got inspired by Starfire. I started by designing the background inside Canva, kinda glad how it turned out tbh. Then I made the top bar got the clock and date, even made my first draggable window. Although I’m kinda struggling with the expand button, still need to figure out how to get the window back to normal after it expands and the layout is a bit crazy when it expands.
My Notes app is finally working, this was a long and hard process with some trial and error, one thing I still need to add is a scrolling bar because everytime you add more than 4 notes it will just overflow and I can’t have that.
I got finsh my first App on this webOS. It can close and expand even made the textarea bigger when the window expands. Even got the App to show when it is active in the bottom bar and it works both ways. The window also closes when you deselect the the icon in the bottom bar. Now it is time to make my own app to finally ship it for the first time.
I got to finish my second app which I decided to be a random quotes app using an API. So now I finished the first mission of the webOS and can’t wait to ship it.
I added a loading page with animations, to give it more of a OS feeling. After that I made a calculator app, which was pretty easy to make but I hope the design doesn’t look too bad.
Update: Made a weather app using the weather API from open weather app which I really get the hang of APIs. After it was finally working | decided to add a calendar widget which I struggled with the layout of the day that is circled a bit. It just wouldn’t be centered and there was too much space at the bottom so I used flexbox, first centered it with justify content and align items, then used position relative placed it to the left, and then just went with negative margin-top to get rid of the bottom margin. I’m not sure if that made sense or was the right way to do it, but it works so I’ll just leave it at that. Lastly I wanted my website to give more of a Starfire look so I added a green beam like her powers and tried to match the green as best as possible. Honestly I’m not sure what to add next I might add a settings and then end the project with that but I don’t know if that would be too little. What do you all think I should add.
I decided to make a settings and then ship my project. This is one of the more challenging stuff but I got the wallpapers to work, at first I struggled because it would only change once but then I found for it to keep changing it.
Alright I decided to also make users able to change the background color of the top bar, bottom bar, and calendar and I think that went pretty well. That was more of the easier challenges. Now I’ll ship it and I hope you’ll like it. I know I do.
Ships:
I made my very own webOS. The most challenging part was making the notes window move, since I used multiple js files, and the ideas I had to fix it would just not work at first. Also just making a notes app alone was very challenging, but it did introduce me to many new concepts of JavaScript that I didn’t know about. I am proud, alone just making a project like this, I didn’t even know that I was capable of doing something so cool. Also that I can solve my own problems and don’t have to heavily rely on AI, and of my designs, the background and the icons are made by myself in Canva and I think they didn’t turn out badly. Things you should know, when checking my project out: there is another window, the about me window, you can access it by pressing the DelilahOS at the top-bar. Another thing, if you want to delete a note you have to double click. Also the grey circles are not buttons they are just there for decoration.
I decided to reship this project because I wanted to add more features, which I did. The most challenging feature had to have been the settings app. Just changing the wallpaper and then being able to change it again. I’m just glad I figured it out. Although changing the background for the other stuff in display was relative easy, I guess once you do the heavy lifting once you’ll be able to handle the other stuff easier. I’m proud that I decided to make a settings app because I knew it wasn’t gonna be easy but it really impressed me when others did it so I guess I got inspired from them. Also I really love the feature where when you drag the mouse the green beam follows it, it’s so much fun. Honestly when you get to the page everything is very self explanatory. I hope the people that test my project have fun with it. It was one of my most favorite project to do....
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1792993678.0302486
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1793080078.0302486
|
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41533
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Infinite Colour Craft by @Lalith | Stardance
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Lalith
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2
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25.0
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24
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-18T01:49:04Z", "hours": 19.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Finally shipping Infinite Colour Craft!! 🎨 The idea came from playing Infinite Craft and wondering what it’d be like if you could mix colours instead of random objects. It started out pretty simple. Just 5 basic colours that you could drag together to discover new ones. But then I thought, what’s the point of discovering all these colours if you can’t actually use them? So I ended up building an entire painting studio with different brushes, blending modes, symmetry tools and a lot more. I also got a bit carried away and added an AI Lab where you draw something and a small neural network tries to guess what it is 😭 There’s also a Grimoire for keeping track of recipes, palettes, quests and daily challenges. The hardest part was getting the mixing and drawing to feel smooth. I spent quite a bit of time messing with the canvas and fixing little things that were annoying while playing. The UI also got really crowded as I kept adding features, so I’ve been trying to clean that up. My favourite part is being able to discover a colour and then immediately use it in a drawing. That’s basically the whole reason I made this. If you’re trying it out, mix a few colours first, then try painting something with them. Also please test the AI drawing challenge because I’m genuinely curious what it thinks your drawings are 💀 Try it here: https://hustlenix.github.io/Infinite-Colour-Craft/ Code: https://github.com/Hustlenix/Infinite-Colour-Craft Would love to know what you think, especially if something breaks!", "repo": "https://github.com/Hustlenix/Infinite-Colour-Craft", "demo": "https://hustlenix.github.io/Infinite-Colour-Craft/"}, {"ship_num": 2, "ts": "2026-08-02T03:02:16Z", "hours": 6.0, "multiplier": 7.35, "payout": 24, "blessing": "neutral", "text": "This is a colour art game kinda thing wher you merge colours and Use them to create master peices in painting area", "repo": "https://github.com/Hustlenix/Infinite-Colour-Craft", "demo": "https://hustlenix.github.io/Infinite-Colour-Craft/"}]...
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[{"post_id": 80419, "ts": "202 [{"post_id": 80419, "ts": "2026-10-17T16:04:20Z", "hours": 18.5828, "text": "As an update, i have added and AI lab with CNN+an album(Grimorie). Changed the overall design, and added multiplayer mode!"}, {"post_id": 39221, "ts": "2026-08-02T01:38:10Z", "hours": 5.8431, "text": "My lil colour alchemy game with colouring too………."}]...
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Title: Infinite Colour Craft by @Lalith | Stardanc Title: Infinite Colour Craft by @Lalith | Stardance
Devlogs:
My lil colour alchemy game with colouring too……….
As an update, i have added and AI lab with CNN+an album(Grimorie). Changed the overall design, and added multiplayer mode!
Ships:
This is a colour art game kinda thing wher you merge colours and Use them to create master peices in painting area
Finally shipping Infinite Colour Craft!! 🎨 The idea came from playing Infinite Craft and wondering what it’d be like if you could mix colours instead of random objects. It started out pretty simple. Just 5 basic colours that you could drag together to discover new ones. But then I thought, what’s the point of discovering all these colours if you can’t actually use them? So I ended up building an entire painting studio with different brushes, blending modes, symmetry tools and a lot more. I also got a bit carried away and added an AI Lab where you draw something and a small neural network tries to guess what it is 😭 There’s also a Grimoire for keeping track of recipes, palettes, quests and daily challenges. The hardest part was getting the mixing and drawing to feel smooth. I spent quite a bit of time messing with the canvas and fixing little things that were annoying while playing. The UI also got really crowded as I kept adding features, so I’ve been trying to clean that up. My favourite part is being able to discover a colour and then immediately use it in a drawing. That’s basically the whole reason I made this. If you’re trying it out, mix a few colours first, then try painting something with them. Also please test the AI drawing challenge because I’m genuinely curious what it thinks your drawings are 💀 Try it here: https://hustlenix.github.io/Infinite-Colour-Craft/ Code: https://github.com/Hustlenix/Infinite-Colour-Craft Would love to know what you think, especially if something breaks!...
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1793001077.1959255
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1793087477.1959255
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41561
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My first slack bot! by @potionj | Stardance
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potionj
|
2
|
3.59
|
6
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-06T23:04:59Z", "hours": 3.0, "multiplier": 1.7, "payout": 6, "blessing": "neutral", "text": "Cleaned up files in ssh, added wordle.", "repo": "https://github.com/minye065/slackbot-template", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354?skip_today=1"}, {"ship_num": 2, "ts": "2026-07-29T16:08:35Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Very simple slack bot with 4 commands", "repo": "https://github.com/minye065/slackbot-template", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354?skip_today=1"}]...
|
[{"post_id": 47272, "ts": "202 [{"post_id": 47272, "ts": "2026-08-15T02:58:11Z", "hours": 0.5919, "text": "Fixed the issue where duplicate letters were getting represented incorrectly."}, {"post_id": 42299, "ts": "2026-08-06T23:04:22Z", "hours": 2.025, "text": "Added a wordle command"}, {"post_id": 37923, "ts": "2026-07-30T22:41:17Z", "hours": 1.2228, "text": "added more commands, fixed old ones, added 3 helper functions and lists of new questions"}, {"post_id": 37099, "ts": "2026-07-29T16:05:31Z", "hours": 0.3981, "text": "Added commands to bot - ping, help, rand, dice"}]...
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Title: My first slack bot! by @potionj | Stardance Title: My first slack bot! by @potionj | Stardance
Devlogs:
Added commands to bot - ping, help, rand, dice
added more commands, fixed old ones, added 3 helper functions and lists of new questions
Added a wordle command
Fixed the issue where duplicate letters were getting represented incorrectly.
Ships:
Very simple slack bot with 4 commands
Cleaned up files in ssh, added wordle....
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1793054954.65761
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1793141354.65761
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|
41609
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Study Assistant by @yassinbs | Stardance
|
yassinbs
|
2
|
13.0
|
36
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-05T22:30:01Z", "hours": 5.0, "multiplier": 1.7, "payout": 9, "blessing": "neutral", "text": "Study assistant is a free solution for students that don’t have much money to buy online solutions. Simple stuff for now, like a study timer, homework calendar, and grades. Study timer is to remain focused for as long as the timer is running. Grades is to see your grades and averages. Homework calendar shows scheduled homework. The grades page is still a work in progress, and is NOT finished.", "repo": "https://github.com/guccmanegu-eng/study-assistant", "demo": "https://study-assistant-bijc.vercel.app/"}, {"ship_num": 2, "ts": "2026-07-30T08:07:33Z", "hours": 8.0, "multiplier": 3.4, "payout": 27, "blessing": "neutral", "text": "I built a free solution for students that will help them with their school, and is fun to use. The biggest problems i ran into was making a horizontal hover scroll on the main page, putting the racoon in the good spot on the grades page (even when the window is stretched), and adding caution lines in the grades page.", "repo": "https://github.com/guccmanegu-eng/study-assistant", "demo": "https://study-assistant-bijc.vercel.app/"}]...
|
[{"post_id": 41611, "ts": "202 [{"post_id": 41611, "ts": "2026-08-05T22:28:49Z", "hours": 1.0528, "text": "Made the levels work! I added functionallity to the levels and xp on the webapp. Right now the only way to get XP is by completing homework. When you click the checkbox next to homework, it will mark it as completed and grant you 50xp, will be adding quests and more in the future."}, {"post_id": 39982, "ts": "2026-08-03T10:18:47Z", "hours": 2.3353, "text": "#Added full functionality to the webapp! Today i was working hard on adding accounts. I added a registration page, and a login page. Both pages work by sending the information a user inputs in a to a database i created for free on neon. I also added login and sign in button to the home page, and added a welcome back message with the actual user’s name!"}, {"post_id": 38976, "ts": "2026-08-01T16:25:28Z", "hours": 1.7456, "text": "Added add and delete homework functionallity + added it to local storage so it gets saved!"}, {"post_id": 37480, "ts": "2026-07-30T08:03:28Z", "hours": 7.8347, "text": "Devlog #1: The last few days I have been working on a study assistant. The main focus for this project is to make something that is actually useful for students, and also fun to use. The first prototype had a boring dark grey look. I personally really like the horizons.hackclub.com page, so I made that the main design of my site. The design was really time consuming for my project, but I made it work. After this I added the simple timer page, and added a Homework page. These were pretty easy to make, since they are just simple coding without any external API’ s or other tools. The grades page is till now my biggest issue, I want to add API’s from different school systems, but the problem is those API’s aren’t available. You need to request them, and since I am not a big name at all, there is no reason for them to give it to me. So I changed the grades page to say it’s still a work in progress. Even that was quite difficult for me. I had to put an image of a racoon in the bottom right of a window to get the design i liked. But the racoon kept going up or down when stretching the page. After a while i fixed that issue, and started working on an inventory section, where students can earn coins, or cosmetics for their future study buddy. I haven’t built anything around the study buddy yet, so stay tuned for that!"}]...
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Title: Study Assistant by @yassinbs | Stardance
D Title: Study Assistant by @yassinbs | Stardance
Devlogs:
Devlog #1: The last few days I have been working on a study assistant. The main focus for this project is to make something that is actually useful for students, and also fun to use. The first prototype had a boring dark grey look. I personally really like the horizons.hackclub.com page, so I made that the main design of my site. The design was really time consuming for my project, but I made it work. After this I added the simple timer page, and added a Homework page. These were pretty easy to make, since they are just simple coding without any external API’ s or other tools. The grades page is till now my biggest issue, I want to add API’s from different school systems, but the problem is those API’s aren’t available. You need to request them, and since I am not a big name at all, there is no reason for them to give it to me. So I changed the grades page to say it’s still a work in progress. Even that was quite difficult for me. I had to put an image of a racoon in the bottom right of a window to get the design i liked. But the racoon kept going up or down when stretching the page. After a while i fixed that issue, and started working on an inventory section, where students can earn coins, or cosmetics for their future study buddy. I haven’t built anything around the study buddy yet, so stay tuned for that!
Added add and delete homework functionallity + added it to local storage so it gets saved!
#Added full functionality to the webapp! Today i was working hard on adding accounts. I added a registration page, and a login page. Both pages work by sending the information a user inputs in a to a database i created for free on neon. I also added login and sign in button to the home page, and added a welcome back message with the actual user’s name!
Made the levels work! I added functionallity to the levels and xp on the webapp. Right now the only way to get XP is by completing homework. When you click the checkbox next to homework, it will mark it as completed and grant you 50xp, will be adding quests and more in the future.
Ships:
I built a free solution for students that will help them with their school, and is fun to use. The biggest problems i ran into was making a horizontal hover scroll on the main page, putting the racoon in the good spot on the grades page (even when the window is stretched), and adding caution lines in the grades page.
Study assistant is a free solution for students that don’t have much money to buy online solutions. Simple stuff for now, like a study timer, homework calendar, and grades. Study timer is to remain focused for as long as the timer is running. Grades is to see your grades and averages. Homework calendar shows scheduled homework. The grades page is still a work in progress, and is NOT finished....
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1793065950.1611743
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1793152350.1611743
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|
41747
|
My own site! by @wxie223 | Stardance
|
wxie223
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2
|
3.5
|
1
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-20T14:04:53Z", "hours": 0.0, "multiplier": 1.45, "payout": 1, "blessing": "neutral", "text": "I made a personal site about me! It has 3 pages, a main page, a projects page, and an extracurriculars page. I don’t want this website to just be all about me. I also want to include resources for highschoolers just like me, so I’m planning to add a new page with resources for like SAT, or AP, or any other useful website. Hope you like it! I made this in the personal site workshop so it is still a bit simple.", "repo": "https://github.com/WillyX12/PersonalWebsite", "demo": "https://willyx12.github.io/PersonalWebsite/"}, {"ship_num": 2, "ts": "2026-08-19T19:30:17Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I shipped V1 of my personal site. Its really simple, but I hope it makes ur day.", "repo": "https://github.com/WillyX12/PersonalWebsite", "demo": "https://willyx12.github.io/PersonalWebsite/"}]...
|
[{"post_id": 66322, "ts": "202 [{"post_id": 66322, "ts": "2026-09-12T02:52:38Z", "hours": 0.7303, "text": "Havent been working on it a long time cuz of school and all that. Progress: added some gradients and listings based on a tutorial I saw, to make it more aesthetic. Check out the resources page!"}, {"post_id": 56998, "ts": "2026-08-29T02:05:22Z", "hours": 1.0589, "text": "added a contact page and some details now you can reach me by email and insta! (follow me pls) also I have very niche resources"}, {"post_id": 51934, "ts": "2026-08-21T21:19:00Z", "hours": 0.7114, "text": "Added Resources Slide. Said I wasn’t gonna make it all about myself, so I added a resources page (check it out it might be useful). I also added an image for my skyextendo on the project page. Hope yal enjoy it!"}, {"post_id": 50762, "ts": "2026-08-20T03:47:54Z", "hours": 0.4417, "text": "ADDED PAGES. I added an extracurricular page and a projects page. I also plan on adding study materials for sat, ap, and random stuff"}, {"post_id": 50563, "ts": "2026-08-19T19:28:47Z", "hours": 0.5008, "text": "I just made v1 of me personal site!"}]...
|
Title: My own site! by @wxie223 | Stardance
Devlo Title: My own site! by @wxie223 | Stardance
Devlogs:
I just made v1 of me personal site!
ADDED PAGES. I added an extracurricular page and a projects page. I also plan on adding study materials for sat, ap, and random stuff
Added Resources Slide. Said I wasn’t gonna make it all about myself, so I added a resources page (check it out it might be useful). I also added an image for my skyextendo on the project page. Hope yal enjoy it!
added a contact page and some details now you can reach me by email and insta! (follow me pls) also I have very niche resources
Havent been working on it a long time cuz of school and all that. Progress: added some gradients and listings based on a tutorial I saw, to make it more aesthetic. Check out the resources page!
Ships:
I shipped V1 of my personal site. Its really simple, but I hope it makes ur day.
I made a personal site about me! It has 3 pages, a main page, a projects page, and an extracurriculars page. I don’t want this website to just be all about me. I also want to include resources for highschoolers just like me, so I’m planning to add a new page with resources for like SAT, or AP, or any other useful website. Hope you like it! I made this in the personal site workshop so it is still a bit simple....
|
1793105308.0938907
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1793969308.0938907
|
|
41750
|
D E S C E N T by @subzeroditto | Stardance
|
subzeroditto
|
2
|
52.76
|
667
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-30T11:58:09Z", "hours": 6.0, "multiplier": 19.45, "payout": 110, "blessing": "neutral", "text": "hello D E S C E N D A N T S (for anyone new that’s what i call ppl who play D E S C E N T), this was quite a small set of updates i put out to improve the datapack i added : an improved guidebook with back buttons balancing changes a new magic system 3 unique magic weapons i would highly recommend checking out the Magician’s Deck, it took the longest by far", "repo": "https://github.com/banana-piecake/DESCENT/tree/master", "demo": "https://modrinth.com/datapack/d-e-s-c-e-n-t"}, {"ship_num": 2, "ts": "2026-08-25T04:12:01Z", "hours": 28.0, "multiplier": 19.93, "payout": 557, "blessing": "neutral", "text": "D E S C E N T was a datapack I made that originally stemmed from a small idea 9 months ago, and I had no clue when i was developing it that it would grow to be this big. Honestly it’s become a project I dreamed about making when i was young and i’m super proud of where it’s come. Installation : If modrinth has reviewed it, download it from there, otherwise you can download it here : https://github.com/banana-piecake/DESCENT/releases/tag/pre-modrinth Datapack install : install it in your world’s datapack folder, AND also install it in your resource pack folder, enable both Mod install : download the jar, install it as a mod in any of the 4 major modloaders (fabric, forge, quilt or neoforge), it’ll work in any world you create. Only for minecraft java version 26.2", "repo": "https://github.com/banana-piecake/DESCENT/tree/master", "demo": "https://modrinth.com/datapack/d-e-s-c-e-n-t"}]...
|
[{"post_id": 82933, "ts": "202 [{"post_id": 82933, "ts": "2026-10-26T09:13:20Z", "hours": 1.7172, "text": "hello d e s c e n d a n t s, big one today ancient greatsword got a huge buff, it wasnt feeling impactful enough so i gave it the cool vfx the scythes have also astronomer is done, showcase here https://youtu.be/vtc5K3Rs7yA?si=Imxgvno1sOggv4t7"}, {"post_id": 82559, "ts": "2026-10-25T07:50:28Z", "hours": 1.4553, "text": "hello d e s c e n d a n t s, 1 and a half hours of small changes also a new weapon, the ancient greatsword, which grants you buffs when lower hp"}, {"post_id": 80946, "ts": "2026-10-19T10:24:59Z", "hours": 0.8419, "text": "hello d e s c e n d a n t s, spear go boom yes very creative also the new animations now work with the moves, stagger, proper movement and constellations working with moves will come next"}, {"post_id": 80633, "ts": "2026-10-18T11:02:11Z", "hours": 1.4103, "text": "hello d e s c e n d a n t s, made a new weapon, sunder, which does a teleport slash, as well as made abilities for astronomer (tele slash and laser) it took longer than it shouldve ngl"}, {"post_id": 80298, "ts": "2026-10-17T05:37:49Z", "hours": 2.6522, "text": "yes d e s c e n d a n t s, i spent 2 and a half hours animating, modelling, texturing and creating a basic constellation system this is going to take a while"}, {"post_id": 79478, "ts": "2026-10-14T06:39:48Z", "hours": 0.4067, "text": "hello d e s c e n d a n t s, look at my bunny hat also stargazer got completely rebalanced but that’s not important"}, {"post_id": 79446, "ts": "2026-10-14T00:56:56Z", "hours": 0.7469, "text": "made some new textures, d e s c e n d a n t s code wise i havent really done much, im trying to get most textures etc done so i can get the trailer done btw if you wanna see what im doing more frequently, join #mc-datapacking in slack"}, {"post_id": 78668, "ts": "2026-10-11T07:27:55Z", "hours": 1.2456, "text": "another day, another sprite, D E S C E N D A N T S added some new sprite and a new item that shoots a laser"}, {"post_id": 78065, "ts": "2026-10-09T13:00:52Z", "hours": 1.2967, "text": "hello D E S C E N D A N T S, lets quickly go through everything i’ve added stargazer is mostly done, they can now atomise projectiles the new bottled echo item triggers your parry effects again half a second later, which can lead to some crazy builds frozen blade is now a dagger class weapon and added the pact which gives invincibility on half health to allow escapes and last stands here’s a representation of all the content so far"}, {"post_id": 77274, "ts": "2026-10-06T12:02:38Z", "hours": 0.4847, "text": "hello D E S C E N D A N T S, implemented some textures and added a couple new accessories 4 of these are the new marks, which grant passive stat ups and downs as well a regeneration accessory…"}, {"post_id": 77017, "ts": "2026-10-05T11:45:15Z", "hours": 2.6486, "text": "hello D E S C E N D A N T S, done a lot textures for rapiers are done, added 3 or so new accessories, finished the attack and movement code for stargazer, concepeted more, etc…"}, {"post_id": 76040, "ts": "2026-10-02T04:50:17Z", "hours": 0.395, "text": "hello D E S C E N D A N T S, finally finished some animations for the upcoming miniboss, take a look!"}, {"post_id": 75120, "ts": "2026-09-29T05:41:18Z", "hours": 1.3864, "text": "hello d e s c e n d a n t s, basic systems are difficult i finally got around to implementing parrying and accessories added 6 accessories and one parrying weapon kk going back to work now"}, {"post_id": 74266, "ts": "2026-09-27T03:13:30Z", "hours": 1.6011, "text": "backkkk from hiatus D E S C E N D A N T S done a lot of bugfixing and updating to 26.3"}, {"post_id": 59331, "ts": "2026-09-01T01:54:38Z", "hours": 0.4717, "text": "so someone asked me to make better bossbars, which is of course difficult because i make datapacks, but i found out how because im just like that ig"}, {"post_id": 57928, "ts": "2026-08-30T08:17:13Z", "hours": 0.8656, "text": "helllooooo D E S C E N D A N T S, finished off rituals and items for update, should be released on modrinth now"}, {"post_id": 57815, "ts": "2026-08-30T03:33:04Z", "hours": 2.3647, "text": "hello D E S C E N D A N T S, this weapon took so long but was so worth it First up, all bloom weapons now take durability accordingly second of all, this is the magician’s deck, the most complex weapon i’ve made so far on non flourishing use, it throws out a card that travels, spins for a short period of time, then returns to you, it travels through walls on flourishing use it shoots 4 cards that ignore i-frames but deal less damage it’s super fun and very cool"}, {"post_id": 57006, "ts": "2026-08-29T02:24:06Z", "hours": 0.4542, "text": "heya D E S C E N D A N T S, small stuff tbh magic weapons now take durability as well as bloom and longswords now require full charge to swing"}, {"post_id": 56517, "ts": "2026-08-28T09:55:04Z", "hours": 0.4983, "text": "to magic or to weapon, that is the question D E S C E N D A N T S… this is the kindling, which shoots flames, when flourishing it has a longer range, higher damage, and the flame are blue"}, {"post_id": 55499, "ts": "2026-08-27T12:00:38Z", "hours": 0.6433, "text": "well DESCENDANTS, that didnt take long this is bloom, its the representation of your mana, as you use a weapon, the flower grows, with it lowering when you dont use it, using it too long will wilt the flower, putting you on cooldown for a while when the flower is at it’s peak, you gain a flourishing boon, which changes how the weapon works for example, the wooden wand does 3 magic bursts instead of 1, greatly increasing the range, and has a damage increase bloom is about keeping track of what you’re doing and making sure to maintain a balance"}, {"post_id": 55479, "ts": "2026-08-27T11:00:00Z", "hours": 0.8431, "text": "i am back in action DESCENDANTS! i added some advanced vfx and hugely improved the guidebook so it’s actually usable now this is now out on modrinth! working on bloom right now, my take on mana"}, {"post_id": 52223, "ts": "2026-08-22T10:09:06Z", "hours": 0.3236, "text": "so uh, i lied DESCENDANTS, yeah i added a new ritual to dupe runes it was annoying me"}, {"post_id": 51604, "ts": "2026-08-21T11:35:23Z", "hours": 1.985, "text": "hello DESCENDANTS, this is the last devlog, as D E S C E N T is now ready to ship i finished all the dialogs every last one thank you all, truly, it has been wonderful to work on this, and i hope to release many updates Ship coming soon"}, {"post_id": 50913, "ts": "2026-08-20T11:44:32Z", "hours": 0.8972, "text": "hello DESCENDANTS. this is gonna be one of the last times i do this b4 shipping i finished all the boss drop rituals, they all require knowledge to perform, with that, every single ritual is complete only thing left is to write up the guidebook"}, {"post_id": 50833, "ts": "2026-08-20T08:38:41Z", "hours": 0.9872, "text": "helloooooooo DESCENDANTS, we are really close to done bosses now properly die, summon a rift to the overworld upon death, give music discs with a low chance, and give random knowledge super close to done"}, {"post_id": 50219, "ts": "2026-08-19T11:14:52Z", "hours": 0.6925, "text": "helllloooooo DESCENDANTS so uh another devlog i had a lot of free time okay i added more rituals voidtouched blade voidtouched shovel ice dagger fracture sculk bomb might go make more lowk"}, {"post_id": 50179, "ts": "2026-08-19T09:24:08Z", "hours": 0.6417, "text": "hellooooo DESCENDANTS! finishing off the project now :P: added knowledge, made bosses load chunks, more general improvements very close to finishing, just gotta finish off rituals, boss deaths and guidebook"}, {"post_id": 50026, "ts": "2026-08-19T01:42:29Z", "hours": 2.3022, "text": "hello DESCENDANTS, it’s been a while i have made a LOT of small polish and balance changes, but i’ll just go through the two major changes bloodfell items all have a new passive that buffs you on hit with a small chance, and bloodfell rituals are cheaper and easier rifts are finished, they send you to the void, where you get items to summon the bosses, the void itself is finally finished, meaning most of the content is done"}, {"post_id": 47870, "ts": "2026-08-16T03:52:46Z", "hours": 0.5964, "text": "LET’S GO GAMBLING!!! runes are a new system of item modifiers, separated into several tiers, which are rolled with a ritual, they can be applied to any item, they’re super fun and offer a lot of build variety (there are 30 of them) to obtain them you need 4 copper ingots, and 4 rune stones obtained from killing mobs. might add a way to dupe rune stones later in order to make them less grindy here you can see me rolling an epic rune on a tropical fish"}, {"post_id": 47839, "ts": "2026-08-16T01:51:36Z", "hours": 0.7267, "text": "Hello DESCENDENTS (that’s what you’re called now) Bloodfell weapons have felt disconnected for a while. they haven’t had any shared passive. i considered giving them all bleed, but the double damage is insane. The way to get bloodfell ingots is obtained through sacrifice, so they now have a new passive, Animosity! Animosity is the name of the datapack bloodfell weapons were originally planned for, before that was scrapped and moved to D E S C E N T, when you get hit, you have a chance to buff up."}, {"post_id": 47278, "ts": "2026-08-15T03:26:28Z", "hours": 0.6139, "text": "gun. the starlight is the final weapon of act one, obtained by beating the void guardians, an incredibly difficult duo boss fight, in exchange it’s incredibly powerful, summoning a powerful meteor on hit that explodes on landing."}, {"post_id": 46711, "ts": "2026-08-14T04:52:42Z", "hours": 0.2983, "text": "wow im doing stuff ig. finished rituals for soulbound and voidtouched harvester."}, {"post_id": 46647, "ts": "2026-08-14T01:47:39Z", "hours": 0.9144, "text": "three for one special today! so today i made : ice dagger : shoots a beam that slows enemies hit with an aoe explosion (no damage) voidtouched blade : random tp on rc with a short cooldown voidtouched steel (+the ritual for voidtouched steel) : the material used to create voidtouched weapons (basically enderite)"}, {"post_id": 46242, "ts": "2026-08-13T10:48:41Z", "hours": 0.6719, "text": "recreating old weapons is fun! today i remade the cursed cleaver, from this mod https://modrinth.com/mod/a.b.e.-forgery fun fact! this is the mod where void ripper originated from (or at least the entire concept of the boss, void, movement system, design etc…) anyways its pretty fun to use and i made it a lil stronger (its still kinda meh in terms of power but thats fine)"}, {"post_id": 45687, "ts": "2026-08-12T10:39:28Z", "hours": 0.6825, "text": "Guess it’s a two for one special today! sculk grenades are a new item that spread sculk when they hit blocks"}, {"post_id": 45655, "ts": "2026-08-12T09:10:23Z", "hours": 0.6406, "text": "Sculk is pretty cool was lowkey gonna make a splatoon mechanic but it’s lowkey impossible so i made wall climbing, sticking etc."}, {"post_id": 44549, "ts": "2026-08-10T11:50:47Z", "hours": 0.3733, "text": "finished the fracture lol, didnt expect to get it done"}, {"post_id": 44489, "ts": "2026-08-10T08:58:57Z", "hours": 0.4172, "text": "began working my first crossover! it’s the fracture from terramity 1.0"}, {"post_id": 43771, "ts": "2026-08-09T06:12:01Z", "hours": 0.8342, "text": "Weapon design is so fun :p today i finished the void fracture, a sword that applies 3 hits post attack, creating wild knockback and unpredictable combos"}, {"post_id": 43188, "ts": "2026-08-08T09:52:00Z", "hours": 0.2894, "text": "pretty small day updated void cull to require you to build 5 or more void stacks, which are applied by voidtouched weapons on hit, and get removed after 5 seconds, the timer resets on hit (same image as last time i have no clue how to display this in an image)"}, {"post_id": 42584, "ts": "2026-08-07T12:27:43Z", "hours": 1.0564, "text": "Keep inventory, a problem as old as time many mods and datapacks have tried to fix keep inventory, but none fit my situation so today i fixed that with the new soulbound enchantment, items dropped on death will return to you after 12 seconds, only if they are still on the floor https://youtu.be/zDh4c3vDw1o"}, {"post_id": 41876, "ts": "2026-08-06T11:07:15Z", "hours": 0.7853, "text": "making “enderite” actually cool, pt 2 (it’s called voidtouched steel) first things first, i added a new ritual to turn amethyst shards into echo shards, i want items to be assessable, and echo shards are a necessary crafting ingredient, but ancient cities often get looted early, and i keep multiplayer in mind second i added a new item, the voidtouched shovel, which has a chance to levitate your enemies on hit i then made voidtouched steel’s passive ability, void cull, which deals 999 damage when an enemy is under 25% max hp, (this will be rebalanced soon)"}, {"post_id": 41210, "ts": "2026-08-05T09:08:46Z", "hours": 0.5067, "text": "Enderite always feels like a boring concept to me everyone does the same thing, a straight upgrade, maybe a teleport ability, but i wanted to be different, to make an upgrade to netherite that gives you a reason to go back to the end without being boring introducing voidtouched steel, which will be crafted with shulker shells and purpur, making it accessible to all and renewable starting off we have the Voidtouched Harvester, an upgrade to the Bloodfell Scythe that now has one incredibly powerful dash that removees your gravity for the duration up next i need to work on the void execution mechanic"}, {"post_id": 40494, "ts": "2026-08-04T01:58:08Z", "hours": 0.5733, "text": "this is gonna take a while Patch notes : added 3 new sprites, updated creative menu to match finished D E S C E N T guidebook updated creative menu added one new function for an upcoming weapon updated the dialog menu"}, {"post_id": 39176, "ts": "2026-08-01T23:28:18Z", "hours": 0.2739, "text": "rebalanced the absurdly overpowered bloodfell cleaver it used to do 10 flat damage every 4th hit (magic, so pierces armour) which was busted, now it only does double damage i have no clue how this was logged as 16m i swear it took 3"}, {"post_id": 38640, "ts": "2026-08-01T04:25:23Z", "hours": 1.4375, "text": "Huge day today, lots of content today and yesterday’s progress: added THIRTY new enchantments as part of my custom rune system, you can have one per item, some apply effects such as burn or wither, and others are just stat buffs added the items to the creative menu via a neat trick, however it’s not fully implemented yet and finally, finished the duo void guardians boss fight, which required me to rework the entire system for every other boss good stuff, only took about 2 hours, so pretty solid lock in"}, {"post_id": 37357, "ts": "2026-07-30T00:42:06Z", "hours": 8.4064, "text": "this has been a long time in the works i began working on this during stardance, however i forgot to link hackatime so i have spent around 10-12 hours on it (just on coding, that’s ignoring modelling, animating, texturing, playtesting) if you want to see all the devlogs (to prove my progress ig) see here : https://www.youtube.com/playlist?list=PLPvXzO2e-wn0"}]...
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Title: D E S C E N T by @subzeroditto | Stardance
Title: D E S C E N T by @subzeroditto | Stardance
Devlogs:
this has been a long time in the works i began working on this during stardance, however i forgot to link hackatime so i have spent around 10-12 hours on it (just on coding, that’s ignoring modelling, animating, texturing, playtesting) if you want to see all the devlogs (to prove my progress ig) see here : https://www.youtube.com/playlist?list=PLPvXzO2e-wn0
Huge day today, lots of content today and yesterday’s progress: added THIRTY new enchantments as part of my custom rune system, you can have one per item, some apply effects such as burn or wither, and others are just stat buffs added the items to the creative menu via a neat trick, however it’s not fully implemented yet and finally, finished the duo void guardians boss fight, which required me to rework the entire system for every other boss good stuff, only took about 2 hours, so pretty solid lock in
rebalanced the absurdly overpowered bloodfell cleaver it used to do 10 flat damage every 4th hit (magic, so pierces armour) which was busted, now it only does double damage i have no clue how this was logged as 16m i swear it took 3
this is gonna take a while Patch notes : added 3 new sprites, updated creative menu to match finished D E S C E N T guidebook updated creative menu added one new function for an upcoming weapon updated the dialog menu
Enderite always feels like a boring concept to me everyone does the same thing, a straight upgrade, maybe a teleport ability, but i wanted to be different, to make an upgrade to netherite that gives you a reason to go back to the end without being boring introducing voidtouched steel, which will be crafted with shulker shells and purpur, making it accessible to all and renewable starting off we have the Voidtouched Harvester, an upgrade to the Bloodfell Scythe that now has one incredibly powerful dash that removees your gravity for the duration up next i need to work on the void execution mechanic
making “enderite” actually cool, pt 2 (it’s called voidtouched steel) first things first, i added a new ritual to turn amethyst shards into echo shards, i want items to be assessable, and echo shards are a necessary crafting ingredient, but ancient cities often get looted early, and i keep multiplayer in mind second i added a new item, the voidtouched shovel, which has a chance to levitate your enemies on hit i then made voidtouched steel’s passive ability, void cull, which deals 999 damage when an enemy is under 25% max hp, (this will be rebalanced soon)
Keep inventory, a problem as old as time many mods and datapacks have tried to fix keep inventory, but none fit my situation so today i fixed that with the new soulbound enchantment, items dropped on death will return to you after 12 seconds, only if they are still on the floor https://youtu.be/zDh4c3vDw1o
pretty small day updated void cull to require you to build 5 or more void stacks, which are applied by voidtouched weapons on hit, and get removed after 5 seconds, the timer resets on hit (same image as last time i have no clue how to display this in an image)
Weapon design is so fun :p today i finished the void fracture, a sword that applies 3 hits post attack, creating wild knockback and unpredictable combos
began working my first crossover! it’s the fracture from terramity 1.0
finished the fracture lol, didnt expect to get it done
Sculk is pretty cool was lowkey gonna make a splatoon mechanic but it’s lowkey impossible so i made wall climbing, sticking etc.
Guess it’s a two for one special today! sculk grenades are a new item that spread sculk when they hit blocks
recreating old weapons is fun! today i remade the cursed cleaver, from this mod https://modrinth.com/mod/a.b.e.-forgery fun fact! this is the mod where void ripper originated from (or at least the entire concept of the boss, void, movement system, design etc…) anyways its pretty fun to use and i made it a lil stronger (its still kinda meh in terms of power but thats fine)
three for one special today! so today i made : ice dagger : shoots a beam that slows enemies hit with an aoe explosion (no damage) voidtouched blade : random tp on rc with a short cooldown voidtouched steel (+the ritual for voidtouched steel) : the material used to create voidtouched weapons (basically enderite)
wow im doing stuff ig. finished rituals for soulbound and voidtouched harvester.
gun. the starlight is the final weapon of act one, obtained by beating the void guardians, an incredibly difficult duo boss fight, in exchange it’s incredibly powerful, summoning a powerful meteor on hit that explodes on landing.
Hello DESCENDENTS (that’s what you’re called now) Bloodfell weapons have felt disconnected for a while. they haven’t had any shared passive. i considered giving them all bleed, but the double damage is insane. The way to get bloodfell ingots is obtained through sacrifice, so they now have a new passive, Animosity! Animosity is the name of the datapack bloodfell weapons were originally planned for, before that was scrapped and moved to D E S C E N T, when you get hit, you have a chance to buff up.
LET’S GO GAMBLING!!! runes are a new system of item modifiers, separated into several tiers, which are rolled with a ritual, they can be applied to any item, they’re super fun and offer a lot of build variety (there are 30 of them) to obtain them you need 4 copper ingots, and 4 rune stones obtained from killing mobs. might add a way to dupe rune stones later in order to make them less grindy here you can see me rolling an epic rune on a tropical fish
hello DESCENDANTS, it’s been a while i have made a LOT of small polish and balance changes, but i’ll just go through the two major changes bloodfell items all have a new passive that buffs you on hit with a small chance, and bloodfell rituals are cheaper and easier rifts are finished, they send you to the void, where you get items to summon the bosses, the void itself is finally finished, meaning most of the content is done
hellooooo DESCENDANTS! finishing off the project now :P: added knowledge, made bosses load chunks, more general improvements very close to finishing, just gotta finish off rituals, boss deaths and guidebook
helllloooooo DESCENDANTS so uh another devlog i had a lot of free time okay i added more rituals voidtouched blade voidtouched shovel ice dagger fracture sculk bomb might go make more lowk
helloooooooo DESCENDANTS, we are really close to done bosses now properly die, summon a rift to the overworld upon death, give music discs with a low chance, and give random knowledge super close to done
hello DESCENDANTS. this is gonna be one of the last times i do this b4 shipping i finished all the boss drop rituals, they all require knowledge to perform, with that, every single ritual is complete only thing left is to write up the guidebook
hello DESCENDANTS, this is the last devlog, as D E S C E N T is now ready to ship i finished all the dialogs every last one thank you all, truly, it has been wonderful to work on this, and i hope to release many updates Ship coming soon
so uh, i lied DESCENDANTS, yeah i added a new ritual to dupe runes it was annoying me
i am back in action DESCENDANTS! i added some advanced vfx and hugely improved the guidebook so it’s actually usable now this is now out on modrinth! working on bloom right now, my take on mana
well DESCENDANTS, that didnt take long this is bloom, its the representation of your mana, as you use a weapon, the flower grows, with it lowering when you dont use it, using it too long will wilt the flower, putting you on cooldown for a while when the flower is at it’s peak, you gain a flourishing boon, which changes how the weapon works for example, the wooden wand does 3 magic bursts instead of 1, greatly increasing the range, and has a damage increase bloom is about keeping track of what you’re doing and making sure to maintain a balance
to magic or to weapon, that is the question D E S C E N D A N T S… this is the kindling, which shoots flames, when flourishing it has a longer range, higher damage, and the flame are blue
heya D E S C E N D A N T S, small stuff tbh magic weapons now take durability as well as bloom and longswords now require full charge to swing
hello D E S C E N D A N T S, this weapon took so long but was so worth it First up, all bloom weapons now take durability accordingly second of all, this is the magician’s deck, the most complex weapon i’ve made so far on non flourishing use, it throws out a card that travels, spins for a short period of time, then returns to you, it travels through walls on flourishing use it shoots 4 cards that ignore i-frames but deal less damage it’s super fun and very cool
helllooooo D E S C E N D A N T S, finished off rituals and items for update, should be released on modrinth now
so someone asked me to make better bossbars, which is of course difficult because i make datapacks, but i found out how because im just like that ig
backkkk from hiatus D E S C E N D A N T S done a lot of bugfixing and updating to 26.3
hello d e s c e n d a n t s, basic systems are difficult i finally got around to implementing parrying and accessories added 6 accessories and one parrying weapon kk going back to work now
hello D E S C E N D A N T S, finally finished some animations for the upcoming miniboss, take a look!
hello D E S C E N D A N T S, done a lot textures for rapiers are done, added 3 or so new accessories, finished the attack and movement code for stargazer, concepeted more, etc…
hello D E S C E N D A N T S, implemented some textures and added a couple new accessories 4 of these are the new marks, which grant passive stat ups and downs as well a regeneration accessory…
hello D E S C E N D A N T S, lets quickly go through everything i’ve added stargazer is mostly done, they can now atomise projectiles the new bottled echo item triggers your parry effects again half a second later, which can lead to some crazy builds frozen blade is now a dagger class weapon and added the pact which gives invincibility on half health to allow escapes and last stands here’s a representation of all the content so far
another day, another sprite, D E S C E N D A N T S added some new sprite and a new item that shoots a laser
made some new textures, d e s c e n d a n t s code wise i havent really done much, im trying to get most textures etc done so i can get the trailer done btw if you wanna see what im doing more frequently, join #mc-datapacking in slack
hello d e s c e n d a n t s, look at my bunny hat also stargazer got completely rebalanced but that’s not important
yes d e s c e n d a n t s, i spent 2 and a half hours animating, modelling, texturing and creating a basic constellation system this is going to take a while
hello d e s c e n d a n t s, made a new weapon, sunder, which does a teleport slash, as well as made abilities for astronomer (tele slash and laser) it took longer than it shouldve ngl
hello d e s c e n d a n t s, spear go boom yes very creative also the new animations now work with the moves, stagger, proper movement and constellations working with moves will come next
hello d e s c e n d a n t s, 1 and a half hours of small changes also a new weapon, the ancient greatsword, which grants you buffs when lower hp
hello d e s c e n d a n t s, big one today ancient greatsword got a huge buff, it wasnt feeling impactful enough so i gave it the cool vfx the scythes have also astronomer is done, showcase here https://youtu.be/vtc5K3Rs7yA?si=Imxgvno1sOggv4t7
Ships:
D E S C E N T was a datapack I made that originally stemmed from a small idea 9 months ago, and I had no clue when i was developing it that it would grow to be this big. Honestly it’s become a project I dreamed about making when i was young and i’m super proud of where it’s come. Installation : If modrinth has reviewed it, download it from there, otherwise you can download it here : https://github.com/banana-piecake/DESCENT/releases/tag/pre-modrinth Datapack install : install it in your world’s datapack folder, AND also install it in your resource pack folder, enable both Mod install : download the jar, install it as a mod in any of the 4 major modloaders (fabric, forge, quilt or neoforge), it’ll work in any world you create. Only for minecraft java version 26.2
hello D E S C E N D A N T S (for anyone new that’s what i call ppl who play D E S C E N T), this was quite a small set of updates i put out to improve the datapack i added : an improved guidebook with back buttons balancing changes a new magic system 3 unique magic weapons i would highly recommend checking out the Magician’s Deck, it took the longest by far...
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1793098447.1382585
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1793184847.1382585
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41788
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My own site! by @GTXPOFFIC | Stardance
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GTXPOFFIC
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2
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2.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-03T11:19:51Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I added something really FUN!! gotta check that out urself I wil not add images! 😁😁😁😁", "repo": "https://github.com/GTXPOFFIC-developer/My-first-site", "demo": "https://gtxpoffic-developer.github.io/My-first-site/"}, {"ship_num": 2, "ts": "2026-07-30T03:21:47Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Done!!", "repo": "https://github.com/GTXPOFFIC-developer/My-first-site", "demo": "https://gtxpoffic-developer.github.io/My-first-site/"}]...
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[{"post_id": 40016, "ts": "202 [{"post_id": 40016, "ts": "2026-08-03T11:19:13Z", "hours": 0.8725, "text": "Devlog-2: THis day I added something really FUN!! gotta check that out urself I wil not add images! 😁😁😁😁"}, {"post_id": 39240, "ts": "2026-08-02T02:38:52Z", "hours": 1.0533, "text": "Devlog 1: Today I updated git and configred it and Wrote the HTML thats it"}, {"post_id": 37412, "ts": "2026-07-30T03:21:14Z", "hours": 0.0, "text": "Yoo done on my site!! But sadly no users and no clients :("}]...
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Title: My own site! by @GTXPOFFIC | Stardance
Dev Title: My own site! by @GTXPOFFIC | Stardance
Devlogs:
Yoo done on my site!! But sadly no users and no clients :(
Devlog 1: Today I updated git and configred it and Wrote the HTML thats it
Devlog-2: THis day I added something really FUN!! gotta check that out urself I wil not add images! 😁😁😁😁
Ships:
Done!!
I added something really FUN!! gotta check that out urself I wil not add images! 😁😁😁😁...
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1793087457.340069
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1793173857.340069
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41831
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Personal Website by @satr14 | Stardance
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satr14
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2
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16.1
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241
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-13T07:40:40Z", "hours": 3.0, "multiplier": 19.84, "payout": 66, "blessing": "neutral", "text": "this should have fixes from last ship’s suggestions as well as a extra background elements and animations to make the site look alive", "repo": "https://git.satr14.my.id/satr14/5th-site-expanded", "demo": "https://satr14.my.id/"}, {"ship_num": 2, "ts": "2026-09-05T02:50:59Z", "hours": 12.0, "multiplier": 14.97, "payout": 175, "blessing": "neutral", "text": "V5. IS OUT this was mainly challenging as school dumps work after work on me, but i ended up working on it in my spare time whenever i find it. new pages: /projects: contains orgs and repos /guestbook: github discussion powered /random: shows discord status and games i play", "repo": "https://git.satr14.my.id/satr14/5th-site-expanded", "demo": "https://satr14.my.id/"}]...
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[{"post_id": 70141, "ts": "202 [{"post_id": 70141, "ts": "2026-09-18T15:29:20Z", "hours": 1.0961, "text": "i was supposed to work on smthin else, but saw my friend do this so i decided to implement it on my own site! it took this long mainly because its a very new feature and not really documented. luckily, my friend gave me docs (which will be merged upstream) and i was able to implement this early :D. regardless it was still pretty buggy added discord embed component info using same data as the main site content https://github.com/discord/discord-api-docs/blob/20b7c0d2a7c30fd455d3e8f6e58c8ab42eeb2849/developers/link-previews/component-embeds.mdx early docs if yall wanna try it"}, {"post_id": 67173, "ts": "2026-09-13T07:38:58Z", "hours": 0.6531, "text": "smol update but i randomly had a thought last night before sleeping to add this so im adding it :D added rolling titles in the background based of the roles i put in"}, {"post_id": 65941, "ts": "2026-09-11T12:40:49Z", "hours": 0.9083, "text": "i believe this shouldve been more time, because wakatime randomly stopped tracking time which shouldve been like 15-25 mins but whatever. now that its the weekend, im gonna cram as much hours i can get as this is still exam week. added background elements: idle rotating stars! made the stars turn into arrows when hovering over interactive elements / links added svelte page transitions for the conditional/fetching elements tweaked music player progress bar added a credit section for assets used and design inspiration changed timezone text display for same timezone offsets moved code duplication for styles and transitions to classes and central lib functions"}, {"post_id": 64054, "ts": "2026-09-08T05:45:02Z", "hours": 1.7758, "text": "aight i have an exam tomorrow so prob not the best time to be working, but whatever. im gonna add some finishing details from now on as well as improve based of last ship’s feedback changed hackclub role (im organizing haven in my city :D) added more audios to be randomly played made song playback persist between pages keep player notif open showing playback bar and play/pause button tweak pages gaps and paddings displayed webring name instead of “info?” changed main quote hehe"}, {"post_id": 60871, "ts": "2026-09-03T14:53:46Z", "hours": 1.855, "text": "exams are coming soon but i really need these hours. anyways, all pages should be completed by now. im gonna deploy and ship soon added discord status via lanyard api and npm package added games played via lizardbyte’s free igdb api proxy tweaked page transition to be shorter and use 1 global variable removed unused WIP component tweaked timezone info text remove timezone info card element 9 commits in total"}, {"post_id": 58137, "ts": "2026-08-30T14:25:57Z", "hours": 1.0158, "text": "im not joking when i say im burnt out from school. the only thing thats keeping me driving for coding is stardance and the certificate (prob the shop items too but the cert is more important for me). anyways i didnt have much energy this past week but i tried and well ig i managed to do somethin extra padding fixes for main site add a random page (not yet live) and todo list for what i wanna add later install svelte-lanyard for discord status fetching add extra library functions for timezone information remove unused lib function add timezone information to random page fix tab size in a file"}, {"post_id": 49588, "ts": "2026-08-18T14:00:45Z", "hours": 0.4336, "text": "short devlog because exam tomorrow but I CANT LET MY HACKATIME STREAK DIE AGAIN removed debug line left in prod from last devlog add a favicon of my cat :3 rename communities to organizations in change one of the roles to normal hackclub members add description field to orgs add org display in projects page removed blog link from main page (and prob the actual page soon) in favor of smthin else"}, {"post_id": 48953, "ts": "2026-08-17T15:06:13Z", "hours": 1.8106, "text": "finished with another project so i might as well finish this one remove located in line because i already disclose that in my bio fix curl special display to only if fecth / fix easter egg (background text) font display add vite, zed, nvim, cf, and claude skills and remove bash implemented projects page fix typescript errors with page props data spacing tweaks with main homepage animate skill icon hover resize skill icons and text to smaller size add heatmap to projects page moved heatmap url to index.ts lib tweaked card class styles to remove ugly border and add a nice shadow"}, {"post_id": 45190, "ts": "2026-08-11T14:45:36Z", "hours": 1.6867, "text": "this is longer than expected but oh well. i was too tired to work on any real projects because its a school night (yes indonesia doesnt have long summer breaks 😭) so back onto personal site i guess update personal information fields: description, skills, and roles update skill display to use icons from simpleicons cdn added hover to show skill name functionality added devops eng to roles because someone said i had devops skills from another project fix background z index overlap clarity for timezone refresh local timezone display every second remove card effect for transparent display on the guestbook havent worked on project showcase nor blog posts pages yet because i need to finish my blog first and figure out how to get git repos from forgejo api"}, {"post_id": 37466, "ts": "2026-07-30T07:17:24Z", "hours": 4.8781, "text": "admittedly working on existing projects is much easier than starting from scratch. ill be working on my personal website whenever i get burnt out from other stuff (especially chess programming) anyways i didnt really remember much on what i did because i thought i wouldnt end up working for hours and didnt think it wouldve been worth it to submit for stardance. well turns out i accumulated a lot of hours logged but no memory on what i did so heres my best recall on what i did: added dotted background grid slimmer card body made a card class for a more unified design added support for more than 1 webrings tweaked webring design and functions replaced links with website pages made a WIP component for empty pages made 3 pages: guestbook, posts, and project showcase click to copy curl command added hackatime heatmap"}]...
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Title: Personal Website by @satr14 | Stardance
De Title: Personal Website by @satr14 | Stardance
Devlogs:
admittedly working on existing projects is much easier than starting from scratch. ill be working on my personal website whenever i get burnt out from other stuff (especially chess programming) anyways i didnt really remember much on what i did because i thought i wouldnt end up working for hours and didnt think it wouldve been worth it to submit for stardance. well turns out i accumulated a lot of hours logged but no memory on what i did so heres my best recall on what i did: added dotted background grid slimmer card body made a card class for a more unified design added support for more than 1 webrings tweaked webring design and functions replaced links with website pages made a WIP component for empty pages made 3 pages: guestbook, posts, and project showcase click to copy curl command added hackatime heatmap
this is longer than expected but oh well. i was too tired to work on any real projects because its a school night (yes indonesia doesnt have long summer breaks 😭) so back onto personal site i guess update personal information fields: description, skills, and roles update skill display to use icons from simpleicons cdn added hover to show skill name functionality added devops eng to roles because someone said i had devops skills from another project fix background z index overlap clarity for timezone refresh local timezone display every second remove card effect for transparent display on the guestbook havent worked on project showcase nor blog posts pages yet because i need to finish my blog first and figure out how to get git repos from forgejo api
finished with another project so i might as well finish this one remove located in line because i already disclose that in my bio fix curl special display to only if fecth / fix easter egg (background text) font display add vite, zed, nvim, cf, and claude skills and remove bash implemented projects page fix typescript errors with page props data spacing tweaks with main homepage animate skill icon hover resize skill icons and text to smaller size add heatmap to projects page moved heatmap url to index.ts lib tweaked card class styles to remove ugly border and add a nice shadow
short devlog because exam tomorrow but I CANT LET MY HACKATIME STREAK DIE AGAIN removed debug line left in prod from last devlog add a favicon of my cat :3 rename communities to organizations in change one of the roles to normal hackclub members add description field to orgs add org display in projects page removed blog link from main page (and prob the actual page soon) in favor of smthin else
im not joking when i say im burnt out from school. the only thing thats keeping me driving for coding is stardance and the certificate (prob the shop items too but the cert is more important for me). anyways i didnt have much energy this past week but i tried and well ig i managed to do somethin extra padding fixes for main site add a random page (not yet live) and todo list for what i wanna add later install svelte-lanyard for discord status fetching add extra library functions for timezone information remove unused lib function add timezone information to random page fix tab size in a file
exams are coming soon but i really need these hours. anyways, all pages should be completed by now. im gonna deploy and ship soon added discord status via lanyard api and npm package added games played via lizardbyte’s free igdb api proxy tweaked page transition to be shorter and use 1 global variable removed unused WIP component tweaked timezone info text remove timezone info card element 9 commits in total
aight i have an exam tomorrow so prob not the best time to be working, but whatever. im gonna add some finishing details from now on as well as improve based of last ship’s feedback changed hackclub role (im organizing haven in my city :D) added more audios to be randomly played made song playback persist between pages keep player notif open showing playback bar and play/pause button tweak pages gaps and paddings displayed webring name instead of “info?” changed main quote hehe
i believe this shouldve been more time, because wakatime randomly stopped tracking time which shouldve been like 15-25 mins but whatever. now that its the weekend, im gonna cram as much hours i can get as this is still exam week. added background elements: idle rotating stars! made the stars turn into arrows when hovering over interactive elements / links added svelte page transitions for the conditional/fetching elements tweaked music player progress bar added a credit section for assets used and design inspiration changed timezone text display for same timezone offsets moved code duplication for styles and transitions to classes and central lib functions
smol update but i randomly had a thought last night before sleeping to add this so im adding it :D added rolling titles in the background based of the roles i put in
i was supposed to work on smthin else, but saw my friend do this so i decided to implement it on my own site! it took this long mainly because its a very new feature and not really documented. luckily, my friend gave me docs (which will be merged upstream) and i was able to implement this early :D. regardless it was still pretty buggy added discord embed component info using same data as the main site content https://github.com/discord/discord-api-docs/blob/20b7c0d2a7c30fd455d3e8f6e58c8ab42eeb2849/developers/link-previews/component-embeds.mdx early docs if yall wanna try it
Ships:
V5. IS OUT this was mainly challenging as school dumps work after work on me, but i ended up working on it in my spare time whenever i find it. new pages: /projects: contains orgs and repos /guestbook: github discussion powered /random: shows discord status and games i play
this should have fixes from last ship’s suggestions as well as a extra background elements and animations to make the site look alive...
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1793004438.0008316
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1793090838.0008316
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41893
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Nuclear by @Rajveer0123n | Stardance
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Rajveer0123n
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2
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30.0
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223
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-01T14:33:18Z", "hours": 12.0, "multiplier": 2.41, "payout": 29, "blessing": "neutral", "text": "I built a Number Guessing Challenge game with multiple difficulty levels, a clean and responsive interface, sound effects, and a strategy helper that helps players make more efficient guesses. The goal is simple: players choose a difficulty, try to identify the hidden number, and use the feedback provided after each guess to narrow down the possible range. Since the initial version, I expanded the game with three game modes — Normal, One Shot, and No Hint — to provide different levels of challenge. I also added an Achievements system with 10 unlockable achievements based on different in-game accomplishments, along with a dedicated Game Rules & Guide section to help new players understand the mechanics. The most challenging part was connecting the game logic, different modes, achievements, statistics, and UI while keeping the experience consistent and easy to use. I’m most proud of how the project has evolved from a simple guessing game into a more complete and polished experience.", "repo": "https://github.com/Rajveer0123n-BitCoin/Nuclear", "demo": "https://nuclear-three-blush.vercel.app"}, {"ship_num": 2, "ts": "2026-08-13T00:37:13Z", "hours": 18.0, "multiplier": 10.62, "payout": 194, "blessing": "neutral", "text": "I made a Number Guessing Challenge game with multiple difficulty levels, a clean UI, sound effects, and a small strategy helper that makes the game more interesting. The hardest part was connecting all the game logic with the UI and making everything feel smooth. I’m most proud of the overall experience and how polished it looks now. To test it, choose a difficulty, enter a guess, and keep playing until you find the hidden number.", "repo": "https://github.com/Rajveer0123n-BitCoin/Nuclear", "demo": "https://nuclear-three-blush.vercel.app"}]...
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[{"post_id": 59588, "ts": "202 [{"post_id": 59588, "ts": "2026-09-01T14:28:13Z", "hours": 4.8922, "text": "GUYSSSS, I THOUGHT I WAS DONE…BUT STARSHIP SAID ADD MORE FEATURES SOOOO I WENT BACK TO WORKk I’ve now added some new game modes — Normal Mode, One Shot, and No Hint — mainly to make the game more difficult and give players more ways to play 👀🔥 I’ve ALSO added an Achievements Section, where players have to complete 10 different tasks to unlock the achievements!! ANDDD for the new players, I’ve added a proper Game Rules + Guide section so they actually know what they’re supposed to do 😭At this point the project keeps getting bigger and bigger… BUT WE KEEP GOINGGGG 🚀🔥 AND Now i think i am ready to ship again GOOOOOOOOOO"}, {"post_id": 56519, "ts": "2026-08-28T09:56:12Z", "hours": 4.0014, "text": "GUYSSSS, I THOUGHT MY PROJECT WAS FINISHED BUT THEN I WAS LIKE…NAHHHH WE CAN ADD MORE So I’ve decided to add some new modes to the project like One Try Guess, Fast Guess and a few more 👀 For now, I’m working on One Try Guess…let’s see how this turns out MORE FEATURES = MORE WORK…"}, {"post_id": 51630, "ts": "2026-08-21T12:36:52Z", "hours": 1.14, "text": "Devlog-17 SO humans I😭 I’VE RESTORED MY OLD DESIGN FROM GITHUB AND THANK GOD THIS FEATURE EXISTS 💀🙏After all that chaos, I finally got my original design back and I can FINALLYYYY say…MY PROJECT IS COMPLETE 🚀🔥NOW IT’S TIME TO SHIPPPPP 😭"}, {"post_id": 47950, "ts": "2026-08-16T06:51:53Z", "hours": 1.1556, "text": "Devlog-15 BROSSSS, I finally learned how to make READMEs from the Stardance resources 🔥 and updated my GitHub README with everything needed for SHIP!! ALSOOO, I removed all the AI-generated code from my project. I only used AI for formatting and variable names with Prettier, so the actual code is mine 😭🔥 WE’RE GETTING CLOSER TO SHIPPP 🚀"}, {"post_id": 47419, "ts": "2026-08-15T10:45:55Z", "hours": 0.8881, "text": "Devlog-16 BROOOO 😭 I literally had to CHANGE MY WHOLE DESIGN because my README was AI-made and now the officials thought the design was also AI inspired 💀 So yeah…ALL THAT EFFORT…GONE 😭 I’m honestly feeling like everything I worked on was wasted, but ig there’s nothing to do except start fixing it and make the design properly mine this time. pain. . 😭"}, {"post_id": 45949, "ts": "2026-08-12T19:22:43Z", "hours": 0.4761, "text": "Devlog-14 finally finished"}, {"post_id": 45929, "ts": "2026-08-12T18:26:33Z", "hours": 1.1928, "text": "Devlog — 12- Help Modal Progress At this pace, the whole project might actually be finished in 2–3 days"}, {"post_id": 45246, "ts": "2026-08-11T16:15:06Z", "hours": 3.1628, "text": "I have completed my stats part that’s actually statsmodal , it took way more time than i thought.."}, {"post_id": 44731, "ts": "2026-08-10T17:47:00Z", "hours": 2.2089, "text": "Devlog 10 Finally finished App.tsx 😭. I honestly don’t even know why I left it half-done in the middle, but it’s finally complete now. Right now I’m working on the Win Screen, trying different layouts and animations so it actually feels satisfying when you win. Still tweaking the design, but it’s starting to look pretty clean."}, {"post_id": 44070, "ts": "2026-08-09T16:14:50Z", "hours": 3.1528, "text": "Devlog 9 Worked on GameArea today. Added the guess input, feedback messages, a small helper for the bisect strategy, and a visual bar history for previous guesses. The game feels way more interactive now and is starting to come together nicely."}, {"post_id": 41940, "ts": "2026-08-06T13:58:29Z", "hours": 1.3217, "text": "Devlog 8 – Added Difficulty Selector and Game Area Today I completed two major UI components for the Number Guess game: DifficultySelector.tsx and GameArea.tsx. The difficulty selector now includes interactive cards for Easy, Medium, Hard, and Extreme modes, giving players a clear way to choose the challenge level. I also built the main game area, which includes the guess input system, feedback banner, bisect strategy helper, and a visual history bar to track previous guesses. These additions make the gameplay more interactive, informative, and user-friendly while improving the overall experience of the game."}, {"post_id": 41465, "ts": "2026-08-05T18:03:51Z", "hours": 0.7, "text": "Devlog 7 – Added Header Component and Difficulty Selection Today I created and improved the Header.tsx component for the Number Guess game. I added a structured header section to improve the overall layout and user experience. I also implemented difficulty selectors, allowing players to choose different challenge levels before starting the game. This adds more variety to the gameplay and creates a better experience for different types of players. With the header and difficulty system completed, the game now has a more organized interface and a more customizable gameplay experience."}, {"post_id": 40827, "ts": "2026-08-04T16:24:52Z", "hours": 1.0553, "text": "Devlog 6 – Added Victory Confetti Animation Today I created src/components/ConfettiCanvas.tsx to add a victory celebration effect to the Number Guess game. I implemented an HTML5 canvas-based confetti animation that appears when the player wins the game. The animation uses particle effects to create a more rewarding and visually exciting celebration, making the game feel more polished and interactive."}, {"post_id": 40120, "ts": "2026-08-03T14:53:06Z", "hours": 1.1533, "text": "Devlog 5 – Completed the Utils Folder Today I completed the Utils folder for the Number Guess game. I added the core game logic that handles the main gameplay mechanics, including processing guesses, checking results, and managing the game flow. I also integrated the sound system to provide audio feedback for different game events, making the overall experience more interactive and engaging. With the utility layer completed, the project now has a stronger foundation, and I can move on to refining the gameplay, improving the user experience, and polishing the final features."}, {"post_id": 39578, "ts": "2026-08-02T17:10:38Z", "hours": 1.4428, "text": "Today I completed the design phase of the Number Guess game. I focused on creating a clean and modern interface with a structured layout that is easy to use and visually appealing. The overall design is now in place, including the main game container, input section, buttons, and feedback area. With the UI completed, the next step is to implement the game logic in JavaScript, including random number generation, guess validation, score tracking, and win/lose conditions."}, {"post_id": 39235, "ts": "2026-08-02T02:09:37Z", "hours": 1.2194, "text": "Today I set up the package.json file for the project. This establishes the project configuration and creates a proper foundation for future development. Having package.json in place will make it easier to manage the project structure and add any tools or dependencies needed as the Number Guess game grows"}, {"post_id": 38157, "ts": "2026-07-31T12:23:05Z", "hours": 0.6125, "text": "Today I decided to change the direction of my project. Instead of continuing with the calculator idea, I switched to building a Number Guess game. I felt that this would be a better project for learning JavaScript logic, user interaction, and game mechanics while still creating a polished web application. I started the new project structure and created a fresh index.html file from scratch. The basic HTML layout has been set up, and this file will become the foundation of the game interface. The goal is to create a modern and engaging number guessing game with a clean design, responsive layout, and interactive gameplay. This marks a fresh start for the project, and the next steps will focus on styling the interface with CSS and implementing the core game logic in JavaScript, including random number generation, user guesses, score tracking, and feedback messages."}, {"post_id": 37639, "ts": "2026-07-30T14:58:52Z", "hours": 0.5222, "text": "Today I officially started my Nuclear calculator project for Hack Club Stardance. The first part of the work focused on setting up a clean development environment and creating the basic structure of the project. I created a new project folder, initialized a Git repository, connected it to a new GitHub repository, and configured Hackatime so that development time could be tracked correctly. I also created the initial project structure with the src and public directories, a README.md, and a .wakatime-project file. After the setup was complete, I began building the calculator interface. I created the index.html file and finished the basic HTML structure for the application. The layout includes the foundation for the calculator display, input area, and button grid, which will serve as the base for future scientific and advanced features. The goal is to build a modern, elegant calculator with a premium user interface rather than a simple basic calculator. With the project now connected to GitHub and Hackatime successfully tracking coding hours, the development environment is fully ready for the next stage. The next devlog will focus on designing the calculator’s visual appearance using CSS and implementing the first interactive functionality with JavaScript."}]...
|
Title: Nuclear by @Rajveer0123n | Stardance
Devlo Title: Nuclear by @Rajveer0123n | Stardance
Devlogs:
Today I officially started my Nuclear calculator project for Hack Club Stardance. The first part of the work focused on setting up a clean development environment and creating the basic structure of the project. I created a new project folder, initialized a Git repository, connected it to a new GitHub repository, and configured Hackatime so that development time could be tracked correctly. I also created the initial project structure with the src and public directories, a README.md, and a .wakatime-project file. After the setup was complete, I began building the calculator interface. I created the index.html file and finished the basic HTML structure for the application. The layout includes the foundation for the calculator display, input area, and button grid, which will serve as the base for future scientific and advanced features. The goal is to build a modern, elegant calculator with a premium user interface rather than a simple basic calculator. With the project now connected to GitHub and Hackatime successfully tracking coding hours, the development environment is fully ready for the next stage. The next devlog will focus on designing the calculator’s visual appearance using CSS and implementing the first interactive functionality with JavaScript.
Today I decided to change the direction of my project. Instead of continuing with the calculator idea, I switched to building a Number Guess game. I felt that this would be a better project for learning JavaScript logic, user interaction, and game mechanics while still creating a polished web application. I started the new project structure and created a fresh index.html file from scratch. The basic HTML layout has been set up, and this file will become the foundation of the game interface. The goal is to create a modern and engaging number guessing game with a clean design, responsive layout, and interactive gameplay. This marks a fresh start for the project, and the next steps will focus on styling the interface with CSS and implementing the core game logic in JavaScript, including random number generation, user guesses, score tracking, and feedback messages.
Today I set up the package.json file for the project. This establishes the project configuration and creates a proper foundation for future development. Having package.json in place will make it easier to manage the project structure and add any tools or dependencies needed as the Number Guess game grows
Today I completed the design phase of the Number Guess game. I focused on creating a clean and modern interface with a structured layout that is easy to use and visually appealing. The overall design is now in place, including the main game container, input section, buttons, and feedback area. With the UI completed, the next step is to implement the game logic in JavaScript, including random number generation, guess validation, score tracking, and win/lose conditions.
Devlog 5 – Completed the Utils Folder Today I completed the Utils folder for the Number Guess game. I added the core game logic that handles the main gameplay mechanics, including processing guesses, checking results, and managing the game flow. I also integrated the sound system to provide audio feedback for different game events, making the overall experience more interactive and engaging. With the utility layer completed, the project now has a stronger foundation, and I can move on to refining the gameplay, improving the user experience, and polishing the final features.
Devlog 6 – Added Victory Confetti Animation Today I created src/components/ConfettiCanvas.tsx to add a victory celebration effect to the Number Guess game. I implemented an HTML5 canvas-based confetti animation that appears when the player wins the game. The animation uses particle effects to create a more rewarding and visually exciting celebration, making the game feel more polished and interactive.
Devlog 7 – Added Header Component and Difficulty Selection Today I created and improved the Header.tsx component for the Number Guess game. I added a structured header section to improve the overall layout and user experience. I also implemented difficulty selectors, allowing players to choose different challenge levels before starting the game. This adds more variety to the gameplay and creates a better experience for different types of players. With the header and difficulty system completed, the game now has a more organized interface and a more customizable gameplay experience.
Devlog 8 – Added Difficulty Selector and Game Area Today I completed two major UI components for the Number Guess game: DifficultySelector.tsx and GameArea.tsx. The difficulty selector now includes interactive cards for Easy, Medium, Hard, and Extreme modes, giving players a clear way to choose the challenge level. I also built the main game area, which includes the guess input system, feedback banner, bisect strategy helper, and a visual history bar to track previous guesses. These additions make the gameplay more interactive, informative, and user-friendly while improving the overall experience of the game.
Devlog 9 Worked on GameArea today. Added the guess input, feedback messages, a small helper for the bisect strategy, and a visual bar history for previous guesses. The game feels way more interactive now and is starting to come together nicely.
Devlog 10 Finally finished App.tsx 😭. I honestly don’t even know why I left it half-done in the middle, but it’s finally complete now. Right now I’m working on the Win Screen, trying different layouts and animations so it actually feels satisfying when you win. Still tweaking the design, but it’s starting to look pretty clean.
I have completed my stats part that’s actually statsmodal , it took way more time than i thought..
Devlog — 12- Help Modal Progress At this pace, the whole project might actually be finished in 2–3 days
Devlog-14 finally finished
Devlog-16 BROOOO 😭 I literally had to CHANGE MY WHOLE DESIGN because my README was AI-made and now the officials thought the design was also AI inspired 💀 So yeah…ALL THAT EFFORT…GONE 😭 I’m honestly feeling like everything I worked on was wasted, but ig there’s nothing to do except start fixing it and make the design properly mine this time. pain. . 😭
Devlog-15 BROSSSS, I finally learned how to make READMEs from the Stardance resources 🔥 and updated my GitHub README with everything needed for SHIP!! ALSOOO, I removed all the AI-generated code from my project. I only used AI for formatting and variable names with Prettier, so the actual code is mine 😭🔥 WE’RE GETTING CLOSER TO SHIPPP 🚀
Devlog-17 SO humans I😭 I’VE RESTORED MY OLD DESIGN FROM GITHUB AND THANK GOD THIS FEATURE EXISTS 💀🙏After all that chaos, I finally got my original design back and I can FINALLYYYY say…MY PROJECT IS COMPLETE 🚀🔥NOW IT’S TIME TO SHIPPPPP 😭
GUYSSSS, I THOUGHT MY PROJECT WAS FINISHED BUT THEN I WAS LIKE…NAHHHH WE CAN ADD MORE So I’ve decided to add some new modes to the project like One Try Guess, Fast Guess and a few more 👀 For now, I’m working on One Try Guess…let’s see how this turns out MORE FEATURES = MORE WORK…
GUYSSSS, I THOUGHT I WAS DONE…BUT STARSHIP SAID ADD MORE FEATURES SOOOO I WENT BACK TO WORKk I’ve now added some new game modes — Normal Mode, One Shot, and No Hint — mainly to make the game more difficult and give players more ways to play 👀🔥 I’ve ALSO added an Achievements Section, where players have to complete 10 different tasks to unlock the achievements!! ANDDD for the new players, I’ve added a proper Game Rules + Guide section so they actually know what they’re supposed to do 😭At this point the project keeps getting bigger and bigger… BUT WE KEEP GOINGGGG 🚀🔥 AND Now i think i am ready to ship again GOOOOOOOOOO
Ships:
I made a Number Guessing Challenge game with multiple difficulty levels, a clean UI, sound effects, and a small strategy helper that makes the game more interesting. The hardest part was connecting all the game logic with the UI and making everything feel smooth. I’m most proud of the overall experience and how polished it looks now. To test it, choose a difficulty, enter a guess, and keep playing until you find the hidden number.
I built a Number Guessing Challenge game with multiple difficulty levels, a clean and responsive interface, sound effects, and a strategy helper that helps players make more efficient guesses. The goal is simple: players choose a difficulty, try to identify the hidden number, and use the feedback provided after each guess to narrow down the possible range. Since the initial version, I expanded the game with three game modes — Normal, One Shot, and No Hint — to provide different levels of challenge. I also added an Achievements system with 10 unlockable achievements based on different in-game accomplishments, along with a dedicated Game Rules & Guide section to help new players understand the mechanics. The most challenging part was connecting the game logic, different modes, achievements, statistics, and UI while keeping the experience consistent and easy to use. I’m most proud of how the project has evolved from a simple guessing game into a more complete and polished experience....
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1793055054.7469544
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1793141454.7469544
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42222
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My own site! by @Kartikey26 | Stardance
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Kartikey26
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2
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6.0
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3
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-24T04:52:44Z", "hours": 3.0, "multiplier": 1.05, "payout": 3, "blessing": "neutral", "text": "Hey guys finally shipped the updated version of my personal site for stardance. i added all my new projects like vidnote and commerce os, but the coolest part is this fake terminal boot screen i built that runs when you first open the page. i also kept the matrix rain background but added a frosted glass effect over the main sections so you can actually read the text now without your eyes bleeding. the whole thing took way longer than it should have because i got so stuck on the css. my entire layout broke and i was losing my mind trying to fix it, only to realize i literally typed - { instead of * { at the very top of the file and broke the global reset. i also accidentally had the javascript matrix loop running twice at the same time so it was lagging my browser to death lol. if you wanna test it out, refresh the page to see the boot sequence, and then scroll down to the sandbox section. there’s a working terminal where you can type ‘help’ to see commands. definitely try the ‘matrix’ command to toggle the background, and try typing ‘sudo’ just to see what happens. let me know if anything breaks on mobile!", "repo": "https://github.com/kartikeynegi25/personal-site", "demo": "https://kartikeynegi25.github.io/personal-site/"}, {"ship_num": 2, "ts": "2026-08-01T09:22:45Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a retro hacker-style terminal portfolio using just pure HTML, CSS, and Vanilla JS—literally zero frameworks or libraries. Standard portfolios felt kind of boring, so I wanted to make something actually cool with a working terminal, Matrix digital rain in the background, CRT scanlines, and retro keyclick sounds. The trickiest part was getting the audio to work without just downloading a bunch of MP3s. I coded it from scratch using the browser’s native Web Audio API to generate the click and error tones live in JavaScript. I also fought with mobile layout bugs for a bit because the terminal input kept stretching past the screen on phones, but I fixed that using min-width: 0 and flexbox. Honestly pretty hyped that I built the whole thing from scratch with zero dependencies and got it running super fast on mobile too. To test it out, turn your sound on, click anywhere on the page, and start typing commands in the terminal. Try running help, about, skills, matrix, date, clear, or sudo if you want to hear the access denied sound. Live site: https://kartikeynegi25.github.io/personal-site/ GitHub repo: https://github.com/kartikeynegi25/personal-site", "repo": "https://github.com/kartikeynegi25/personal-site", "demo": "https://kartikeynegi25.github.io/personal-site/"}]...
|
[{"post_id": 82166, "ts": "202 [{"post_id": 82166, "ts": "2026-10-24T04:47:09Z", "hours": 3.2667, "text": "Finally got around to updating my personal site today and added all my new projects like vidnote and commerce os. i also built this sick fake boot loader screen that prints out system logs before the site actually loads. it took way longer than it should have though because i got completely stuck for a bit trying to figure out why my css layout was suddenly breaking everywhere. turns out i literally typed a minus sign instead of a star (- { instead of * {) at the very top of my stylesheet and broke the entire global reset lmao. once i caught that stupid typo, i fixed the spacing, wrapped the project cards in a frosted glass effect so the text is actually readable over the matrix rain, and it’s finally live."}, {"post_id": 38733, "ts": "2026-08-01T09:04:20Z", "hours": 3.2106, "text": "Built an interactive, retro hacker-style CLI portfolio website completely from scratch. I wanted to create a high-character web application featuring an interactive command line, synthesized audio, and dynamic canvas animation—all without using any third-party libraries or frameworks. Live Demo: https://kartikeynegi25.github.io/personal-site/ GitHub Repository: https://github.com/kartikeynegi25/personal-site"}]...
|
Title: My own site! by @Kartikey26 | Stardance
De Title: My own site! by @Kartikey26 | Stardance
Devlogs:
Built an interactive, retro hacker-style CLI portfolio website completely from scratch. I wanted to create a high-character web application featuring an interactive command line, synthesized audio, and dynamic canvas animation—all without using any third-party libraries or frameworks. Live Demo: https://kartikeynegi25.github.io/personal-site/ GitHub Repository: https://github.com/kartikeynegi25/personal-site
Finally got around to updating my personal site today and added all my new projects like vidnote and commerce os. i also built this sick fake boot loader screen that prints out system logs before the site actually loads. it took way longer than it should have though because i got completely stuck for a bit trying to figure out why my css layout was suddenly breaking everywhere. turns out i literally typed a minus sign instead of a star (- { instead of * {) at the very top of my stylesheet and broke the entire global reset lmao. once i caught that stupid typo, i fixed the spacing, wrapped the project cards in a frosted glass effect so the text is actually readable over the matrix rain, and it’s finally live.
Ships:
I built a retro hacker-style terminal portfolio using just pure HTML, CSS, and Vanilla JS—literally zero frameworks or libraries. Standard portfolios felt kind of boring, so I wanted to make something actually cool with a working terminal, Matrix digital rain in the background, CRT scanlines, and retro keyclick sounds. The trickiest part was getting the audio to work without just downloading a bunch of MP3s. I coded it from scratch using the browser’s native Web Audio API to generate the click and error tones live in JavaScript. I also fought with mobile layout bugs for a bit because the terminal input kept stretching past the screen on phones, but I fixed that using min-width: 0 and flexbox. Honestly pretty hyped that I built the whole thing from scratch with zero dependencies and got it running super fast on mobile too. To test it out, turn your sound on, click anywhere on the page, and start typing commands in the terminal. Try running help, about, skills, matrix, date, clear, or sudo if you want to hear the access denied sound. Live site: https://kartikeynegi25.github.io/personal-site/ GitHub repo: https://github.com/kartikeynegi25/personal-site
Hey guys finally shipped the updated version of my personal site for stardance. i added all my new projects like vidnote and commerce os, but the coolest part is this fake terminal boot screen i built that runs when you first open the page. i also kept the matrix rain background but added a frosted glass effect over the main sections so you can actually read the text now without your eyes bleeding. the whole thing took way longer than it should have because i got so stuck on the css. my entire layout broke and i was losing my mind trying to fix it, only to realize i literally typed - { instead of * { at the very top of the file and broke the global reset. i also accidentally had the javascript matrix loop running twice at the same time so it was lagging my browser to death lol. if you wanna test it out, refresh the page to see the boot sequence, and then scroll down to the sandbox section. there’s a working terminal where you can type ‘help’ to see commands. definitely try the ‘matrix’ command to toggle the background, and try typing ‘sudo’ just to see what happens. let me know if anything breaks on mobile!...
|
1792983372.1362543
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1793069772.1362543
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|
42248
|
My personal website by @Xavier2009 | Stardance
|
Xavier2009
|
2
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-01T12:54:51Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is my personal website that i created for the “Personal Site” mission. It wasn’t really challenging, except the part where it simply refused to load the correct website. I’m most proud of the fact that i did this all by myself without using any AI.", "repo": "https://github.com/Xavier640/My-personal-website", "demo": "https://xavier640.github.io/My-personal-website/"}, {"ship_num": 2, "ts": "2026-07-31T09:26:17Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is my personal website that i created for the “Personal Site” mission. It wasn’t really challenging, except the part where it simply refused to load the correct website. I’m most proud of the fact that i did this all by myself without using any AI.", "repo": "https://github.com/Xavier640/My-personal-website", "demo": "https://xavier640.github.io/My-personal-website/"}]...
|
[{"post_id": 38860, "ts": "202 [{"post_id": 38860, "ts": "2026-08-01T12:53:39Z", "hours": 0.4992, "text": "Re-formatted my website and now it looks so much better"}, {"post_id": 38189, "ts": "2026-07-31T13:43:12Z", "hours": 0.9317, "text": "Managed to format the website correctly, now all i have to do left is to ship it!"}, {"post_id": 38073, "ts": "2026-07-31T08:39:39Z", "hours": 0.5883, "text": "Just a small website. Added a few things to it so it looks slightly nice."}]...
|
Title: My personal website by @Xavier2009 | Starda Title: My personal website by @Xavier2009 | Stardance
Devlogs:
Just a small website. Added a few things to it so it looks slightly nice.
Managed to format the website correctly, now all i have to do left is to ship it!
Re-formatted my website and now it looks so much better
Ships:
This is my personal website that i created for the “Personal Site” mission. It wasn’t really challenging, except the part where it simply refused to load the correct website. I’m most proud of the fact that i did this all by myself without using any AI.
This is my personal website that i created for the “Personal Site” mission. It wasn’t really challenging, except the part where it simply refused to load the correct website. I’m most proud of the fact that i did this all by myself without using any AI....
|
1792983374.1342392
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1793069774.1342392
|
|
42316
|
cube by @rizz | Stardance
|
rizz
|
2
|
6.0
|
6
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-29T08:19:12Z", "hours": 3.0, "multiplier": 2.02, "payout": 6, "blessing": "neutral", "text": "so i have improved the ui and fixed some bugs", "repo": "https://github.com/STEVEALEX-source/cube-2", "demo": "https://stevealex-source.github.io/cube/"}, {"ship_num": 2, "ts": "2026-07-31T16:51:52Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "finally after 100s of errors it is works so i have made a one html file that has all the css and js in it……..i am sorry for the api but you can add your own if you use my source code ….and yea please just accept my project my back hurts man", "repo": "https://github.com/STEVEALEX-source/cube-2", "demo": "https://stevealex-source.github.io/cube/"}]...
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[{"post_id": 57101, "ts": "202 [{"post_id": 57101, "ts": "2026-08-29T06:15:48Z", "hours": 1.7078, "text": "ADDED SOME NEW FEATURES AND MADE THE UI MUSH BETTER AND I HAVE FIXED SOME TINY ISSUES AND I NAMED MY PROJECT FILE GUGU GAGA FOR NO REASON ANY WAYS IT’S GONNA BE THE FINAL DEVLOG OF THIS PROJECT AND I SHOULD PROBABLY FOCUS ON HARDWARE PROJECTS NOW"}, {"post_id": 39331, "ts": "2026-08-02T07:42:36Z", "hours": 1.1664, "text": "so i worked for some hours and made the website pixelated and added new Easter eggs andddd some sound effectssssss"}, {"post_id": 38300, "ts": "2026-07-31T16:48:52Z", "hours": 1.0211, "text": "had some issues with the api so i just added all the js css and html to one file….and i just used a local api….at least it works finally and now my back hurts"}, {"post_id": 38196, "ts": "2026-07-31T14:12:06Z", "hours": 1.6153, "text": "mannnn i am facing so many error if anyone there wants to help please do…….."}]...
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Title: cube by @rizz | Stardance
Devlogs:
mannnn Title: cube by @rizz | Stardance
Devlogs:
mannnn i am facing so many error if anyone there wants to help please do……..
had some issues with the api so i just added all the js css and html to one file….and i just used a local api….at least it works finally and now my back hurts
so i worked for some hours and made the website pixelated and added new Easter eggs andddd some sound effectssssss
ADDED SOME NEW FEATURES AND MADE THE UI MUSH BETTER AND I HAVE FIXED SOME TINY ISSUES AND I NAMED MY PROJECT FILE GUGU GAGA FOR NO REASON ANY WAYS IT’S GONNA BE THE FINAL DEVLOG OF THIS PROJECT AND I SHOULD PROBABLY FOCUS ON HARDWARE PROJECTS NOW
Ships:
finally after 100s of errors it is works so i have made a one html file that has all the css and js in it……..i am sorry for the api but you can add your own if you use my source code ….and yea please just accept my project my back hurts man
so i have improved the ui and fixed some bugs...
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1792986828.4905295
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1793073228.4905295
|
|
42395
|
Data Science + AI Pathways by @Kailey | Stardance
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Kailey
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2
|
8.0
|
16
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-26T05:38:53Z", "hours": 1.0, "multiplier": 3.43, "payout": 0, "blessing": "neutral", "text": "Updated readme to clarify girls who code submission", "repo": "https://github.com/KaileyLiou/data-science-ai", "demo": "https://github.com/KaileyLiou/data-science-ai/releases/tag/v1.0.0"}, {"ship_num": 2, "ts": "2026-08-08T16:06:25Z", "hours": 7.0, "multiplier": 2.41, "payout": 16, "blessing": "neutral", "text": "This repository contains the projects I completed as part of the Girls Who Code Data Science + AI Track. Throughout the track, I explored the data science workflow, from cleaning and visualizing data to building and evaluating machine learning models in Python. Each folder represents a different project that builds on skills introduced throughout the courses.", "repo": "https://github.com/KaileyLiou/data-science-ai", "demo": "https://github.com/KaileyLiou/data-science-ai/releases/tag/v1.0.0"}]...
|
[{"post_id": 45187, "ts": "202 [{"post_id": 45187, "ts": "2026-08-11T14:41:41Z", "hours": 0.9017, "text": "Added binary releases and created executables Fixed imports Updated readme with instructions for how to view project/download"}, {"post_id": 43379, "ts": "2026-08-08T16:05:47Z", "hours": 2.8661, "text": "Uploaded outputs Reorganized folders Created decision trees and confusion matrices Filtered training and test data Added Sign MNIST dataset and code Updated read me"}, {"post_id": 39649, "ts": "2026-08-02T19:31:03Z", "hours": 3.9806, "text": "Completed projects for first two courses. Reorganized files and folders and created output folders for graphs and plots."}]...
|
Title: Data Science + AI Pathways by @Kailey | Sta Title: Data Science + AI Pathways by @Kailey | Stardance
Devlogs:
Completed projects for first two courses. Reorganized files and folders and created output folders for graphs and plots.
Uploaded outputs Reorganized folders Created decision trees and confusion matrices Filtered training and test data Added Sign MNIST dataset and code Updated read me
Added binary releases and created executables Fixed imports Updated readme with instructions for how to view project/download
Ships:
This repository contains the projects I completed as part of the Girls Who Code Data Science + AI Track. Throughout the track, I explored the data science workflow, from cleaning and visualizing data to building and evaluating machine learning models in Python. Each folder represents a different project that builds on skills introduced throughout the courses.
Updated readme to clarify girls who code submission...
|
1793101963.8751752
|
1793188363.8751752
|
|
42558
|
My own site! by @arthurgarcia | Stardance
|
arthurgarcia
|
2
|
11.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-07T05:09:51Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I just made my new Personal Website! That was challenging because I don’t really like front-end. I’m proud of doing that manually (last time I used IA and my submission got returned!", "repo": "https://github.com/proc0x41/portifolio", "demo": "https://portifolio-flax-two.vercel.app"}, {"ship_num": 2, "ts": "2026-08-05T19:42:13Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my personal portfolio. That was challenging to me because I don’t really like front-end, I’m a way better back-end design. I’m proud of having a beautiful portfolio website now. I’ll write more papers on my blog on the future!", "repo": "https://github.com/proc0x41/portifolio", "demo": "https://portifolio-flax-two.vercel.app"}]...
|
[{"post_id": 42440, "ts": "202 [{"post_id": 42440, "ts": "2026-08-07T04:57:21Z", "hours": 5.5383, "text": "Remaking my portfolio website design ;)"}, {"post_id": 41518, "ts": "2026-08-05T19:35:03Z", "hours": 2.2711, "text": "I just finished setting up a blog on my portfolio website! And I posted a new paper, which you can read at the following link: https://portifolio-flax-two.vercel.app/blog/euler-lagrange/"}, {"post_id": 41025, "ts": "2026-08-04T22:49:17Z", "hours": 2.4953, "text": "For this first devlog, I worked on the foundation of the site implementing the initial screen, with my name as the visual anchor. For the color pallete, I took inspiration on the book “Calculus Volume 1” by James Stewart. Any feedback is welcome, even the harsh kind. Better now than after building more on top."}]...
|
Title: My own site! by @arthurgarcia | Stardance
Title: My own site! by @arthurgarcia | Stardance
Devlogs:
For this first devlog, I worked on the foundation of the site implementing the initial screen, with my name as the visual anchor. For the color pallete, I took inspiration on the book “Calculus Volume 1” by James Stewart. Any feedback is welcome, even the harsh kind. Better now than after building more on top.
I just finished setting up a blog on my portfolio website! And I posted a new paper, which you can read at the following link: https://portifolio-flax-two.vercel.app/blog/euler-lagrange/
Remaking my portfolio website design ;)
Ships:
I made my personal portfolio. That was challenging to me because I don’t really like front-end, I’m a way better back-end design. I’m proud of having a beautiful portfolio website now. I’ll write more papers on my blog on the future!
I just made my new Personal Website! That was challenging because I don’t really like front-end. I’m proud of doing that manually (last time I used IA and my submission got returned!...
|
1792993718.1297278
|
1793080118.1297278
|
|
42628
|
Study List by @vrajsanghavi | Stardance
|
vrajsanghavi
|
2
|
14.0
|
46
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-30T10:08:51Z", "hours": 4.0, "multiplier": 2.95, "payout": 12, "blessing": "neutral", "text": "see SHIP # 1 than see this !!! i have done some changes suggested by reviewers !! –––––––––––––––––––––––––––––––––– WHAT I ADDED —————————————————————–– 1. I HAVE CREATED SEPERATE CHAPTER PAGE 2.INSIDE IT,WE WILL HAVE CONCEPTS 3.INSIDE CONCEPTS ,THERES A OPTION FOR ADDING A DESCRIPTION/NOTES/FORMULAS 4.LOADING SLIDES 5.INSIDE LOADING SLIDES THERE’S FULL TUTORIAL OF STUDYLIST 6.ALSO I WILL ASK UR NAME =================================================== IF YOU HAVE ANY DOUBT , PLEASE CHECK SHIP #1 AND ALSO STUDYLIST.ORG INSTEAD OF RATING BLINDLY =================================================== THANKS, DM ME FOR ANY QUESTIONS !!", "repo": "https://github.com/vraj2011/study-streak", "demo": "https://studylist.org"}, {"ship_num": 2, "ts": "2026-08-08T10:00:29Z", "hours": 10.0, "multiplier": 3.34, "payout": 34, "blessing": "neutral", "text": "hey guys.. i am Vraj, i built this app because i have felt tis problem…. this app has much features like, reminds what you have learned and finished -also gives you the status of completed chapters -you just need to add your subjects and chapters -you can add chapters -you can mark chapters as completed -you can delete chapters -you can rename subjects and chapters, too!! i loved creating this app and all of my friends gonna use it!!! i hope other students will also use this.. i did not face any more problems in this project but i lkoved this as my 1st ship. i want a hackzine by hackclub so i hope i would get enough stardust and order it… and them will make more projects!!!", "repo": "https://github.com/vraj2011/study-streak", "demo": "https://studylist.org"}]...
|
[{"post_id": 57985, "ts": "202 [{"post_id": 57985, "ts": "2026-08-30T10:02:44Z", "hours": 1.7772, "text": "i have added a loading screen where i will take user’s name as in a flow !! also i have fixed all the bugs which can flop the website silently ,this was not that easy but i used ai to find the bugs than i fixed it myself !!"}, {"post_id": 53592, "ts": "2026-08-24T06:30:57Z", "hours": 1.0758, "text": "I WORKED ON CREATING SEPERATE CHAPTERS PAGE SO I CAN ADD CONCEPTS THERE AND I HAVE ALSO ADDED A DESCRIPTION INTO CONCEPTS,YOU CAN WRITE ANYTHING THERE!! ( AS PER REVIEWER’S SUGGESTION) NOW I WILL CREATE A LOADING PAGE LIKE A GUIDE,SAME AS TASH OS SO PEOPLE CAN KNOW WHAT THEY CAN!! AND I WOULD ALSO ADD A COLUMN TO RECOGNIZE THE USER CORRECTLY and make the website like his own!!!"}, {"post_id": 43840, "ts": "2026-08-09T08:33:01Z", "hours": 1.1278, "text": "[EDIT:I HAVE CHANGED THE IMAGE BECAUSE I HAVE CHANGED THE UI BECAUSE IT WAS TOO MUCH MESSY AND MANY THINGS AT ONCE,SO I GOT BAD RATINGS,THIS IS WHY…]i added new feature:add today tasks and completely big change in css.our ship was needed changes by the reviewer… so i done changes between 8 30 am to 2 pm ,i took 1-2 hours break so it should 4 hours to be logged but theres only 1 hour…. LOL!!! so anyways i updated this website’s css to the max… as long as possible ,my 4-5 hours of hardwork,no AI,no any kind of agents…. and this time i did not do anything wrong … so honestly check this website out… it works perfectly… theres much changes you should test it yourself…at https://studylist.netlify.app"}, {"post_id": 43189, "ts": "2026-08-08T09:52:07Z", "hours": 2.8089, "text": "finally, we done it!!!! i done setting up css,html,js and more!! see my website on https://studylist.netlify.app , also see more things in my github and 1st project comp0leted ,succesfully… see these screenshots"}, {"post_id": 39427, "ts": "2026-08-02T11:47:28Z", "hours": 4.1422, "text": "I HAVE WORKED 4 HOURS CONTINUEOUSLY AND NOW EVERY OF MY SUBJECT HAS ITS OWN CHAPTER PAGE AND I CAN ALSO ADD CHAPTERS INTO IT… MULTIPLE SUBJECTS,I AM A BEGINEER SO I HAVE TO WORK MORE TIMED!!"}, {"post_id": 38994, "ts": "2026-08-01T16:57:03Z", "hours": 3.1178, "text": "TODAY I HAVE SPENT 3 HOURS ON MY FIRST PROJECT FOR ME:STUDYLIST, I HAVE WORKED IN TO UI/UX A LITTLE, EVERY SUBJECT SEEMS HERE!! ALSO WE CAN MARK IT COMPLETED, TOO. IT ALSO SEEMS STREAK BUT NO FUNCTIONAL YET. I NAMED IT STUDY STREAK… EDIT:NOW IT S STUDY LIST"}]...
|
Title: Study List by @vrajsanghavi | Stardance
De Title: Study List by @vrajsanghavi | Stardance
Devlogs:
TODAY I HAVE SPENT 3 HOURS ON MY FIRST PROJECT FOR ME:STUDYLIST, I HAVE WORKED IN TO UI/UX A LITTLE, EVERY SUBJECT SEEMS HERE!! ALSO WE CAN MARK IT COMPLETED, TOO. IT ALSO SEEMS STREAK BUT NO FUNCTIONAL YET. I NAMED IT STUDY STREAK… EDIT:NOW IT S STUDY LIST
I HAVE WORKED 4 HOURS CONTINUEOUSLY AND NOW EVERY OF MY SUBJECT HAS ITS OWN CHAPTER PAGE AND I CAN ALSO ADD CHAPTERS INTO IT… MULTIPLE SUBJECTS,I AM A BEGINEER SO I HAVE TO WORK MORE TIMED!!
finally, we done it!!!! i done setting up css,html,js and more!! see my website on https://studylist.netlify.app , also see more things in my github and 1st project comp0leted ,succesfully… see these screenshots
[EDIT:I HAVE CHANGED THE IMAGE BECAUSE I HAVE CHANGED THE UI BECAUSE IT WAS TOO MUCH MESSY AND MANY THINGS AT ONCE,SO I GOT BAD RATINGS,THIS IS WHY…]i added new feature:add today tasks and completely big change in css.our ship was needed changes by the reviewer… so i done changes between 8 30 am to 2 pm ,i took 1-2 hours break so it should 4 hours to be logged but theres only 1 hour…. LOL!!! so anyways i updated this website’s css to the max… as long as possible ,my 4-5 hours of hardwork,no AI,no any kind of agents…. and this time i did not do anything wrong … so honestly check this website out… it works perfectly… theres much changes you should test it yourself…at https://studylist.netlify.app
I WORKED ON CREATING SEPERATE CHAPTERS PAGE SO I CAN ADD CONCEPTS THERE AND I HAVE ALSO ADDED A DESCRIPTION INTO CONCEPTS,YOU CAN WRITE ANYTHING THERE!! ( AS PER REVIEWER’S SUGGESTION) NOW I WILL CREATE A LOADING PAGE LIKE A GUIDE,SAME AS TASH OS SO PEOPLE CAN KNOW WHAT THEY CAN!! AND I WOULD ALSO ADD A COLUMN TO RECOGNIZE THE USER CORRECTLY and make the website like his own!!!
i have added a loading screen where i will take user’s name as in a flow !! also i have fixed all the bugs which can flop the website silently ,this was not that easy but i used ai to find the bugs than i fixed it myself !!
Ships:
hey guys.. i am Vraj, i built this app because i have felt tis problem…. this app has much features like, reminds what you have learned and finished -also gives you the status of completed chapters -you just need to add your subjects and chapters -you can add chapters -you can mark chapters as completed -you can delete chapters -you can rename subjects and chapters, too!! i loved creating this app and all of my friends gonna use it!!! i hope other students will also use this.. i did not face any more problems in this project but i lkoved this as my 1st ship. i want a hackzine by hackclub so i hope i would get enough stardust and order it… and them will make more projects!!!
see SHIP # 1 than see this !!! i have done some changes suggested by reviewers !! –––––––––––––––––––––––––––––––––– WHAT I ADDED —————————————————————–– 1. I HAVE CREATED SEPERATE CHAPTER PAGE 2.INSIDE IT,WE WILL HAVE CONCEPTS 3.INSIDE CONCEPTS ,THERES A OPTION FOR ADDING A DESCRIPTION/NOTES/FORMULAS 4.LOADING SLIDES 5.INSIDE LOADING SLIDES THERE’S FULL TUTORIAL OF STUDYLIST 6.ALSO I WILL ASK UR NAME =================================================== IF YOU HAVE ANY DOUBT , PLEASE CHECK SHIP #1 AND ALSO STUDYLIST.ORG INSTEAD OF RATING BLINDLY =================================================== THANKS, DM ME FOR ANY QUESTIONS !!...
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1792878777.3180263
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1793742777.3180263
|
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42651
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Bookly by @iamsrijitbanerjee | Stardance
|
iamsrijitbanerjee
|
2
|
23.0
|
192
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-14T11:44:20Z", "hours": 15.0, "multiplier": 12.01, "payout": 148, "blessing": "neutral", "text": "Bookly is a web platform dedicated to providing students with free easy-to-access educational textbooks and study materials. It gives students a fast and clean environment to find, read and organize good academic materials, focused on making it easy to use. It has a search function, personalized collections and it saves your data even when you are not connected to the internet. Over 80 textbooks, for Science, Commerce and Humanities and Olympiad prep. I put all these books a JSON file. This makes the website really fast. You can search for anything you want because we are using Fuse.js. It is really easy to read books on the website. You can open a book. Read it right in your browser without having to download it. The website also remembers where you stopped reading so you can pick up where you left off. You can make your own list of books to study. It will save on your device. If you want to make an account using Firebase all your information will be saved online. I also added a mode that helps you focus with quiet music and a chat room where students can talk to each other share tips and send links to books. The website is simple, fast and free. You can look at it here: book;y-v1.web.app . Let me know what you think about the website!", "repo": "https://github.com/iamsrijitbanerjee/Bookly.git/", "demo": "https://bookly-v1.firebaseapp.com/"}, {"ship_num": 2, "ts": "2026-08-02T00:08:27Z", "hours": 8.0, "multiplier": 7.41, "payout": 44, "blessing": "neutral", "text": "Bookly is a kind of website that helps make education better for students. It gives them fast access to important books. When I was building Bookly, I had to make sure the website could handle a lot of books without being slow. i fixed this problem by changing the way i stored the book information. I put it into a JSON database. This made the website more efficient. I also used the browsers ability to show PDF files. Now Bookly has a lot of features. It has a search engine that works fast and can find books from all over the world. It also has a feature that picks a new book every week. Students can even make their own lists of books using a custom dashboard. To see how Bookly works you can type a subject into the search bar click on a book and open it up. You can even save the book to a folder and look at all your books on the Library page. Bookly is about making it easy for students to find and use the books they need. Bookly has a lot of features that make it easy to use. For example you can use Bookly to make a list of your books. You can use Bookly to find new books to read. Bookly is a tool, for students who want to learn new things.", "repo": "https://github.com/iamsrijitbanerjee/Bookly.git/", "demo": "https://bookly-v1.firebaseapp.com/"}]...
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[{"post_id": 46848, "ts": "202 [{"post_id": 46848, "ts": "2026-08-14T11:36:01Z", "hours": 4.0522, "text": "All books are updated, divided into 4 categories: science, humanities, commerce, olympiad. Website debugged and fixed any errors present. Added sign in and sign up option, linked it with firebase. Version 1 is complete. I would like to work on these features in version 2: google sign in through firebase, phone sign in through firebase, complete profile with details and info, sms verification through firebase, audiobooks. Hope you like the project and also support it. G."}, {"post_id": 45580, "ts": "2026-08-12T05:17:16Z", "hours": 2.1883, "text": "I spent the day working on the NCERT catalog for Class 11 and Class 12. I made sure that all the main subjects like Sciences, Commerce and Humanities are included. Each subject has covers, correct descriptions and direct links to download the books. I also added some books to the list. These are books that can help students get ready for Olympiad exams. There are also some reference books for different subjects. The database is now a collection of educational content. The library is almost ready to use. Now I am focusing on adding fiction and non-fiction books to the library. I want to finish adding these books soon, as possible."}, {"post_id": 45369, "ts": "2026-08-11T19:43:00Z", "hours": 1.7444, "text": "Today’s update focused on expanding the content. With the dynamic frontend and Firebase backend set up, I added a large amount of data to our books.json database. I went beyond just the core sciences to include Humanities, Fine Arts, Economics, and History. Thanks to the scalable architecture I developed earlier, the new books automatically filled the library grid, integrated with the Fuse.js search engine, and synced with the Smart Recommendations algorithm without needing to change a single line of code. Now, it’s time to run firebase deploy one last time and expand json to include fiction and non-fiction books."}, {"post_id": 44811, "ts": "2026-08-10T20:46:15Z", "hours": 2.0419, "text": "Huge step in this update. I successfully integrated Firebase to handle user authentication and real-time database management. Students can now create accounts. Their custom study playlists will instantly sync to the cloud making their reading profiles accessible across any device without losing the bookmark, using local-storage speed I built earlier.. I didn’t stop at personal data. To build a learning experience I created deep linking allowing users to generate and share direct links to specific textbooks with a single click. Finally I added a real-time Community Chat widget by Firestores. Now authenticated students worldwide can instantly message each other share study tips. Drop book links in a persistent slide-out lounge."}, {"post_id": 43926, "ts": "2026-08-09T11:43:31Z", "hours": 5.0639, "text": "So to start off with version 1.1 of booky I put in a JSON architecture so it is easy to grow the library. I added lazy loading so covers show up fast without using too much data. I got rid of “tab bounce” by making a native in-browser full-screen PDF reader. To make it even better I added Fuse.js for searching that can handle typos (it waits a bit before searching to avoid slowing things down). I put the whole user interface inside a glass look. The frontend is all cleaned up I will work on the backend next. I have also removed any books that were there, for a start."}, {"post_id": 39196, "ts": "2026-08-02T00:05:30Z", "hours": 1.3783, "text": "The last update was about finishing up things and sending it out. I looked at all the code carefully finding every broken link changing the last bits of fake text with real final words and checking for any problems that might happen. I spent a lot of time making sure that the global search engine, custom playlists and native PDF reader all work well on every page. When the tests in my computer were approved I put the files online and made the site live. Bookly is now officially online and ready to help students, over the world."}, {"post_id": 39156, "ts": "2026-08-01T21:53:23Z", "hours": 1.2722, "text": "This update was about making Bookly real. I did a data change removing the fake items and putting real textbooks and real cover images in their place. The library now. Feels like a real and working platform! Along with the books I connected the social media links and changed the sites main details to show our real brand. Now that the structure and system are all set the hard work is done. From on the plan is simple: the rest of the work is mostly about making the user interface better and adding more books to the JSON database for the community. We are, near the end!"}, {"post_id": 39111, "ts": "2026-08-01T20:26:05Z", "hours": 0.5228, "text": "I just finished making the platform feel really alive. It does not need me to fix it all the time. I worked on the Featured Book section on the Home page. Before I had to change the code by hand to show a book. Now it uses a JavaScript loop that runs automatically. I made a function that figures out what week of the year it is. The script uses math to switch between a list of book IDs from our database every 7 days. It puts the book cover, description and other details into the PDF reader and the UI Modal perfectly. The Featured Book section is. Changing all the time and it is ready for students to use. The platform is working dynamically. The Featured Book section is automatically updated. I made the Featured Book section feel alive. It is ready, for the students."}, {"post_id": 39085, "ts": "2026-08-01T19:46:21Z", "hours": 0.7372, "text": "I am trying to expand Booklys library putting every saved book into one “Favorites” list just wasn’t working. Students study for subjects and exams at the same time. First I improved our localStorage structure from a flat array to a dictionary object. This let me include a custom dropdown inside the Book UI Modal where users can make their folders right away (like “Term 1 Finals” or “Weekend Reading”). Lastly I redesigned the Library page swapping the favorites grid for a lively tabbed dashboard. Users can now move through their custom folders easily. To finish I created a migration script so anyone who had books stored in the system had them moved to a default “Favorites” folder without losing any information. I am trying to expand Booklys library putting every saved book into one “Favorites” list just wasn’t working. Students study for subjects and exams at the same time. Todays update adds a Spotify-style “Collections” feature to the platform. First I improved our localStorage structure from a flat array to a dictionary object. This let me include a custom dropdown, inside the Book UI Modal where users can make their folders right away (like “Term 1 Finals” or “Weekend Reading”). Lastly I redesigned the Library page swapping the favorites grid for a lively tabbed dashboard. Users can now move through their custom folders easily. To finish I created a migration script so anyone who had books stored in the system had them moved to a default “Favorites” folder without losing any information."}, {"post_id": 39044, "ts": "2026-08-01T18:37:27Z", "hours": 0.5472, "text": "This time, I focused on enhancing the user experience. First, I expanded our central books.json database, populating it with a wider variety of texts and injecting new metadata—like author names, page counts, and synopses. To display this rich data without cluttering the main grid, I built a custom, glass-morphism UI Modal. Now, clicking “View Book” triggers a sleek pop-up rather than aggressively forcing a download. The biggest technical win, however, is the new “Read Online” integration. By leveraging the target=”_blank” attribute paired with the raw PDF URL, Bookly now securely hands off the file to the browser’s native PDF viewer. This bypasses the need for heavy third-party libraries, ensuring students get a hardware-accelerated, lag-free reading experience right in their current window."}, {"post_id": 38939, "ts": "2026-08-01T15:35:37Z", "hours": 1.2339, "text": "I am working on my HTML project. I want to make it more interesting. The old version of my project had a problem. It was not easy to make it bigger. I had written a lot of code for each book in my library.html file which made the code very long and hard to work with. Today I removed all the code that I had written for each book. I put all my books into a small file called books.json. Now my website uses JavaScript to get the information from this file. It makes the book cards on its own. This way the information and the way it looks are separate so adding books is easy. I just need to add some new information to the file. I want to note something for developers: when you try to get a file from your own computer the browser will stop you because of security rules. So I started using a tool in my code editor called Live Server to help me work on my project on my own computer. This tool makes sure that my website can get the information, from the file without any problems."}, {"post_id": 38789, "ts": "2026-08-01T11:06:50Z", "hours": 2.4903, "text": "Coming back to a four-year- codebase is always a trip. The original Bookly did the job. The structure was holding it back. It was a single-page application that tried to do much all at once. The goal for this update wasn’t just to fix problems; it was to give the platform space to grow changing to a multi-page setup while keeping the original idea of making education easy to reach. The biggest change in the structure was splitting the site into focused pages (Home, Library, Explore and Support). This made the site load faster. Made it easier for people to find what they need. On the side I created a solution using localStorage to build a working “Favorites” feature. People can now make their reading lists and the browser keeps track of their choices between sessions without needing a complex backend or user login. I also added a mode toggle—something that is very important for students who study late at night. In terms of looks the user interface was updated. The old heavy sliders were replaced with endless Swiper grids. The basic loading screen was changed to a custom animation made with CSS that flips pages like a book giving the site a feel from the very first moment. Even though using plain JavaScript makes the site super fast the next step is to add a backend. I plan to use a database, like Firebase or Supabase to handle user accounts so favorites can stay the same on different devices. Also I want to create a PDF reader that works in the browser so students can study directly on the site of downloading files helping them save space on their phones."}]...
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Title: Bookly by @iamsrijitbanerjee | Stardance
D Title: Bookly by @iamsrijitbanerjee | Stardance
Devlogs:
Coming back to a four-year- codebase is always a trip. The original Bookly did the job. The structure was holding it back. It was a single-page application that tried to do much all at once. The goal for this update wasn’t just to fix problems; it was to give the platform space to grow changing to a multi-page setup while keeping the original idea of making education easy to reach. The biggest change in the structure was splitting the site into focused pages (Home, Library, Explore and Support). This made the site load faster. Made it easier for people to find what they need. On the side I created a solution using localStorage to build a working “Favorites” feature. People can now make their reading lists and the browser keeps track of their choices between sessions without needing a complex backend or user login. I also added a mode toggle—something that is very important for students who study late at night. In terms of looks the user interface was updated. The old heavy sliders were replaced with endless Swiper grids. The basic loading screen was changed to a custom animation made with CSS that flips pages like a book giving the site a feel from the very first moment. Even though using plain JavaScript makes the site super fast the next step is to add a backend. I plan to use a database, like Firebase or Supabase to handle user accounts so favorites can stay the same on different devices. Also I want to create a PDF reader that works in the browser so students can study directly on the site of downloading files helping them save space on their phones.
I am working on my HTML project. I want to make it more interesting. The old version of my project had a problem. It was not easy to make it bigger. I had written a lot of code for each book in my library.html file which made the code very long and hard to work with. Today I removed all the code that I had written for each book. I put all my books into a small file called books.json. Now my website uses JavaScript to get the information from this file. It makes the book cards on its own. This way the information and the way it looks are separate so adding books is easy. I just need to add some new information to the file. I want to note something for developers: when you try to get a file from your own computer the browser will stop you because of security rules. So I started using a tool in my code editor called Live Server to help me work on my project on my own computer. This tool makes sure that my website can get the information, from the file without any problems.
This time, I focused on enhancing the user experience. First, I expanded our central books.json database, populating it with a wider variety of texts and injecting new metadata—like author names, page counts, and synopses. To display this rich data without cluttering the main grid, I built a custom, glass-morphism UI Modal. Now, clicking “View Book” triggers a sleek pop-up rather than aggressively forcing a download. The biggest technical win, however, is the new “Read Online” integration. By leveraging the target=”_blank” attribute paired with the raw PDF URL, Bookly now securely hands off the file to the browser’s native PDF viewer. This bypasses the need for heavy third-party libraries, ensuring students get a hardware-accelerated, lag-free reading experience right in their current window.
I am trying to expand Booklys library putting every saved book into one “Favorites” list just wasn’t working. Students study for subjects and exams at the same time. First I improved our localStorage structure from a flat array to a dictionary object. This let me include a custom dropdown inside the Book UI Modal where users can make their folders right away (like “Term 1 Finals” or “Weekend Reading”). Lastly I redesigned the Library page swapping the favorites grid for a lively tabbed dashboard. Users can now move through their custom folders easily. To finish I created a migration script so anyone who had books stored in the system had them moved to a default “Favorites” folder without losing any information. I am trying to expand Booklys library putting every saved book into one “Favorites” list just wasn’t working. Students study for subjects and exams at the same time. Todays update adds a Spotify-style “Collections” feature to the platform. First I improved our localStorage structure from a flat array to a dictionary object. This let me include a custom dropdown, inside the Book UI Modal where users can make their folders right away (like “Term 1 Finals” or “Weekend Reading”). Lastly I redesigned the Library page swapping the favorites grid for a lively tabbed dashboard. Users can now move through their custom folders easily. To finish I created a migration script so anyone who had books stored in the system had them moved to a default “Favorites” folder without losing any information.
I just finished making the platform feel really alive. It does not need me to fix it all the time. I worked on the Featured Book section on the Home page. Before I had to change the code by hand to show a book. Now it uses a JavaScript loop that runs automatically. I made a function that figures out what week of the year it is. The script uses math to switch between a list of book IDs from our database every 7 days. It puts the book cover, description and other details into the PDF reader and the UI Modal perfectly. The Featured Book section is. Changing all the time and it is ready for students to use. The platform is working dynamically. The Featured Book section is automatically updated. I made the Featured Book section feel alive. It is ready, for the students.
This update was about making Bookly real. I did a data change removing the fake items and putting real textbooks and real cover images in their place. The library now. Feels like a real and working platform! Along with the books I connected the social media links and changed the sites main details to show our real brand. Now that the structure and system are all set the hard work is done. From on the plan is simple: the rest of the work is mostly about making the user interface better and adding more books to the JSON database for the community. We are, near the end!
The last update was about finishing up things and sending it out. I looked at all the code carefully finding every broken link changing the last bits of fake text with real final words and checking for any problems that might happen. I spent a lot of time making sure that the global search engine, custom playlists and native PDF reader all work well on every page. When the tests in my computer were approved I put the files online and made the site live. Bookly is now officially online and ready to help students, over the world.
So to start off with version 1.1 of booky I put in a JSON architecture so it is easy to grow the library. I added lazy loading so covers show up fast without using too much data. I got rid of “tab bounce” by making a native in-browser full-screen PDF reader. To make it even better I added Fuse.js for searching that can handle typos (it waits a bit before searching to avoid slowing things down). I put the whole user interface inside a glass look. The frontend is all cleaned up I will work on the backend next. I have also removed any books that were there, for a start.
Huge step in this update. I successfully integrated Firebase to handle user authentication and real-time database management. Students can now create accounts. Their custom study playlists will instantly sync to the cloud making their reading profiles accessible across any device without losing the bookmark, using local-storage speed I built earlier.. I didn’t stop at personal data. To build a learning experience I created deep linking allowing users to generate and share direct links to specific textbooks with a single click. Finally I added a real-time Community Chat widget by Firestores. Now authenticated students worldwide can instantly message each other share study tips. Drop book links in a persistent slide-out lounge.
Today’s update focused on expanding the content. With the dynamic frontend and Firebase backend set up, I added a large amount of data to our books.json database. I went beyond just the core sciences to include Humanities, Fine Arts, Economics, and History. Thanks to the scalable architecture I developed earlier, the new books automatically filled the library grid, integrated with the Fuse.js search engine, and synced with the Smart Recommendations algorithm without needing to change a single line of code. Now, it’s time to run firebase deploy one last time and expand json to include fiction and non-fiction books.
I spent the day working on the NCERT catalog for Class 11 and Class 12. I made sure that all the main subjects like Sciences, Commerce and Humanities are included. Each subject has covers, correct descriptions and direct links to download the books. I also added some books to the list. These are books that can help students get ready for Olympiad exams. There are also some reference books for different subjects. The database is now a collection of educational content. The library is almost ready to use. Now I am focusing on adding fiction and non-fiction books to the library. I want to finish adding these books soon, as possible.
All books are updated, divided into 4 categories: science, humanities, commerce, olympiad. Website debugged and fixed any errors present. Added sign in and sign up option, linked it with firebase. Version 1 is complete. I would like to work on these features in version 2: google sign in through firebase, phone sign in through firebase, complete profile with details and info, sms verification through firebase, audiobooks. Hope you like the project and also support it. G.
Ships:
Bookly is a kind of website that helps make education better for students. It gives them fast access to important books. When I was building Bookly, I had to make sure the website could handle a lot of books without being slow. i fixed this problem by changing the way i stored the book information. I put it into a JSON database. This made the website more efficient. I also used the browsers ability to show PDF files. Now Bookly has a lot of features. It has a search engine that works fast and can find books from all over the world. It also has a feature that picks a new book every week. Students can even make their own lists of books using a custom dashboard. To see how Bookly works you can type a subject into the search bar click on a book and open it up. You can even save the book to a folder and look at all your books on the Library page. Bookly is about making it easy for students to find and use the books they need. Bookly has a lot of features that make it easy to use. For example you can use Bookly to make a list of your books. You can use Bookly to find new books to read. Bookly is a tool, for students who want to learn new things.
Bookly is a web platform dedicated to providing students with free easy-to-access educational textbooks and study materials. It gives students a fast and clean environment to find, read and organize good academic materials, focused on making it easy to use. It has a search function, personalized collections and it saves your data even when you are not connected to the internet. Over 80 textbooks, for Science, Commerce and Humanities and Olympiad prep. I put all these books a JSON file. This makes the website really fast. You can search for anything you want because we are using Fuse.js. It is really easy to read books on the website. You can open a book. Read it right in your browser without having to download it. The website also remembers where you stopped reading so you can pick up where you left off. You can make your own list of books to study. It will save on your device. If you want to make an account using Firebase all your information will be saved online. I also added a mode that helps you focus with quiet music and a chat room where students can talk to each other share tips and send links to books. The website is simple, fast and free. You can look at it here: book;y-v1.web.app . Let me know what you think about the website!...
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1792997379.7271595
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1793083779.7271595
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42717
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Flujo by @jupeme6 | Stardance
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jupeme6
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2
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65.0
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864
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-09T01:07:38Z", "hours": 11.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did you make? A local-first expense tracker called Flujo with an editorial / ledger aesthetic. It tracks income and expenses, has a Sankey diagram drawn from scratch on canvas (no libraries), an OCR ticket scanner, a debt settlement system for flatmates, budgets with alerts, savings goals, statistics, and CSV/JSON backup. Six betas in total. Everything is in localStorage, no backend, no account, PWA installable for offline use. What was challenging? The Sankey diagram was the hardest. Built it with bezier curves on canvas, had to fix proportional sizing and ribbon flow. The OCR scanner had a bug where it would hang forever because I was calling a boolean instead of the Tesseract library. The i18n had a sneaky bug where early betas left some sections in Spanish even after switching to English. What are you proud of? The Sankey diagram with zero dependencies, the greedy algorithm that settles debts with the minimum number of transfers, and the statistics dashboard comparing month-over-month spending. The whole thing works offline. What should people know so they can test your project? Open the demo. Choose language on first launch. The resumen tab has charts, budgets, goals, stats, and backup. The apuntes tab is for expenses. The tickets tab scans receipts via OCR. The deudas tab tracks shared expenses and suggests minimum transfers to settle. Gear icon for dark mode and language. Live demo: https://notjuangamer10.github.io/flujo/ Source: https://github.com/notjuangamer10/flujo", "repo": "https://github.com/NOTJuangamer10/flujo", "demo": "https://notjuangamer10.github.io/flujo/"}, {"ship_num": 2, "ts": "2026-08-10T14:12:57Z", "hours": 54.0, "multiplier": 16.01, "payout": 864, "blessing": "neutral", "text": "What did you make? A personal expense tracker called Flujo, built with an editorial / ledger aesthetic. The app tracks income and expenses with categories, a 5-day forecast visualization, an OCR ticket scanner, and a full debt and shared expenses system for tracking who owes whom between flatmates or friends. Everything is local-first, stored in localStorage, no account, no server, no tracking. Built in four betas. Beta 1 was the basics: add expenses, browse by month, summary totals. Beta 2 added a Sankey diagram showing money flow from income to expense categories, a stacked bar chart for the last 6 months, and a donut chart for category breakdown, all drawn on canvas with vanilla JS (no charting library). Beta 3 added a tabbed interface (resumen, apuntes, tickets, deudas) and an OCR ticket scanner using Tesseract.js that extracts products and prices from receipt photos. Beta 4 added the debts system with four split methods (equal, by shares, exact, by percentage), a greedy algorithm to settle debts with minimum transfers, pattern detection for subscriptions and recurring expenses, plus a dark mode and ES/EN language toggle. What was challenging? The Sankey diagram was the hardest part. My first version drew two separate bezier curves joined at the ends, which looked angular and flat and kinda ugly ngl. Asked another AI for help and it spotted a missing lineTo, but the real fix was using a single bezierCurveTo per ribbon with control points at 42 percent of the horizontal distance (the same proportion D3 uses). Also had to make both sides share the same scale so ribbons flow horizontally instead of diagonal. The proportional sizing was another bug: I had a minimum height of 38px, so a 10 euro expense looked the same as a 400 euro income. Fixed by dropping the minimum to 3px. The OCR scanner had a silent bug where it would hang forever on “procesando imagen”. I was calling tesseractCargado.createWorker where tesseractCargado is a boolean, not the Tesseract library object. So I was doing true.createWorker which throws a TypeError that nobody caught. Fixed by calling Tesseract.createWorker and added a 90 second timeout. The internationalization had a sneaky bug too. The language toggle translated the main UI but left the forecast and debts sections in Spanish because that code was hardcoded from earlier betas. Had to re-translate every section separately. What are you proud of? The Sankey diagram, drawn entirely with vanilla canvas, no D3 or any charting library. About 200 lines of math and bezier curves, but the result looks professional. The debt settlement algorithm that minimizes transfers, so if three people owe each other small amounts it suggests the minimum set of payments instead of everyone paying everyone. The pattern detection that finds subscriptions and projects their annual cost, which is a sobering number to see. And the whole thing works offline with no backend, no account, no tracking. What should people know so they can test your project? Open the demo URL. The resumen tab shows the Sankey diagram, bar chart and donut chart. The apuntes tab lets you add expenses and browse them by month. The tickets tab lets you upload a receipt photo and the OCR extracts products and prices automatically. The deudas tab is where you add people and track shared expenses with four split methods, then see the minimum transfers needed to settle all debts. The gear icon in the header opens settings with a dark mode toggle and ES/EN language switch. Everything is stored locally in the browser, nothing is sent anywhere. Live demo: https://notjuangamer10.github.io/flujo/ Source: https://github.com/notjuangamer10/flujo", "repo": "https://github.com/NOTJuangamer10/flujo", "demo": "https://notjuangamer10.github.io/flujo/"}]...
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[{"post_id": 64538, "ts": "202 [{"post_id": 64538, "ts": "2026-09-09T01:02:58Z", "hours": 3.3525, "text": "Flujo 6.2. Statistics, backup, and custom categories. Statistics dashboard. The resumen tab now shows six stat cards: total spent across all time, comparison vs last month (with up/down arrows and percentage), daily average for the current month, the most expensive day of the month, number of entries this month, and average per entry. The cards update automatically when you add or remove expenses. Backup. You can export all your data to CSV (for spreadsheets) or JSON (for a full backup that includes expenses, income, people, debts, budgets, and goals). You can also import a JSON file to restore everything. Useful for moving your data to another browser or just keeping a safe copy. Custom categories. You can now create your own expense categories with a custom name and a custom color using a color picker. The new categories appear automatically in the expense form and the ticket scanner. The charts and Sankey diagram will use your custom colors."}, {"post_id": 59025, "ts": "2026-08-31T16:40:42Z", "hours": 3.5872, "text": "Flujo 6.1. Budgets and savings goals. Budgets. Set a monthly limit per category. A progress bar shows how much you have spent vs the limit. The bar changes color: category color under 80 percent, ochre at 80 to 100 (almost there warning), red over 100 (over budget). The percentage and a short warning message appear next to each bar. Delete a budget with the x button on hover. Savings goals. Set a goal with a name, target amount and optional deadline. The app calculates your current savings (total income minus total expenses across all time) and shows a green progress bar toward the goal. When you hit 100 percent the goal name turns green with a checkmark. Useful for things like save 500 for summer trip. Both features appear in the resumen tab below the charts. They update automatically when you add or remove expenses. Everything is stored in localStorage, no server."}, {"post_id": 52733, "ts": "2026-08-23T01:54:52Z", "hours": 3.9356, "text": "Beta 5 of Flujo. Improvements based on reviewer feedback.PWA installable. A service worker now caches the core files so the app works offline on desktop and Android. The manifest is generated dynamically. CDN assets like Tesseract.js and Google Fonts are not cached to avoid bloat. The app itself, your expenses and charts all work offline.Language prompt on first launch. New users now see a modal asking them to choose Spanish or English before the app loads. This was the top complaint from reviewers on my other projects, who said the language toggle was hard to find.Onboarding overlay. First-time visitors get a welcome screen explaining the four tabs (resumen, apuntes, tickets, deudas) with a short description of each, plus tips like adding income sources first to see the Sankey diagram. Dismissible with a single click.Fixed incomplete translations. The canvas text “sin datos para mostrar” and “sin gastos” now respect the language setting. The footer and header subtitle also translate. Everything visible to the user is now either English or Spanish based on the preference."}, {"post_id": 44493, "ts": "2026-08-10T09:19:08Z", "hours": 8.0956, "text": "Beta 4 of Flujo is up. The biggest one yet, split into two parts because of the autoescritor’s 10 hour session limit. Beta 4a added the settings panel with dark mode and language toggle (ES/EN). The dark mode uses a warm dark brown palette instead of the usual cold gray, so it still feels editorial. The language toggle reloads the page to re-translate static text. Beta 4b added the debts and shared expenses system. You can add people (flatmates, friends) and track who owes whom. Shared expenses support four split methods: equal, by shares (e.g. 2:1:1 means one person pays double), exact amounts per person, and by percentage. The settle-up section uses a greedy algorithm to minimize the number of transfers needed to clear all debts, so if three people owe each other small amounts, it suggests the minimum set of transfers instead of everyone paying everyone. Also added pattern detection. The app analyzes your expenses and finds recurring ones, things you pay the same amount for multiple times. It separates them into likely subscriptions (same exact amount, repeated) and general recurring expenses (same description, similar amounts). Shows the projected annual cost for subscriptions, which is a sobering number to see. Next version will be the last: FastAPI backend for sync between phone and laptop, plus PWA installable."}, {"post_id": 43704, "ts": "2026-08-09T03:31:43Z", "hours": 7.7708, "text": "Beta 4a of Flujo is up. I’m starting to get tired of being all day coding. Started the debts and shared expenses feature, plus two settings that were requested on my other projects. First, a theme toggle. The app now supports a dark mode alongside the default cream paper look. The toggle is in a small settings panel in the header. The dark palette uses a warm dark brown instead of the usual cold gray, so it still feels like the editorial aesthetic.Second, multi-language support. The interface can switch between Spanish and English. Switching reloads the page so all the static text gets re-translated. The dynamic content (expenses, descriptions) stays in whatever language the user typed it in.Third, the structure for the debts tab is in place. A new “deudas” tab appears next to resumen, apuntes and tickets. The HTML is there (persons form, shared expense form with split method selector, movements list, settle-up section, patterns section) but the JavaScript logic comes in Beta 4b. The shared expense form supports four split methods: equal, by shares (e.g. 2:1:1 means one person pays double), exact amounts per person, and by percentage.Split this into two parts because of the autoescritor session limit. 4b comes next with all the logic for shared expenses, debt settlement and pattern detection."}, {"post_id": 43184, "ts": "2026-08-08T09:33:02Z", "hours": 6.4356, "text": "Beta 4a of Flujo is up. Started the debts and shared expenses feature, plus two settings that were requested on my other projects. First, a theme toggle. The app now supports a dark mode alongside the default cream paper look. The toggle is in a small settings panel in the header. The dark palette uses a warm dark brown instead of the usual cold gray, so it still feels like the editorial aesthetic. Second, multi-language support. The interface can switch between Spanish and English. Switching reloads the page so all the static text gets re-translated. The dynamic content (expenses, descriptions) stays in whatever language the user typed it in. Third, the structure for the debts tab is in place. A new “deudas” tab appears next to resumen, apuntes and tickets. The HTML is there (persons form, shared expense form with split method selector, movements list, settle-up section, patterns section) but the JavaScript logic comes in Beta 4b. The shared expense form supports four split methods: equal, by shares (e.g. 2:1:1), exact amounts per person, and by percentage. The settle-up section will use a greedy algorithm to minimize the number of transfers needed to clear all debts."}, {"post_id": 42943, "ts": "2026-08-07T22:39:17Z", "hours": 4.0389, "text": "Beta 3.1 is a bugfix release. Two issues. First, the OCR ticket scanner was completely broken. When you uploaded a photo it would say “procesando imagen” forever and never finish. Turned out I was calling tesseractCargado.createWorker where tesseractCargado is a boolean (true), not the Tesseract library object. So I was doing true.createWorker which is undefined.createWorker which throws a TypeError that nobody caught. Switched to Tesseract.createWorker and added a 90 second timeout plus proper try/catch so it can never hang again. Second, the Sankey text was blurry. Canvas draws with whatever font is available at draw time, and if Google Fonts was still loading on the first render it fell back to Arial which looked bad when scaled by devicePixelRatio. Fixed by waiting for document.fonts.ready before the first draw, rounding all Y coordinates to integers so they align with physical pixels, and redrawing on window resize so the DPR stays correct."}, {"post_id": 42609, "ts": "2026-08-07T12:57:34Z", "hours": 7.0344, "text": "Beta 3 is up Tabs and OCR Update!! Three changes. First, the Sankey is now proportional. Before, every node had a minimum height of 38px, so a 10 euro expense looked the same as a 400 euro income. Now the minimum is 3px and both sides use the global total as their scale, so node heights actually reflect the amounts. A 10 euro category is a tiny sliver next to a 400 euro income source. Second, added tabs. The app was getting long with everything in one column. Now there are three tabs: resumen (income sources and charts), apuntes (the expense form and list), and tickets (new). The tab bar uses the same editorial styling, lowercase text with an ochre underline on the active tab. Third, the big one: OCR ticket scanning. On the tickets tab you upload a photo of a supermarket receipt and Tesseract.js extracts the text, then a regex parser pulls out product names and prices. Each detected item shows up in a list with a checkbox, you pick a category, hit save, and all items become individual expenses. The parser looks for lines ending in a decimal number (the classic receipt format) and skips lines that look like totals, subtotals or payment info. Tesseract loads from CDN the first time you use it. It runs entirely in the browser, no server involved, which keeps the local-first promise. The recognition is decent for clean photos, struggles with crumpled receipts. The parser is basic but catches most supermarket formats. If it fails, there is a details panel showing the raw OCR text so you can see what went wrong."}, {"post_id": 41662, "ts": "2026-08-06T01:01:30Z", "hours": 4.3533, "text": "Beta 2.1 is a visual rework of the Sankey diagram. Charts Update!: The previous version worked but looked rough: the flow ribbons were angular, the nodes were plain rectangles, and the two sides used independent scales so the ribbons went diagonal instead of horizontal. I asked another AI for help with the algorithm and it suggested a cleaner approach. Each ribbon is now a single bezier curve with control points at 42 percent of the horizontal distance (the same proportion D3 uses in its Sankey layout), instead of two curves joined at the ends. The nodes are rounded rectangles with a soft shadow. Both sides share the same scale so the ribbons flow straight. Nodes are centered vertically instead of pinned to the top. I kept the editorial palette: dark green for income nodes, black ink for the center “total” node, cream with a colored accent stripe for each expense category. The ribbons use the category color at 30 percent opacity so overlaps create natural layering. Also fixed a timezone bug in the 6 month bar chart. I was using toISOString to build the month key, which converts to UTC and can return the wrong month near midnight. Switched to getFullYear and getMonth which stay in local time. The bars were technically drawing before but some months were mismatched, now they line up correctly. I still have to work that better, but it isnt thaaat bad"}, {"post_id": 41274, "ts": "2026-08-05T11:58:13Z", "hours": 8.9636, "text": "Beta 2 of Flujo is up. The big one: a Sankey diagram showing the flow of your money, income sources on the left, expense categories on the right, with smooth flowing ribbons in between. Drawn on canvas with vanilla JS, no D3 or any charting library. Just bezierCurveTo and a lot of math. Also added two more charts: a stacked bar chart showing the last 6 months (each bar broken down by category, with the monthly total on top), and a donut chart for the current month’s category breakdown with a legend. To make the Sankey meaningful I had to add an income system, a small form where you register your income sources (scholarship, parents, job, etc.). The balance section now shows five numbers: spent, count, average, income, and balance (green if positive, red if negative). The Sankey was the hardest part. My first version drew two separate bezier curves (top and bottom) and joined them at the ends, the ribbons looked flat and angular, like triangles. I asked Gemini for help and it spotted a missing lineTo at the destination node, which fixed the pinch. But the ribbons still looked off. Turned out the real problem was the algorithm: each ribbon needs to be ONE single bezierCurveTo with four control points (not two curves joined), and both sides need to share the same scale (not normalize independently). Once I fixed that, the ribbons flowed organically like a real Sankey. The bar chart had a sneaky bug too: it drew the grid lines but no bars. Took me a while, I was using canvas.clientWidth (DOM size) instead of canvas.width (drawing context size). The CSS makes the canvas visually smaller than its internal resolution, so the bars were being drawn outside the visible area. Classic canvas gotcha. Used a muted, desaturated palette for the 8 categories (ochre, dusty blue, sage green, etc.) instead of bright primary colors, keeps the editorial aesthetic intact. Next version will be the OCR ticket scanner, organized in tabs so the charts don’t compete with the expense list for space. And also redigning the sankey because i dont like how it looks."}, {"post_id": 40077, "ts": "2026-08-03T13:40:22Z", "hours": 7.2981, "text": "Started a new project called Flujo, a personal expense tracker. The idea was to make something that doesn’t look like every other finance app most of them use blue or green with cards and Material-style shadows. I went with an “editorial ledger” aesthetic: paper cream background, dark ink text, an ochre accent, and three typefaces working together Fraunces (a serif) for titles, Inter Tight for UI, and JetBrains Mono with tabular numerals for the amounts so they align like a real accounting book. Beta 1 is the basics: a form to add an expense (amount, category, description, date), a list of expenses for the current month with running numbers (001, 002…), and three totals on top spent, count, and average. There’s a month selector in the header. Everything lives in localStorage, no backend, no server, no tracking. The list is called “libro mayor” (general ledger) and each entry is an “apunte” (bookkeeping entry) small details that lean into the book metaphor. Next version will add the Sankey diagram and bar charts."}]...
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Title: Flujo by @jupeme6 | Stardance
Devlogs:
Sta Title: Flujo by @jupeme6 | Stardance
Devlogs:
Started a new project called Flujo, a personal expense tracker. The idea was to make something that doesn’t look like every other finance app most of them use blue or green with cards and Material-style shadows. I went with an “editorial ledger” aesthetic: paper cream background, dark ink text, an ochre accent, and three typefaces working together Fraunces (a serif) for titles, Inter Tight for UI, and JetBrains Mono with tabular numerals for the amounts so they align like a real accounting book. Beta 1 is the basics: a form to add an expense (amount, category, description, date), a list of expenses for the current month with running numbers (001, 002…), and three totals on top spent, count, and average. There’s a month selector in the header. Everything lives in localStorage, no backend, no server, no tracking. The list is called “libro mayor” (general ledger) and each entry is an “apunte” (bookkeeping entry) small details that lean into the book metaphor. Next version will add the Sankey diagram and bar charts.
Beta 2 of Flujo is up. The big one: a Sankey diagram showing the flow of your money, income sources on the left, expense categories on the right, with smooth flowing ribbons in between. Drawn on canvas with vanilla JS, no D3 or any charting library. Just bezierCurveTo and a lot of math. Also added two more charts: a stacked bar chart showing the last 6 months (each bar broken down by category, with the monthly total on top), and a donut chart for the current month’s category breakdown with a legend. To make the Sankey meaningful I had to add an income system, a small form where you register your income sources (scholarship, parents, job, etc.). The balance section now shows five numbers: spent, count, average, income, and balance (green if positive, red if negative). The Sankey was the hardest part. My first version drew two separate bezier curves (top and bottom) and joined them at the ends, the ribbons looked flat and angular, like triangles. I asked Gemini for help and it spotted a missing lineTo at the destination node, which fixed the pinch. But the ribbons still looked off. Turned out the real problem was the algorithm: each ribbon needs to be ONE single bezierCurveTo with four control points (not two curves joined), and both sides need to share the same scale (not normalize independently). Once I fixed that, the ribbons flowed organically like a real Sankey. The bar chart had a sneaky bug too: it drew the grid lines but no bars. Took me a while, I was using canvas.clientWidth (DOM size) instead of canvas.width (drawing context size). The CSS makes the canvas visually smaller than its internal resolution, so the bars were being drawn outside the visible area. Classic canvas gotcha. Used a muted, desaturated palette for the 8 categories (ochre, dusty blue, sage green, etc.) instead of bright primary colors, keeps the editorial aesthetic intact. Next version will be the OCR ticket scanner, organized in tabs so the charts don’t compete with the expense list for space. And also redigning the sankey because i dont like how it looks.
Beta 2.1 is a visual rework of the Sankey diagram. Charts Update!: The previous version worked but looked rough: the flow ribbons were angular, the nodes were plain rectangles, and the two sides used independent scales so the ribbons went diagonal instead of horizontal. I asked another AI for help with the algorithm and it suggested a cleaner approach. Each ribbon is now a single bezier curve with control points at 42 percent of the horizontal distance (the same proportion D3 uses in its Sankey layout), instead of two curves joined at the ends. The nodes are rounded rectangles with a soft shadow. Both sides share the same scale so the ribbons flow straight. Nodes are centered vertically instead of pinned to the top. I kept the editorial palette: dark green for income nodes, black ink for the center “total” node, cream with a colored accent stripe for each expense category. The ribbons use the category color at 30 percent opacity so overlaps create natural layering. Also fixed a timezone bug in the 6 month bar chart. I was using toISOString to build the month key, which converts to UTC and can return the wrong month near midnight. Switched to getFullYear and getMonth which stay in local time. The bars were technically drawing before but some months were mismatched, now they line up correctly. I still have to work that better, but it isnt thaaat bad
Beta 3 is up Tabs and OCR Update!! Three changes. First, the Sankey is now proportional. Before, every node had a minimum height of 38px, so a 10 euro expense looked the same as a 400 euro income. Now the minimum is 3px and both sides use the global total as their scale, so node heights actually reflect the amounts. A 10 euro category is a tiny sliver next to a 400 euro income source. Second, added tabs. The app was getting long with everything in one column. Now there are three tabs: resumen (income sources and charts), apuntes (the expense form and list), and tickets (new). The tab bar uses the same editorial styling, lowercase text with an ochre underline on the active tab. Third, the big one: OCR ticket scanning. On the tickets tab you upload a photo of a supermarket receipt and Tesseract.js extracts the text, then a regex parser pulls out product names and prices. Each detected item shows up in a list with a checkbox, you pick a category, hit save, and all items become individual expenses. The parser looks for lines ending in a decimal number (the classic receipt format) and skips lines that look like totals, subtotals or payment info. Tesseract loads from CDN the first time you use it. It runs entirely in the browser, no server involved, which keeps the local-first promise. The recognition is decent for clean photos, struggles with crumpled receipts. The parser is basic but catches most supermarket formats. If it fails, there is a details panel showing the raw OCR text so you can see what went wrong.
Beta 3.1 is a bugfix release. Two issues. First, the OCR ticket scanner was completely broken. When you uploaded a photo it would say “procesando imagen” forever and never finish. Turned out I was calling tesseractCargado.createWorker where tesseractCargado is a boolean (true), not the Tesseract library object. So I was doing true.createWorker which is undefined.createWorker which throws a TypeError that nobody caught. Switched to Tesseract.createWorker and added a 90 second timeout plus proper try/catch so it can never hang again. Second, the Sankey text was blurry. Canvas draws with whatever font is available at draw time, and if Google Fonts was still loading on the first render it fell back to Arial which looked bad when scaled by devicePixelRatio. Fixed by waiting for document.fonts.ready before the first draw, rounding all Y coordinates to integers so they align with physical pixels, and redrawing on window resize so the DPR stays correct.
Beta 4a of Flujo is up. Started the debts and shared expenses feature, plus two settings that were requested on my other projects. First, a theme toggle. The app now supports a dark mode alongside the default cream paper look. The toggle is in a small settings panel in the header. The dark palette uses a warm dark brown instead of the usual cold gray, so it still feels like the editorial aesthetic. Second, multi-language support. The interface can switch between Spanish and English. Switching reloads the page so all the static text gets re-translated. The dynamic content (expenses, descriptions) stays in whatever language the user typed it in. Third, the structure for the debts tab is in place. A new “deudas” tab appears next to resumen, apuntes and tickets. The HTML is there (persons form, shared expense form with split method selector, movements list, settle-up section, patterns section) but the JavaScript logic comes in Beta 4b. The shared expense form supports four split methods: equal, by shares (e.g. 2:1:1), exact amounts per person, and by percentage. The settle-up section will use a greedy algorithm to minimize the number of transfers needed to clear all debts.
Beta 4a of Flujo is up. I’m starting to get tired of being all day coding. Started the debts and shared expenses feature, plus two settings that were requested on my other projects. First, a theme toggle. The app now supports a dark mode alongside the default cream paper look. The toggle is in a small settings panel in the header. The dark palette uses a warm dark brown instead of the usual cold gray, so it still feels like the editorial aesthetic.Second, multi-language support. The interface can switch between Spanish and English. Switching reloads the page so all the static text gets re-translated. The dynamic content (expenses, descriptions) stays in whatever language the user typed it in.Third, the structure for the debts tab is in place. A new “deudas” tab appears next to resumen, apuntes and tickets. The HTML is there (persons form, shared expense form with split method selector, movements list, settle-up section, patterns section) but the JavaScript logic comes in Beta 4b. The shared expense form supports four split methods: equal, by shares (e.g. 2:1:1 means one person pays double), exact amounts per person, and by percentage.Split this into two parts because of the autoescritor session limit. 4b comes next with all the logic for shared expenses, debt settlement and pattern detection.
Beta 4 of Flujo is up. The biggest one yet, split into two parts because of the autoescritor’s 10 hour session limit. Beta 4a added the settings panel with dark mode and language toggle (ES/EN). The dark mode uses a warm dark brown palette instead of the usual cold gray, so it still feels editorial. The language toggle reloads the page to re-translate static text. Beta 4b added the debts and shared expenses system. You can add people (flatmates, friends) and track who owes whom. Shared expenses support four split methods: equal, by shares (e.g. 2:1:1 means one person pays double), exact amounts per person, and by percentage. The settle-up section uses a greedy algorithm to minimize the number of transfers needed to clear all debts, so if three people owe each other small amounts, it suggests the minimum set of transfers instead of everyone paying everyone. Also added pattern detection. The app analyzes your expenses and finds recurring ones, things you pay the same amount for multiple times. It separates them into likely subscriptions (same exact amount, repeated) and general recurring expenses (same description, similar amounts). Shows the projected annual cost for subscriptions, which is a sobering number to see. Next version will be the last: FastAPI backend for sync between phone and laptop, plus PWA installable.
Beta 5 of Flujo. Improvements based on reviewer feedback.PWA installable. A service worker now caches the core files so the app works offline on desktop and Android. The manifest is generated dynamically. CDN assets like Tesseract.js and Google Fonts are not cached to avoid bloat. The app itself, your expenses and charts all work offline.Language prompt on first launch. New users now see a modal asking them to choose Spanish or English before the app loads. This was the top complaint from reviewers on my other projects, who said the language toggle was hard to find.Onboarding overlay. First-time visitors get a welcome screen explaining the four tabs (resumen, apuntes, tickets, deudas) with a short description of each, plus tips like adding income sources first to see the Sankey diagram. Dismissible with a single click.Fixed incomplete translations. The canvas text “sin datos para mostrar” and “sin gastos” now respect the language setting. The footer and header subtitle also translate. Everything visible to the user is now either English or Spanish based on the preference.
Flujo 6.1. Budgets and savings goals. Budgets. Set a monthly limit per category. A progress bar shows how much you have spent vs the limit. The bar changes color: category color under 80 percent, ochre at 80 to 100 (almost there warning), red over 100 (over budget). The percentage and a short warning message appear next to each bar. Delete a budget with the x button on hover. Savings goals. Set a goal with a name, target amount and optional deadline. The app calculates your current savings (total income minus total expenses across all time) and shows a green progress bar toward the goal. When you hit 100 percent the goal name turns green with a checkmark. Useful for things like save 500 for summer trip. Both features appear in the resumen tab below the charts. They update automatically when you add or remove expenses. Everything is stored in localStorage, no server.
Flujo 6.2. Statistics, backup, and custom categories. Statistics dashboard. The resumen tab now shows six stat cards: total spent across all time, comparison vs last month (with up/down arrows and percentage), daily average for the current month, the most expensive day of the month, number of entries this month, and average per entry. The cards update automatically when you add or remove expenses. Backup. You can export all your data to CSV (for spreadsheets) or JSON (for a full backup that includes expenses, income, people, debts, budgets, and goals). You can also import a JSON file to restore everything. Useful for moving your data to another browser or just keeping a safe copy. Custom categories. You can now create your own expense categories with a custom name and a custom color using a color picker. The new categories appear automatically in the expense form and the ticket scanner. The charts and Sankey diagram will use your custom colors.
Ships:
What did you make? A personal expense tracker called Flujo, built with an editorial / ledger aesthetic. The app tracks income and expenses with categories, a 5-day forecast visualization, an OCR ticket scanner, and a full debt and shared expenses system for tracking who owes whom between flatmates or friends. Everything is local-first, stored in localStorage, no account, no server, no tracking. Built in four betas. Beta 1 was the basics: add expenses, browse by month, summary totals. Beta 2 added a Sankey diagram showing money flow from income to expense categories, a stacked bar chart for the last 6 months, and a donut chart for category breakdown, all drawn on canvas with vanilla JS (no charting library). Beta 3 added a tabbed interface (resumen, apuntes, tickets, deudas) and an OCR ticket scanner using Tesseract.js that extracts products and prices from receipt photos. Beta 4 added the debts system with four split methods (equal, by shares, exact, by percentage), a greedy algorithm to settle debts with minimum transfers, pattern detection for subscriptions and recurring expenses, plus a dark mode and ES/EN language toggle. What was challenging? The Sankey diagram was the hardest part. My first version drew two separate bezier curves joined at the ends, which looked angular and flat and kinda ugly ngl. Asked another AI for help and it spotted a missing lineTo, but the real fix was using a single bezierCurveTo per ribbon with control points at 42 percent of the horizontal distance (the same proportion D3 uses). Also had to make both sides share the same scale so ribbons flow horizontally instead of diagonal. The proportional sizing was another bug: I had a minimum height of 38px, so a 10 euro expense looked the same as a 400 euro income. Fixed by dropping the minimum to 3px. The OCR scanner had a silent bug where it would hang forever on “procesando imagen”. I was calling tesseractCargado.createWorker where tesseractCargado is a boolean, not the Tesseract library object. So I was doing true.createWorker which throws a TypeError that nobody caught. Fixed by calling Tesseract.createWorker and added a 90 second timeout. The internationalization had a sneaky bug too. The language toggle translated the main UI but left the forecast and debts sections in Spanish because that code was hardcoded from earlier betas. Had to re-translate every section separately. What are you proud of? The Sankey diagram, drawn entirely with vanilla canvas, no D3 or any charting library. About 200 lines of math and bezier curves, but the result looks professional. The debt settlement algorithm that minimizes transfers, so if three people owe each other small amounts it suggests the minimum set of payments instead of everyone paying everyone. The pattern detection that finds subscriptions and projects their annual cost, which is a sobering number to see. And the whole thing works offline with no backend, no account, no tracking. What should people know so they can test your project? Open the demo URL. The resumen tab shows the Sankey diagram, bar chart and donut chart. The apuntes tab lets you add expenses and browse them by month. The tickets tab lets you upload a receipt photo and the OCR extracts products and prices automatically. The deudas tab is where you add people and track shared expenses with four split methods, then see the minimum transfers needed to settle all debts. The gear icon in the header opens settings with a dark mode toggle and ES/EN language switch. Everything is stored locally in the browser, nothing is sent anywhere. Live demo: https://notjuangamer10.github.io/flujo/ Source: https://github.com/notjuangamer10/flujo
What did you make? A local-first expense tracker called Flujo with an editorial / ledger aesthetic. It tracks income and expenses, has a Sankey diagram drawn from scratch on canvas (no libraries), an OCR ticket scanner, a debt settlement system for flatmates, budgets with alerts, savings goals, statistics, and CSV/JSON backup. Six betas in total. Everything is in localStorage, no backend, no account, PWA installable for offline use. What was challenging? The Sankey diagram was the hardest. Built it with bezier curves on canvas, had to fix proportional sizing and ribbon flow. The OCR scanner had a bug where it would hang forever because I was calling a boolean instead of the Tesseract library. The i18n had a sneaky bug where early betas left some sections in Spanish even after switching to English. What are you proud of? The Sankey diagram with zero dependencies, the greedy algorithm that settles debts with the minimum number of transfers, and the statistics dashboard comparing month-over-month spending. The whole thing works offline. What should people know so they can test your project? Open the demo. Choose language on first launch. The resumen tab has charts, budgets, goals, stats, and backup. The apuntes tab is for expenses. The tickets tab scans receipts via OCR. The deudas tab tracks shared expenses and suggests minimum transfers to settle. Gear icon for dark mode and language. Live demo: https://notjuangamer10.github.io/flujo/ Source: https://github.com/notjuangamer10/flujo...
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RichardWatersonOS by @wal | Stardance
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wal
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2
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13.0
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89
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-22T08:05:32Z", "hours": 8.0, "multiplier": 11.66, "payout": 89, "blessing": "neutral", "text": "Hi everyone! This is my project RichardWatersonOS! This is an OS clearly, and it is based on the Amazing world of Gumball show. There are plenty of features, like webcam, calculator, mail and family photo folders. To build it I used JS, HTML and CSS. The most challenging part for me was a calculator, since i dont know ANY programming languages, even such a simple task was pretty hard for me. I am really proud of how it turned out, but i couldnt make that old a little bent screen effect, but other than that its cool. Especially i love the mail and calculator. For anyone testing my project, firstly PLEASE look at the original video linked on a welcome screen, to understand the concept better. Be aware that there are sounds, but pls dont turn them off. Also, dont divide by 0. Thank you!", "repo": "https://github.com/walterm4lon-coder/RichardWatersonOS", "demo": "https://walterm4lon-coder.github.io/RichardWatersonOS/"}, {"ship_num": 2, "ts": "2026-08-02T18:56:55Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my own OS called “DarkFantasyOS’. I know its not much, but i really like how it looks. It was all built using the guide, with its own feature being an app called “WizardNews”, where you can read whats going on in Wizard Town. Also i have an app called “Spells”, which has different spells collected by a wizard throughout his life, and you can change, add or delete text howtever you want there. The hardest part for me was making “Spells” app recall and save the info, i really struggled with that, because im new to programming lol. When you test this project, please listen to the song and check out my personal website, i really like the song, and the website is just cool imo. I hope you like it!", "repo": "https://github.com/walterm4lon-coder/RichardWatersonOS", "demo": "https://walterm4lon-coder.github.io/RichardWatersonOS/"}]...
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[{"post_id": 51784, "ts": "202 [{"post_id": 51784, "ts": "2026-08-21T17:00:19Z", "hours": 1.4508, "text": "MAYBE MY LAST DEVLOG! Any suggestions pls? If you have any suggestions on what to add to this project, feel free to comment, i will be really happy to read your ideas:) ##So, the progress: 1. Anais and Richard+Nicole folders I made 2 more folders that are dedicated to Anais and Richard and Nicole, completing the folders fully 2. Added “Saxophone Chihuahua” to some icons I really wanted to do this one, since in the show it was really funny, and i just didnt want to do the Rick Roll for things that dont have a purpose yet. Right now its in 3 places, so its not that much of it. 3. Page regulations With the help of AI, i managed to remove that anoying scroll thing on the right of the creen in chrome, as well as now windows can not leave the limits of the page. Im sorry i dont know js that well:( 4. DO NOT DIVIDE BY 0. Thats an easter egg i did for the real ones who know. Thanks to @Rodrigo_Todescatto2010 for motivating me to do this:) So yeah, this is it i guess. So if you have any suggestions left, please tell me, and if not, then i will ship this project tomorrow. I am not shure if you can try this project other way, but here is a link to github just in case: https://walterm4lon-coder.github.io/darkerfantasyOS/ make shure to make the zoom 100% in viewport by pressing Ctrl+ -/+ and enter full screen with f11"}, {"post_id": 51286, "ts": "2026-08-20T20:41:01Z", "hours": 2.5006, "text": "I WILL NOT ADD FEMALE CHARACTERS!!! why, you may ask… because, in calcUlator game there is no male characters too! Anyways, i finally had some time to make some progress for this wonderful project, so here are things I added: 1.Calculator, for actually playing it! With the assistance of AI i could create it, but the font is kinda lame for now, i will change it later, though overall pretty proud of the result! I may add some easter egg to it later tho, but dont tell anyone;) 2. “The toilet is overflowing again.” message! Now, when you open your email tab, which for now is Earth icon, you will get a new notification, featuring multiple Richard’s wifes - Nicoles - dancing as faries, and then wonderfull message popping up. And just to annoy the user, music will not stop playing until u turn it off. 3. Albums of Darwin and Gumball These are just good ol’ photos saved on richards pc of his favourite children. I should add Anais later lol. Struggles The problem with me - i have no idea how to code. Apart from basic css, html, and maybe smth in java that i copied from a template, i have no idea how to code, im more of a hardware person. So this project is a struggle for me, even though its really basic. i still really enjoy it, since i love gumball, but still."}, {"post_id": 42913, "ts": "2026-08-07T21:23:47Z", "hours": 0.9144, "text": "Yo! RichardWatersonOS is updated! I added 2 main things: I added a web cam, which is basically a video, i filmed the webcam from the original series, and added it as a window. I added a cursor, just like in the original, but i still have to animate it to look better and more accurate. I also added 2 more folders on the right to match the original scene. I wont have time to write the code this week, so i guess another update will be somewhere in 20-ish something day of august. Thank you very much for the support on the previous devlog, that really motivated me to actually do this as good as i can!"}, {"post_id": 41211, "ts": "2026-08-05T09:15:39Z", "hours": 2.745, "text": "For my WebOS 2 project, i decided to completely change the idea behind the OS itself. So, please meet the RichardWatersonOS! It is inspired by a popular scene from the cartoon show “The Amazing World of Gumball”, where Richard is reviewing the game called “Calculator” on his PC. You can look at this moment on Youtube using this link: https://www.youtube.com/watch?v=LqYkRphJFvo I really like this show overall, so i decided to recreate this funny scene, using as basis the project that i have already created, so i wouldnt have to recreate it again. For now, i changed the style of windows, time, and added some icons to represend Richards desktop from the video!"}, {"post_id": 39444, "ts": "2026-08-02T12:09:21Z", "hours": 0.4706, "text": "The Second app is finished, ready to ship! The second app is called “WizardNews”, and there are some cool stories about life in Wizard Town!"}, {"post_id": 39415, "ts": "2026-08-02T11:23:14Z", "hours": 3.8147, "text": "Created my first app! It was very challenging on the part of JS, but ig i managed to understand it! Really happy tho The app is basically all the spells that the good ol wizard collected over his journeys."}, {"post_id": 39019, "ts": "2026-08-01T17:55:20Z", "hours": 0.5531, "text": "Moved through the tutorial and made my Welcome screen! Its very basic, but it will do the work for now:)"}]...
|
Title: RichardWatersonOS by @wal | Stardance
Devl Title: RichardWatersonOS by @wal | Stardance
Devlogs:
Moved through the tutorial and made my Welcome screen! Its very basic, but it will do the work for now:)
Created my first app! It was very challenging on the part of JS, but ig i managed to understand it! Really happy tho The app is basically all the spells that the good ol wizard collected over his journeys.
The Second app is finished, ready to ship! The second app is called “WizardNews”, and there are some cool stories about life in Wizard Town!
For my WebOS 2 project, i decided to completely change the idea behind the OS itself. So, please meet the RichardWatersonOS! It is inspired by a popular scene from the cartoon show “The Amazing World of Gumball”, where Richard is reviewing the game called “Calculator” on his PC. You can look at this moment on Youtube using this link: https://www.youtube.com/watch?v=LqYkRphJFvo I really like this show overall, so i decided to recreate this funny scene, using as basis the project that i have already created, so i wouldnt have to recreate it again. For now, i changed the style of windows, time, and added some icons to represend Richards desktop from the video!
Yo! RichardWatersonOS is updated! I added 2 main things: I added a web cam, which is basically a video, i filmed the webcam from the original series, and added it as a window. I added a cursor, just like in the original, but i still have to animate it to look better and more accurate. I also added 2 more folders on the right to match the original scene. I wont have time to write the code this week, so i guess another update will be somewhere in 20-ish something day of august. Thank you very much for the support on the previous devlog, that really motivated me to actually do this as good as i can!
I WILL NOT ADD FEMALE CHARACTERS!!! why, you may ask… because, in calcUlator game there is no male characters too! Anyways, i finally had some time to make some progress for this wonderful project, so here are things I added: 1.Calculator, for actually playing it! With the assistance of AI i could create it, but the font is kinda lame for now, i will change it later, though overall pretty proud of the result! I may add some easter egg to it later tho, but dont tell anyone;) 2. “The toilet is overflowing again.” message! Now, when you open your email tab, which for now is Earth icon, you will get a new notification, featuring multiple Richard’s wifes - Nicoles - dancing as faries, and then wonderfull message popping up. And just to annoy the user, music will not stop playing until u turn it off. 3. Albums of Darwin and Gumball These are just good ol’ photos saved on richards pc of his favourite children. I should add Anais later lol. Struggles The problem with me - i have no idea how to code. Apart from basic css, html, and maybe smth in java that i copied from a template, i have no idea how to code, im more of a hardware person. So this project is a struggle for me, even though its really basic. i still really enjoy it, since i love gumball, but still.
MAYBE MY LAST DEVLOG! Any suggestions pls? If you have any suggestions on what to add to this project, feel free to comment, i will be really happy to read your ideas:) ##So, the progress: 1. Anais and Richard+Nicole folders I made 2 more folders that are dedicated to Anais and Richard and Nicole, completing the folders fully 2. Added “Saxophone Chihuahua” to some icons I really wanted to do this one, since in the show it was really funny, and i just didnt want to do the Rick Roll for things that dont have a purpose yet. Right now its in 3 places, so its not that much of it. 3. Page regulations With the help of AI, i managed to remove that anoying scroll thing on the right of the creen in chrome, as well as now windows can not leave the limits of the page. Im sorry i dont know js that well:( 4. DO NOT DIVIDE BY 0. Thats an easter egg i did for the real ones who know. Thanks to @Rodrigo_Todescatto2010 for motivating me to do this:) So yeah, this is it i guess. So if you have any suggestions left, please tell me, and if not, then i will ship this project tomorrow. I am not shure if you can try this project other way, but here is a link to github just in case: https://walterm4lon-coder.github.io/darkerfantasyOS/ make shure to make the zoom 100% in viewport by pressing Ctrl+ -/+ and enter full screen with f11
Ships:
I made my own OS called “DarkFantasyOS’. I know its not much, but i really like how it looks. It was all built using the guide, with its own feature being an app called “WizardNews”, where you can read whats going on in Wizard Town. Also i have an app called “Spells”, which has different spells collected by a wizard throughout his life, and you can change, add or delete text howtever you want there. The hardest part for me was making “Spells” app recall and save the info, i really struggled with that, because im new to programming lol. When you test this project, please listen to the song and check out my personal website, i really like the song, and the website is just cool imo. I hope you like it!
Hi everyone! This is my project RichardWatersonOS! This is an OS clearly, and it is based on the Amazing world of Gumball show. There are plenty of features, like webcam, calculator, mail and family photo folders. To build it I used JS, HTML and CSS. The most challenging part for me was a calculator, since i dont know ANY programming languages, even such a simple task was pretty hard for me. I am really proud of how it turned out, but i couldnt make that old a little bent screen effect, but other than that its cool. Especially i love the mail and calculator. For anyone testing my project, firstly PLEASE look at the original video linked on a welcome screen, to understand the concept better. Be aware that there are sounds, but pls dont turn them off. Also, dont divide by 0. Thank you!...
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1793001091.8066592
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1793087491.8066592
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42823
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tashOS by @vrajsanghavi | Stardance
|
vrajsanghavi
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2
|
11.34
|
7
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-16T10:26:05Z", "hours": 3.0, "multiplier": 2.57, "payout": 7, "blessing": "neutral", "text": "I HAD MADE MORE THAN 3 CHANGES IN MY tashos[WebOS 2] .. i have added a terminal with basic commands!! i have also included a calculator in commands!! i have added multiple wallpapers here!!! i have added a settings so that you can add/remove website shortcuts!!(my favourite) i have added files and it can save any text you wannt here… and more!!!!! you can see a detailed description in README.md", "repo": "https://github.com/vraj2011/tashOS", "demo": "https://tashos.netlify.app"}, {"ship_num": 2, "ts": "2026-08-13T18:33:56Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made this project with full of joy!! and i learned much new things like setting up time and more!!! i have created 2 apps with moving,dragable and closable windows.. i tried to make this tashOS og and it is!!! now i will update it when i unlock webOS2 so waiting for the review…. check this out, https://tashos.netlify.app/", "repo": "https://github.com/vraj2011/tashOS", "demo": "https://tashos.netlify.app"}]...
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[{"post_id": 60363, "ts": "202 [{"post_id": 60363, "ts": "2026-09-02T17:31:11Z", "hours": 4.3408, "text": "WORKED BIG ON IT !!! I HAVE TO SLEEP SCHOOLS TOMORROW EARLY MORINING ..I WILL EDIT THIS IN FEW HOURS"}, {"post_id": 48042, "ts": "2026-08-16T10:21:18Z", "hours": 1.1839, "text": "finally, everything is looking done… i am shipping this project, you can use it daily!! at tashos.netlify.app"}, {"post_id": 47886, "ts": "2026-08-16T04:35:45Z", "hours": 1.4281, "text": "i have added many wallpapers and auto changing system,too. and i also added a terminal here(learning how to respond for that commands) and more!! i also added a loading page tutorial for users ,i am working to add it in settings,too. visit tashOS at https://tashos.netlify.app"}, {"post_id": 46474, "ts": "2026-08-13T18:28:00Z", "hours": 2.1228, "text": "FINALLY,I DONE IT… I COMPLETED MY FULLL PROJECT NOW ,I KNEW I AM VERY SLOW BUT I POLISHED IT WITH MY FULL OF SKILLS SO IT IS LIVE AT https://tashos.netlify.app and everything’s fine now we have 2 app windows ,i willl add more!!! sooooon!! so get updated keep learning and building!!!its midnight 12 but done"}, {"post_id": 45861, "ts": "2026-08-12T16:14:11Z", "hours": 0.665, "text": "this time i obveously done background image and also a clock version for us!! very good…"}, {"post_id": 45819, "ts": "2026-08-12T15:27:48Z", "hours": 1.1742, "text": "i am on this web os ,i knew i worked very low here but i tried my best writing every single world carefully and i have done this,specially text was failing everytime then i found a issue so i solved it!! part 1 is done by 2x time.. but we will work more soon!!"}]...
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Title: tashOS by @vrajsanghavi | Stardance
Devlog Title: tashOS by @vrajsanghavi | Stardance
Devlogs:
i am on this web os ,i knew i worked very low here but i tried my best writing every single world carefully and i have done this,specially text was failing everytime then i found a issue so i solved it!! part 1 is done by 2x time.. but we will work more soon!!
this time i obveously done background image and also a clock version for us!! very good…
FINALLY,I DONE IT… I COMPLETED MY FULLL PROJECT NOW ,I KNEW I AM VERY SLOW BUT I POLISHED IT WITH MY FULL OF SKILLS SO IT IS LIVE AT https://tashos.netlify.app and everything’s fine now we have 2 app windows ,i willl add more!!! sooooon!! so get updated keep learning and building!!!its midnight 12 but done
i have added many wallpapers and auto changing system,too. and i also added a terminal here(learning how to respond for that commands) and more!! i also added a loading page tutorial for users ,i am working to add it in settings,too. visit tashOS at https://tashos.netlify.app
finally, everything is looking done… i am shipping this project, you can use it daily!! at tashos.netlify.app
WORKED BIG ON IT !!! I HAVE TO SLEEP SCHOOLS TOMORROW EARLY MORINING ..I WILL EDIT THIS IN FEW HOURS
Ships:
i made this project with full of joy!! and i learned much new things like setting up time and more!!! i have created 2 apps with moving,dragable and closable windows.. i tried to make this tashOS og and it is!!! now i will update it when i unlock webOS2 so waiting for the review…. check this out, https://tashos.netlify.app/
I HAD MADE MORE THAN 3 CHANGES IN MY tashos[WebOS 2] .. i have added a terminal with basic commands!! i have also included a calculator in commands!! i have added multiple wallpapers here!!! i have added a settings so that you can add/remove website shortcuts!!(my favourite) i have added files and it can save any text you wannt here… and more!!!!! you can see a detailed description in README.md...
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1792878789.6741495
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1793742789.6741495
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42834
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Manual OS by @troksaroberts | Stardance
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troksaroberts
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2
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34.0
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308
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-11T21:46:33Z", "hours": 25.0, "multiplier": 12.58, "payout": 308, "blessing": "neutral", "text": "The idea is that to use apps and use basic OS functionality you have to install packages through console! To enable this “OS MODE” you need to choose “EVERYTHING MANUAL” in the lock screen! I am really proud of how comfy and functional OS became, how you can scale and scale it even more, and more. It was the right choice to think about project future in the beggining, and maybe overthink project architecture. To test project press “Try project” or press link . What will you see: Booting screen Lock screen, to continue press “Space” Input to enter your username (enter at least three characters) Choose what mode you want (everything preinstalled or everything manual) - for fast test you can choose everything preinstalled, but if you want to really suffer from idea in the begginning then chooose everything manual!", "repo": "https://github.com/RobertsRob/Manual_OS", "demo": "https://robertsrob.github.io/Manual_OS/"}, {"ship_num": 2, "ts": "2026-08-05T13:42:54Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a fully working WEB OS with draggable windows and multiple applications (trash bin - for decor, web browser - that accepts only urls and of course notepad). The thing that I am most proud of is funcional taskbar. To test my project just click “try project” and open apps by double clicking on desktop applications. BTW desktop icons are also draggable.", "repo": "https://github.com/RobertsRob/Manual_OS", "demo": "https://robertsrob.github.io/Manual_OS/"}]...
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[{"post_id": 66201, "ts": "202 [{"post_id": 66201, "ts": "2026-09-11T21:29:15Z", "hours": 6.6028, "text": "Video game in my OS I added a functionality to the trash app. Now to clear “cache” in my OS, you have to play a game where you need to catapult trash to target. Controlls: Input ranges - vertical and horizontal trajectory Enter or SHOOT button - launch R - restart game after loss Also you can sometimes delete needed information for OS functionality and will be activated self destruction mode Game is written with a bit of math and html canvas)"}, {"post_id": 63836, "ts": "2026-09-07T20:12:56Z", "hours": 2.0031, "text": "Polished + Image Viewer Now you can open Images and ZOOM IN I also added a lot of content - text file and funny jokes even small puzzle ) You can also use basic search in File Explorer as well as going to specefic folder by typing it in path input."}, {"post_id": 63701, "ts": "2026-09-07T17:08:13Z", "hours": 3.4933, "text": "Update of the File Explorer In this addition i added more manuality to basic functions and huge amount of small fixes that enabled me to add new things. Some small updates: Added seconds to time Skip option for booting screent by pressing ESC Everything preinstalled is now a default so testers will be able to use system more easily Also as it is shown in the image now there is new look to File Exlorer and it can now open txt files in notepad, though some of functions like searching are not working yet. Images one of which is stored in Documents folder is opening as text in notepad showing link. Next update I will polish File Explorer and add Image Viewer"}, {"post_id": 53199, "ts": "2026-08-23T17:15:45Z", "hours": 3.0419, "text": "First steps of MANUALITY Toady I added two main thing and first is the taskbar update - was added decorative icon and time in right side (hh:mm:ss and dd:mm:yyyy) Also I added install command that shows animation of installation as well as changes in dictionary that package was installed. For now it doesnt work - system feels as everything preinstalled but next thing to do is to add restrictions to system usage without proper installations."}, {"post_id": 44858, "ts": "2026-08-10T21:54:02Z", "hours": 2.7164, "text": "More commands and boot screen I reworked app opening logic so now you can open an app with one terminal command, like notepad or web . Also now before lock screen booting screen can be seen. It shows ~350 lines of some made up text to imitate linux boot screen. It takes about 5.5 seconds to boot up."}, {"post_id": 43365, "ts": "2026-08-08T15:55:08Z", "hours": 3.2469, "text": "Lock screen and neofetch like command Today I added lock screen where you choose your username and whether you want to use this system in manual mode. Also I added command neofetch to show ManualOS logo in console. You can try current version using this link: https://robertsrob.github.io/Manual_OS/"}, {"post_id": 42950, "ts": "2026-08-07T22:46:48Z", "hours": 3.3981, "text": "Terminal Now that is the projects main part - terminal installs - manual part . User will have to install packages to do something - open apps, close apps, minimize apps - super MANUAL, so disk is not flooded with unnecessary packages. Today I added terminal and help command, with plans to expand amount of commands. Interesting part of implementation was color setup - I made terminal structure rework from initial idea. With this console structure I can easily write new colors to show in terminal. There is also easter egg)). Whats next: Command expansion and make them actually work Lock screen Manuality other fun stuff P.S. Manu testers may be fooled, but you can actually open multiple windows of the same app, as much as you want, just like in Linux or any other OS."}, {"post_id": 41018, "ts": "2026-08-04T22:25:15Z", "hours": 1.4872, "text": "Functional taskbar and notepad Now taskbar is not a decoration it is a functinable piece of software. You can choose app to open, choose whats app is on top of other and minimizing works. If you minimize app now pressing in the taskbar you can bring it back! Now thats pretty cool HUH? 😅 Also I added Notepad where you can write something, no functionaluty for now only textarea but looks goood. Also used backdrop-filter: blur(25px) to blur backgrounds, looks good to me."}, {"post_id": 40151, "ts": "2026-08-03T15:35:14Z", "hours": 1.6078, "text": "Window controll buttons Today I added options for users to maximize, minimize and close windows, also i added so windows now have adjustable priority and you can controll which windows are on top of others by clicking on them. Here is a video of functionality showcase:"}, {"post_id": 39705, "ts": "2026-08-02T20:46:36Z", "hours": 1.9425, "text": "Added windows and added browser application I added so when you double click on icon the window with app opens. Also browser was added. It is not google, funny thing google simply doesnt work in iframe. Also these windows are draggable from left side . You can write a url and press Enter , then site will be loaded. In exaples can be seen Wikipedia and my other project - Authentication template ) If you want to try current version you can visit this link: https://robertsrob.github.io/Manual_OS/"}, {"post_id": 39491, "ts": "2026-08-02T13:57:17Z", "hours": 3.7544, "text": "I started my Manual OS The idea is to make Web OS where nothing is installed and you have to install everything manually. There will be two options to use complete instalation or do manualy . Right now i am building main part then to split it and make users to install by parts everything (instalation is only in UI)"}]...
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Title: Manual OS by @troksaroberts | Stardance
De Title: Manual OS by @troksaroberts | Stardance
Devlogs:
I started my Manual OS The idea is to make Web OS where nothing is installed and you have to install everything manually. There will be two options to use complete instalation or do manualy . Right now i am building main part then to split it and make users to install by parts everything (instalation is only in UI)
Added windows and added browser application I added so when you double click on icon the window with app opens. Also browser was added. It is not google, funny thing google simply doesnt work in iframe. Also these windows are draggable from left side . You can write a url and press Enter , then site will be loaded. In exaples can be seen Wikipedia and my other project - Authentication template ) If you want to try current version you can visit this link: https://robertsrob.github.io/Manual_OS/
Window controll buttons Today I added options for users to maximize, minimize and close windows, also i added so windows now have adjustable priority and you can controll which windows are on top of others by clicking on them. Here is a video of functionality showcase:
Functional taskbar and notepad Now taskbar is not a decoration it is a functinable piece of software. You can choose app to open, choose whats app is on top of other and minimizing works. If you minimize app now pressing in the taskbar you can bring it back! Now thats pretty cool HUH? 😅 Also I added Notepad where you can write something, no functionaluty for now only textarea but looks goood. Also used backdrop-filter: blur(25px) to blur backgrounds, looks good to me.
Terminal Now that is the projects main part - terminal installs - manual part . User will have to install packages to do something - open apps, close apps, minimize apps - super MANUAL, so disk is not flooded with unnecessary packages. Today I added terminal and help command, with plans to expand amount of commands. Interesting part of implementation was color setup - I made terminal structure rework from initial idea. With this console structure I can easily write new colors to show in terminal. There is also easter egg)). Whats next: Command expansion and make them actually work Lock screen Manuality other fun stuff P.S. Manu testers may be fooled, but you can actually open multiple windows of the same app, as much as you want, just like in Linux or any other OS.
Lock screen and neofetch like command Today I added lock screen where you choose your username and whether you want to use this system in manual mode. Also I added command neofetch to show ManualOS logo in console. You can try current version using this link: https://robertsrob.github.io/Manual_OS/
More commands and boot screen I reworked app opening logic so now you can open an app with one terminal command, like notepad or web . Also now before lock screen booting screen can be seen. It shows ~350 lines of some made up text to imitate linux boot screen. It takes about 5.5 seconds to boot up.
First steps of MANUALITY Toady I added two main thing and first is the taskbar update - was added decorative icon and time in right side (hh:mm:ss and dd:mm:yyyy) Also I added install command that shows animation of installation as well as changes in dictionary that package was installed. For now it doesnt work - system feels as everything preinstalled but next thing to do is to add restrictions to system usage without proper installations.
Update of the File Explorer In this addition i added more manuality to basic functions and huge amount of small fixes that enabled me to add new things. Some small updates: Added seconds to time Skip option for booting screent by pressing ESC Everything preinstalled is now a default so testers will be able to use system more easily Also as it is shown in the image now there is new look to File Exlorer and it can now open txt files in notepad, though some of functions like searching are not working yet. Images one of which is stored in Documents folder is opening as text in notepad showing link. Next update I will polish File Explorer and add Image Viewer
Polished + Image Viewer Now you can open Images and ZOOM IN I also added a lot of content - text file and funny jokes even small puzzle ) You can also use basic search in File Explorer as well as going to specefic folder by typing it in path input.
Video game in my OS I added a functionality to the trash app. Now to clear “cache” in my OS, you have to play a game where you need to catapult trash to target. Controlls: Input ranges - vertical and horizontal trajectory Enter or SHOOT button - launch R - restart game after loss Also you can sometimes delete needed information for OS functionality and will be activated self destruction mode Game is written with a bit of math and html canvas)
Ships:
I made a fully working WEB OS with draggable windows and multiple applications (trash bin - for decor, web browser - that accepts only urls and of course notepad). The thing that I am most proud of is funcional taskbar. To test my project just click “try project” and open apps by double clicking on desktop applications. BTW desktop icons are also draggable.
The idea is that to use apps and use basic OS functionality you have to install packages through console! To enable this “OS MODE” you need to choose “EVERYTHING MANUAL” in the lock screen! I am really proud of how comfy and functional OS became, how you can scale and scale it even more, and more. It was the right choice to think about project future in the beggining, and maybe overthink project architecture. To test project press “Try project” or press link . What will you see: Booting screen Lock screen, to continue press “Space” Input to enter your username (enter at least three characters) Choose what mode you want (everything preinstalled or everything manual) - for fast test you can choose everything preinstalled, but if you want to really suffer from idea in the begginning then chooose everything manual!...
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1793001095.039983
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1793087495.039983
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42882
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krip-os by @kripusek | Stardance
|
kripusek
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2
|
4.0
|
1
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-02T23:12:34Z", "hours": 1.0, "multiplier": 2.3, "payout": 1, "blessing": "neutral", "text": "I have added a few functions like draggable desktop icons, a command line with a few apps in it, a settings page and clickable buttons of open apps on the task bar so you can pop them up on top. I have been working on them on my phone since I had to get somewhere today, so that’s neat I think.", "repo": "https://github.com/kripusek/krip-web-os", "demo": "https://kripusek.github.io/krip-web-os/"}, {"ship_num": 2, "ts": "2026-08-02T13:17:53Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have made krip os, a webos thats based around me. it was pretty fun ngl since it was in html js and css, I feel like this enviroment suits me.", "repo": "https://github.com/kripusek/krip-web-os", "demo": "https://kripusek.github.io/krip-web-os/"}]...
|
[{"post_id": 39768, "ts": "202 [{"post_id": 39768, "ts": "2026-08-02T23:10:54Z", "hours": 0.7722, "text": "I have finished web os 2 I think."}, {"post_id": 39464, "ts": "2026-08-02T13:02:27Z", "hours": 0.3925, "text": "I think I have finished finished the project, I added doom and contact me to the webos"}, {"post_id": 39433, "ts": "2026-08-02T11:55:50Z", "hours": 0.2878, "text": "I have added a snake minigame that I worked on some time ago :D"}, {"post_id": 39426, "ts": "2026-08-02T11:38:22Z", "hours": 2.3397, "text": "I have finished the web os, I have realised rather late that I should have done more consistent dev logs but hey"}]...
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Title: krip-os by @kripusek | Stardance
Devlogs:
Title: krip-os by @kripusek | Stardance
Devlogs:
I have finished the web os, I have realised rather late that I should have done more consistent dev logs but hey
I have added a snake minigame that I worked on some time ago :D
I think I have finished finished the project, I added doom and contact me to the webos
I have finished web os 2 I think.
Ships:
I have made krip os, a webos thats based around me. it was pretty fun ngl since it was in html js and css, I feel like this enviroment suits me.
I have added a few functions like draggable desktop icons, a command line with a few apps in it, a settings page and clickable buttons of open apps on the task bar so you can pop them up on top. I have been working on them on my phone since I had to get somewhere today, so that’s neat I think....
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1793055007.2175694
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1793141407.2175694
|
|
42891
|
Cookie-Website by @Vini | Stardance
|
Vini
|
2
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-08T05:19:01Z", "hours": 0.0, "multiplier": 1.48, "payout": 0, "blessing": "neutral", "text": "I made a simple website that has interactable buttons that you can click to go to different games. The hardest thing about this project was the rolling credits it was heavily annoying to learn how to animate with the three pillars. But I found a good tutorial online so its all good. Space huggers and stolen sword are from github repos. All of the other games are either me or my google classroom (One is embedded). Please go support space huggers @KilledByAPixle on github. PS. dont mind the aye-ayes", "repo": "https://github.com/wildevi26250-tech/Cookie-WebPage", "demo": "https://cookie-webpage-delta.vercel.app/"}, {"ship_num": 2, "ts": "2026-08-03T07:40:32Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a simple website that has interactable buttons that you can click to go to different games. The hardest thing about this project was the rolling credits it was heavily annoying to learn how to animate with the three pillars. But I found a good tutorial online so its all good. Space huggers and stolen sword are from github repos. All of the other games are either me or my google classroom (One is embedded). Please go support space huggers @KilledByAPixle on github. PS. dont mind the aye-ayes", "repo": "https://github.com/wildevi26250-tech/Cookie-WebPage", "demo": "https://cookie-webpage-delta.vercel.app/"}]...
|
[{"post_id": 40448, "ts": "202 [{"post_id": 40448, "ts": "2026-08-03T23:29:16Z", "hours": 0.2919, "text": "Fixed Tenis not working Turns out it was a hosting issue"}, {"post_id": 39233, "ts": "2026-08-02T02:09:01Z", "hours": 0.7781, "text": "Features added Two new games Icons for the game nav buttons Pushed the changes to git Gonna keep adding games Keeping my NO AI POLCY (because AI is dumb)"}, {"post_id": 39192, "ts": "2026-08-02T00:00:11Z", "hours": 0.0972, "text": "Sooooooooooooo I made alot of progress on this site until I started a project for it The website is hosted on Netlify NO AI WAS USED (Because its dumb) Got some credits working (ROLLING) Got a bunch of java games on there I have embeded one game on it COOOOOOOOOKIE web icons And some drippy css Git hub repo working YIPPIE"}]...
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Title: Cookie-Website by @Vini | Stardance
Devlog Title: Cookie-Website by @Vini | Stardance
Devlogs:
Sooooooooooooo I made alot of progress on this site until I started a project for it The website is hosted on Netlify NO AI WAS USED (Because its dumb) Got some credits working (ROLLING) Got a bunch of java games on there I have embeded one game on it COOOOOOOOOKIE web icons And some drippy css Git hub repo working YIPPIE
Features added Two new games Icons for the game nav buttons Pushed the changes to git Gonna keep adding games Keeping my NO AI POLCY (because AI is dumb)
Fixed Tenis not working Turns out it was a hosting issue
Ships:
I made a simple website that has interactable buttons that you can click to go to different games. The hardest thing about this project was the rolling credits it was heavily annoying to learn how to animate with the three pillars. But I found a good tutorial online so its all good. Space huggers and stolen sword are from github repos. All of the other games are either me or my google classroom (One is embedded). Please go support space huggers @KilledByAPixle on github. PS. dont mind the aye-ayes
I made a simple website that has interactable buttons that you can click to go to different games. The hardest thing about this project was the rolling credits it was heavily annoying to learn how to animate with the three pillars. But I found a good tutorial online so its all good. Space huggers and stolen sword are from github repos. All of the other games are either me or my google classroom (One is embedded). Please go support space huggers @KilledByAPixle on github. PS. dont mind the aye-ayes...
|
1793055020.468161
|
1793141420.468161
|
|
42904
|
My own site! by @Alan_X | Stardance
|
Alan_X
|
2
|
16.0
|
57
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-19T17:37:36Z", "hours": 9.0, "multiplier": 6.24, "payout": 57, "blessing": "neutral", "text": "Who are you? This is the question I want to cancel from your minds when you explore my site. The main aim is not to build a resume, but to feel closer to a stardancer you never met!", "repo": "https://github.com/onanaalan69-ctrl/Alan-personal-page", "demo": "https://alan-personal-page.vercel.app"}, {"ship_num": 2, "ts": "2026-08-18T06:38:26Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a website to present myself, so that anyone going through it is able to know me better. It is made up of 3 distinct pages, each englobing a topic of my life I want to share. The most challenging part was for sure the CSS. Every beginner will agree with me there are some tags whose name are not 100% comprehensible, especially when you see their function after (here I think of the flex boxes, display and align function). Also, hosting a site was quite new to me. I remember having 14+ 404 errors with two different hosting apps, just because one of my pages was not named index. I spent hours trying to figure it out ! I am very proud of the website style. It perfectly represents me. The colours, the spiderman logo, the story telling and the content. All these hours of coding were worth seeing this creation of mine. To navigate throughout the site is pretty easy. Click on the vercel link and use the nav bar to go through the different sections.", "repo": "https://github.com/onanaalan69-ctrl/Alan-personal-page", "demo": "https://alan-personal-page.vercel.app"}]...
|
[{"post_id": 70722, "ts": "202 [{"post_id": 70722, "ts": "2026-09-19T17:31:58Z", "hours": 1.9069, "text": "There are different ways to know someone: you can know their name or their stats. But the best way is the one in which you can create a conversation with the person you know Today, I introduced a page that we must all consider when building something to present. I read a bunch of personal sites, but I can bearly have a conversation out of their projects with the people. Their center of interest is what can immediately pull a conversation, so I considered adding the preference.html page to be able to engage a conversation. I also mainly corrected the typos on my pages, and adjusted the README.md to fit the recent updates"}, {"post_id": 58804, "ts": "2026-08-31T12:00:37Z", "hours": 7.3, "text": "It’s more than just a website…it’s the easiest way someone can know me online After the first ship of this project, I decided to share the link to my website to some of my friends and people I met at the summer academy. One of my friends came to me and asked who I am ? This question was to tell me that the site did not tell who I was enough. In addition to that, I did not have any landing page, which is quite submerging. So I worked on the landing page to make it as a better introduction to the site than just diving in, and made the site more personal, so that someone could know me through this. I also: Introduced an animation to make the color theme of the home page change. The colors are variable and random according to a selection of mine, I updated the information in the “What’s up” page to fit my current situation, I corrected the typos in all the pages and introduced recent photographies in the “Project” page. As always, constructive feedback is always welcomed."}, {"post_id": 49300, "ts": "2026-08-18T01:18:06Z", "hours": 1.9869, "text": "Final Devlog before 1st ship For this last modification before the ship, I added another section that I named facts. It is all about why I joined the hack club and stardance community, and with what I learned, what I will do with that knowledge. I also updated the images unable to open on the browser and corrected grammatical and writting mistakes in the entire site. Most importantly, I completely changed my README.md, so as to be appropriate for shiping. I’m impatient to ship my first project, but I will do it when I wake at 6 in the morning. Wish me Good luck guys."}, {"post_id": 45998, "ts": "2026-08-12T20:54:46Z", "hours": 3.1411, "text": "#Devlog 3 The new pages I promised to share with you are already available guys! Checkout the Demo link. If I had to say something about the experience I will say it was very long to adjust my code into separate page - because before I had a single page for .css, .html and .js - But it’s so satisfying right now. Also I had to change my demo link. The one I had in vercel was just loading a 404, - and I did not even no why - so I changed to a github deployment. Notify me if during this demo testing you do not have access to the page. It’ll be quite unfortunate because I did put all of my love and experience into that."}, {"post_id": 45032, "ts": "2026-08-11T05:51:30Z", "hours": 1.3931, "text": "Brand New Section! Devlog #2 I shared my website with some of my friends, and they told me I should add a section specifically talking about my projects. So, it is what I am actually cooking. I also decided to add a section named “What’s up” that I will continuously update: I will try to keep the update tech-related and my encounters in the hackclub. I will share with you the latest updates I soon as I finish my summer academy this evening. Stay tuned"}, {"post_id": 40407, "ts": "2026-08-03T21:39:19Z", "hours": 0.7197, "text": "My personal web page. This activity is really a self-introspection, as we have to gather all we know on ourselves (which is not always that easy by the way) to create a page for anyone reading it to know you better. The first thing I thought of was the background to be my favorite color, and the profile picture my favotite hero. By this I i’m sure anyone can protray the type of person I’m from the value of my hero( hardwork, resilience, accountable, charismatic etc.) and the general traits of those having green as favorite color(calm, friendly, sociable, confident etc.). Then I expressed my artistic designs with the color choices. I see these choices that we may make subconsiouly the best way to know about someone"}]...
|
Title: My own site! by @Alan_X | Stardance
Devlog Title: My own site! by @Alan_X | Stardance
Devlogs:
My personal web page. This activity is really a self-introspection, as we have to gather all we know on ourselves (which is not always that easy by the way) to create a page for anyone reading it to know you better. The first thing I thought of was the background to be my favorite color, and the profile picture my favotite hero. By this I i’m sure anyone can protray the type of person I’m from the value of my hero( hardwork, resilience, accountable, charismatic etc.) and the general traits of those having green as favorite color(calm, friendly, sociable, confident etc.). Then I expressed my artistic designs with the color choices. I see these choices that we may make subconsiouly the best way to know about someone
Brand New Section! Devlog #2 I shared my website with some of my friends, and they told me I should add a section specifically talking about my projects. So, it is what I am actually cooking. I also decided to add a section named “What’s up” that I will continuously update: I will try to keep the update tech-related and my encounters in the hackclub. I will share with you the latest updates I soon as I finish my summer academy this evening. Stay tuned
#Devlog 3 The new pages I promised to share with you are already available guys! Checkout the Demo link. If I had to say something about the experience I will say it was very long to adjust my code into separate page - because before I had a single page for .css, .html and .js - But it’s so satisfying right now. Also I had to change my demo link. The one I had in vercel was just loading a 404, - and I did not even no why - so I changed to a github deployment. Notify me if during this demo testing you do not have access to the page. It’ll be quite unfortunate because I did put all of my love and experience into that.
Final Devlog before 1st ship For this last modification before the ship, I added another section that I named facts. It is all about why I joined the hack club and stardance community, and with what I learned, what I will do with that knowledge. I also updated the images unable to open on the browser and corrected grammatical and writting mistakes in the entire site. Most importantly, I completely changed my README.md, so as to be appropriate for shiping. I’m impatient to ship my first project, but I will do it when I wake at 6 in the morning. Wish me Good luck guys.
It’s more than just a website…it’s the easiest way someone can know me online After the first ship of this project, I decided to share the link to my website to some of my friends and people I met at the summer academy. One of my friends came to me and asked who I am ? This question was to tell me that the site did not tell who I was enough. In addition to that, I did not have any landing page, which is quite submerging. So I worked on the landing page to make it as a better introduction to the site than just diving in, and made the site more personal, so that someone could know me through this. I also: Introduced an animation to make the color theme of the home page change. The colors are variable and random according to a selection of mine, I updated the information in the “What’s up” page to fit my current situation, I corrected the typos in all the pages and introduced recent photographies in the “Project” page. As always, constructive feedback is always welcomed.
There are different ways to know someone: you can know their name or their stats. But the best way is the one in which you can create a conversation with the person you know Today, I introduced a page that we must all consider when building something to present. I read a bunch of personal sites, but I can bearly have a conversation out of their projects with the people. Their center of interest is what can immediately pull a conversation, so I considered adding the preference.html page to be able to engage a conversation. I also mainly corrected the typos on my pages, and adjusted the README.md to fit the recent updates
Ships:
I made a website to present myself, so that anyone going through it is able to know me better. It is made up of 3 distinct pages, each englobing a topic of my life I want to share. The most challenging part was for sure the CSS. Every beginner will agree with me there are some tags whose name are not 100% comprehensible, especially when you see their function after (here I think of the flex boxes, display and align function). Also, hosting a site was quite new to me. I remember having 14+ 404 errors with two different hosting apps, just because one of my pages was not named index. I spent hours trying to figure it out ! I am very proud of the website style. It perfectly represents me. The colours, the spiderman logo, the story telling and the content. All these hours of coding were worth seeing this creation of mine. To navigate throughout the site is pretty easy. Click on the vercel link and use the nav bar to go through the different sections.
Who are you? This is the question I want to cancel from your minds when you explore my site. The main aim is not to build a resume, but to feel closer to a stardancer you never met!...
|
1792986863.5904868
|
1793073263.5904868
|
|
43204
|
Kasimirs Kebab by @laupi_oida | Stardance
|
laupi_oida
|
2
|
86.0
|
1014
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-24T17:51:23Z", "hours": 38.0, "multiplier": 14.42, "payout": 554, "blessing": "neutral", "text": "What did I made? I rewrote my game made in LÖVE2D to Godot and added: 3 new Chapters and rebuild of one chapter sounds mobile controls a paywall (because why not) What was challenging? The complete rewrite wasn’t actually that hard but some special effects and scene switching was hard, because I tried a different way to switch scenes, than normal. And audio design was challenging because I’m not so good at it. What I’m proud of? I’m very proud of the laser beam in chapter2, the last chapter and the mobile controls, because I think they are good.", "repo": "https://github.com/Laup0403/Kasimirs-Kebab/", "demo": "https://laupi-oida.itch.io/kasimirs-kebab"}, {"ship_num": 2, "ts": "2026-09-23T18:54:58Z", "hours": 48.0, "multiplier": 9.84, "payout": 460, "blessing": "neutral", "text": "I developed a rpg game with the framework LÖVE2D using Lua. I made my own textbox queue system, collision system, fight system, menu and you can change the keyboard layout. I learned that it’s important to write clean code and how to automate many processes. And somehow I learned more English than in school (I’m still bad at English).", "repo": "https://github.com/Laup0403/Kasimirs-Kebab/", "demo": "https://laupi-oida.itch.io/kasimirs-kebab"}]...
|
[{"post_id": 82378, "ts": "202 [{"post_id": 82378, "ts": "2026-10-24T17:32:31Z", "hours": 0.7311, "text": "Final Devlog! Twin I made it! I had some issues with the scene loading in chapter5 because of how I load chapter4 and chapter5 loads on top of chapter4 then. And I changed the looping of the sound at the end of chapter5, because it didn’t work on web. At last I also changed the Github readme and the Itch site. This was it. Bye Twin!"}, {"post_id": 82214, "ts": "2026-10-24T09:38:39Z", "hours": 6.3717, "text": "TWIN! This is the last or the second last devlog. Here’s what i added: 1. Mobile controls In the settings you can now enable mobile mode. I think I made it really cool because I made 3 States and in 1 state you can see the arrows,in the other nothing and the complete screen is action1 and in the last you see the question buttons. That works really well I think 2. Sounds Some sounds are good some sounds are not so good but I think they match the games style and the sounds from the last chapter are really good I think 3. New main menu It looks the same but now I use buttons instead of areas and you can just control it with mouse or touchscreen and not arrow keys anymore I’m gonna send the game to my playtesters and see if they find any bugs (they are really good in bug finding) Bye Twin!"}, {"post_id": 81615, "ts": "2026-10-21T19:31:39Z", "hours": 4.5936, "text": "YOOOOOOOOOOOOOOOOOOOO TWIN!!! It’s done. I mean the story the game isn’t ready yet I added the castle and the isn’t Kasimir. Then you go into the kitchen and see a doner kebab. And what then happens I won’t spoiler. But after that comes: a paywall because why not? But I think the last chapters are a bit empty but I didn’t really had fun at the end. Löve was way more fun. Now there are the following the tasks: Updating the menu: There aren’t all chapters in the load scene Mobile controls: I want that everyone can play this game and I think mobile controls are necessary (not even all my friends have a PC) Language translation: I want German translation and Latin (just for prank), because that are the only languages I speak except English Audio: I’m really bad at sound but I think some sound will be good! We are so far but I still don’t see the end. Bye Twin!"}, {"post_id": 80813, "ts": "2026-10-18T21:04:19Z", "hours": 2.6544, "text": "Yo Twin! The City stands! The corners look a bit weird but ok. In the city there are 4 houses and 4 wise man inside that tell you something about Kasimir and if you speak to all of them the gate to the “real valley” opens. And I also changed the dialog with the doner guy, because the thief is now Kasimir and not a beetle. The next chapter will become a bit more chill, but the last chapter will be CRAZY. Trust me. Ok bye Twin!"}, {"post_id": 79979, "ts": "2026-10-15T18:38:49Z", "hours": 2.0311, "text": "Yo Twin! This time I drew more. Here’s everything I did: 1. I updated the Github readme and itch.io site 2. A smooth transition When the wall is broken there is a new path. When you go there the scene switches and the wall collapses so you can’t go back. 3. A bit of the town If you follow the path, you get into the town. This is the third chapter. The game shouldn’t be that long so after that there will come 2 more chapters: The REAL valley and then the castle where the legendary Kasimir sits and there will also be the kebab skewer(yay). Ok that was everything. Bye Twin!"}, {"post_id": 78833, "ts": "2026-10-11T18:34:52Z", "hours": 6.8011, "text": "Yo Twin! I must learn to make decisions because now I completely removed the fight system and you just do a puzzle. The Puzzle It is just some puzzle I made in PuzzleScript in the computer science lessons and I ported it to Godot but it it is a bit challenging. The crazy effects are back! Now after you solved the puzzle Hans comes to you and shows you his cool new gadget. And here I made also some plans for the future: Audio - The puzzle and the new Hans scene would be so much cooler and I already have an idea Translation - For now it should just be German because I speak that and Latin just for prank and I think for other languages I need help but I don’t want to use AI And I decided I will make the game a bit shorter I hope I will get it to like 30-60 minutes. Ok, Bye Twin!"}, {"post_id": 77367, "ts": "2026-10-06T17:53:13Z", "hours": 3.6044, "text": "UPDATE!!! Yo Twin! Finally I have a fight system I like. Actually it is just a redesign but it looks way better I think. This time I didn’t put the moves menu on the bottom but on the right side. That makes so much more space and I have big plans with it. I also removed the health bar and replaced it with a variable in the moves menu because it looks more like a hacker and Klaus looks like a hacker too. And I made something like paths I think that looks cool. I also added the Spooky man If I haven’t said this already And I made a sick new Animation that looks hacky (cool word) Ok bye Twin!"}, {"post_id": 75939, "ts": "2026-10-01T17:39:31Z", "hours": 1.5761, "text": "TWINNNNNNNNNNNNN I did fixed some textboxes, because sometimes I wrote Ms Mauer and sometimes Ms. Mauer and I did TWO BIG THINGS: 1. Mouse controls in the menu because some people didn’t understand it and 2. the new web version I host the game now on itch.io because it is less complicated and there are less issues but somehow the mouse controls aren’t working right. (Here try it: https://laupi-oida.itch.io/kasimirs-kebab ) Yeah pretty cool (like the image) , I know and now comes the fight system. Bye Twin!"}, {"post_id": 75671, "ts": "2026-09-30T18:14:55Z", "hours": 8.1503, "text": "BOOM Yo Twin it didn’t thought that I can remake the game in like 10 hours. But I did it. I also added a house for Klaus, because that’s a better starting point and the input delay in the menu is gone. Now I’m stuck at the fight system again. I think it isn’t a secret that the old fight system was just bad. I brain stormed a bit and have some thoughts in mind that I must combined. But that’s harder then I thought But I will brainstorm a bit. I think switching to Godot was a great decision. Bye Twin!"}, {"post_id": 73732, "ts": "2026-09-25T20:06:40Z", "hours": 1.8886, "text": "Twin! First of all: Thanks for all the reviews on my project! Many people reported issues and I want to fix them. But first: I will use Godot Yes I know in the other devlog I said I don’t really had a good time with Godot but somehow it is still the best open source game engine and it somehow really triggered me that GameMaker isn’t open source What is the current state of the game? I have already reprogrammed the textbox, the intro map and the player movement and it is SO MUCH FASTER than in LÖVE. I also saw that you can make like 2.5D graphics and I think this might look cool and I will try this in future. The issues reported 1. Many People couldn’t open the game Now that I use godot it will be a better web port and I will host it on itch.io so it should work for anyone 2. Some out of bounce glitches Yeah I didn’t place the collision boxes well but I will fix this. 3. Many People had problems with the controls I know I made it a bit confusing. I’ll make little markers at the bottom if you can do something and I will make mouse inputs in the menu. I will try to remake the game as fast as possible. Thanks for everything and bye Twin!"}, {"post_id": 72778, "ts": "2026-09-23T18:45:22Z", "hours": 1.6147, "text": "Twin! I wanted to finish the prototype It isn’t what it should be but I added a win screen and a game over screen and I changed the default action key to z because most people have qwerty kb and it was y because I have qwertz kb. There was much I wanted to add but I think love was a great experience but I must search new Horizons until I find an engine made for me. Bye Twin!"}, {"post_id": 71903, "ts": "2026-09-21T18:57:17Z", "hours": 3.0531, "text": "I give up Yo Twin! First of all i figured out how to make a web version and now you can test the game But now the sad news I give up with my plans to make a game with love2d. I had a great time and love2d but now the it feels like I must reinvent the wheel (like we in germany say), because I must code everything myself and it takes so long. That doesn’t mean I won’t finish Kasimirs Kebab This is now just a prototype or a beta. I will just switch my game engine! I first thought of Godot but I had bad experience and I think I will go to the game engine I started with: Game Maker! I like it and some great games were made with it that are similar to the game I want to make like undertale, deltarune or forager. The only thing I don’t like about it is that it isn’t open source but it only cost 100$ one time for a professional license and I mean that’s WAY better than Unity or Unreal and you support the developers, but I won’t sell this game so that doesn’t matter. You can try my prototype here: https://laup0403.github.io/Kasimirs-Kebab/ What did we learn? - All roads lead to rome. And bye Twin!"}, {"post_id": 70103, "ts": "2026-09-18T13:51:27Z", "hours": 6.8772, "text": "Yo Twin! After changin the concept of the fight system 4 times I wanted to give you an update on my inprovements. 1. Textbox improvements First of all I thougth the textbox was a bit boring so I added a read effect and also dots are read slower and thats very cool in some dialogues and you can also skip the reading. 2. A black bar It doesn’t sound important but on the left if I didn’t0 play at fullscreen there was always a little space on the left where it shouldn’t be and this bar fixes it 3. Spookyman He’s like an super human because I needed a way to give the player a wepon and he’s kinda cool AND NOW 4. The fight system It’s not done yet but I did it like in my last post but the bar with actions is at the bottom and I also automated the drawing. That means it shows always 3 Things and if I add more then it shows arrows as a notification and I can move up or down to see the other actions. And the Healthbar is like in the last post because I like that design. It was actually not that easy to make the healthbar (or I am dumb) because it is 62 pixels long and I needed to calculate how much the player has left in percent and then I set the healthbar further behind (this is the calculation for anyone wondering: (1-(fight.enemyhealth/fight.maxenemyhealth)) * 62) I also added my first sound effect for switching the action. That were some big changes! Sorry for bad english and Bye Twin!"}, {"post_id": 63784, "ts": "2026-09-07T18:59:41Z", "hours": 0.6903, "text": "Twin! Did’nt code that much but I made a plan: The “basic combat” should be similair to Final Fantasy or the Mario and Luigi game. You have a health bar and you enemy has one. Then there is a Action Field where you can do attacks and use items. Pretty basic, right? FALSE Now you think how? Idk either but there will be more because this is just the “basic combat” Note: I also tryed to make music loops and it worked well but I have no music right now. Bye Twin!"}, {"post_id": 61601, "ts": "2026-09-04T16:14:55Z", "hours": 5.1753, "text": "TWIN! First of all: sadly, I cannot make a web version of the game because of the push library and even if i try to do it without the library it won’t work. But there are also good news: I made the first boss! So you cannot fight yet but our first boss Ms. Mauer exists. I made a cool feature that if you make her mad she drops a stone on you. I already have a plan for the the fight. It should be similar to cuphead but rythm based. Think I might add sound Bye Twin!"}, {"post_id": 56638, "ts": "2026-08-28T14:01:24Z", "hours": 3.4297, "text": "BOOOM !!! Now I have your attention Twin and can tell you about my GREAT changes on the main menu. 1. The loading menu There is just one chapter for now and I will change the loading menu when I need to. I think I will make it look like the settings menu. 2. The settings menu You now start with the arrow keys and z and x as the default layout and in the settings you can change it! I tryed to record it but it is a bit async( I think that’s what it’s called). Bye Twin!"}, {"post_id": 53972, "ts": "2026-08-24T17:58:30Z", "hours": 3.4322, "text": "TWIN! I made a sign. But that is not crazy and because of that I made a main menu You can already start the game and exit the game. For the load button I thougth I will not make a safefile but from there you can start into the different chapters, because that’s easier to program and more stable if I make a web export. For the settings file there will be some audio settings and key bindings. And i also made custom symbols in my font for arrows and the exit symbol because my default font doesn’t have this. Bye Twin!"}, {"post_id": 51225, "ts": "2026-08-20T19:14:54Z", "hours": 4.0833, "text": "Twin! During the past few days I hadn’t much time but I made some bug fixes and: 1. a gamescene switch system This is important later for savestates and for easier debugging and it saves RAM usage (I hope). 2. a dialoge choice system or whatever this thing from zelda where you can choose an option is 3. the tickle monster very important. 4. new controls you can either play with wasd and k and l or with the arrow key and z/y and x Bye Twin!"}, {"post_id": 47160, "ts": "2026-08-14T20:54:39Z", "hours": 4.7125, "text": "TWIN!!!!!!!!!!!!!!! This is the biggest update in a game about kebab in the entire human history! Here’s what I added: 1. a new name Kasimirs Kebab sounds much cooler than everyone wants kebab and it will make more sense later. 2. the tickle monster Border are boring so if you go out of the map the tickle monster comes (there is no real tickle monster. the game closes it’s self but there will be one next update). 3. an intro You wan’t a doner kebab but the skewer was stolen and now you best friend hans flies with an jetpack trough the air or something idk 4. a cool Animation very Cool 5. a cover picture also very Cool. I know that was very much and I will try to make a web export so that you can try that crazy story but for now you must watch the video. Hope you liked it. Bye Twin!"}, {"post_id": 45624, "ts": "2026-08-12T07:22:13Z", "hours": 2.2822, "text": "Twin! I made some changes. 1. redesigned the textures The old textures looked pretty boring so I redesigned them and made flowers and grass 2. ySort For those who don’t know: ySort sorts the draw order based on the y coordinates and what that does you can see in the video. 3. a sick animation Now you can give Hans a handshake How cool is that? That was everything for this devlog. Bye Twin!"}, {"post_id": 45183, "ts": "2026-08-11T14:35:24Z", "hours": 4.4089, "text": "TWIN! I made BIG changes. 1. a static resolution Now you can scale the game to whatever size you want because I used the push library to set the resolution to 160x90 and it scales with the window. Note: If you want to use push and cameraMgr like me, you must change every love.graphics.getWidth() and love.graphics.getHeight() in cameraMgr.lua to if push then camera.w, camera.h = push:getDimensions() else camera.w = love.graphics.getWidth() camera.h = love.graphics.getHeight() end 2. a collsision box for our friend hans Yeah very BIG change but that’s important but here comes the biggest addon: 3. A TEXTBOX I made a system, were you add text to a queue and if the queue is not empty, it shows the textbox and first line of the queue and if you press K it just deletes the first line. Simple but extremly efficent. I think I must change the font because the font I use now has a good size but it looks kinda normal and that’s lowk boring. That was everything for this BIG update. Bye Twin!"}, {"post_id": 44134, "ts": "2026-08-09T18:14:46Z", "hours": 3.7253, "text": "TWIN! I made Collisionboxes and I made it WITHOUT A LIBRARY! It was very crazy and if I have more than 50 collision boxes it begins to lag but IT WORKS! I made 3 types of the collision boxes: 1.Player (It walks), 2.Areas (You can walk through ) and 3.Wall (You can’t walk through it). How wonderful! The video shows it more or less. Explanation how I made it: The collision detection: I use an aabb-collision detection so i check if the coordinates of two boxes are overlapping. The wall: First in the code, the player is moved. Then the coordinates of the player are given to the collision box of the player. After that the code checks if the collision box of the player overlaps with a wall and if that’s the case than it resets the position or smth like that. (I know I’m good at explaining) Bye Twin!"}, {"post_id": 42839, "ts": "2026-08-07T19:37:34Z", "hours": 1.4167, "text": "Do you think the word camera looks kinda weird? Yeah I know I should get some help, but: I fixed the map and now it’s smooth. I just must draw every Layer of the map seperate. And we got this cool guy with cool hat named hans. Bye twin!"}, {"post_id": 40851, "ts": "2026-08-04T17:14:13Z", "hours": 1.6425, "text": "Hi, Twin! My game has now a map (wow) It’s pretty ugly but it’s just a prototype so that’s ok. For the map I used the tiled app ( https://thorbjorn.itch.io/tiled ) and Simple-Tiled-Implementation ( https://github.com/karai17/Simple-Tiled-Implementation/ ) to implement it in love. And then I needed to move the camera and I use the camera script from hump ( https://github.com/vrld/hump ) for this, but the problem is, that the map doesn’t move and I really just move the map (I think) and that means I must write my own camera script. But that’s a project for the future. Bye twin!"}, {"post_id": 40342, "ts": "2026-08-03T19:44:22Z", "hours": 1.4144, "text": "Hello Twin! I wanted to make a game. I don’t have a big plan but it should include kebab because Everyone wants Kebab. I also want to challenge me so use no Gameengine just love2d or LÖVE or whatever. For the start I drawed a very Cool player and gave him controls and animations with the anim8 lib."}]...
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Title: Kasimirs Kebab by @laupi_oida | Stardance
Title: Kasimirs Kebab by @laupi_oida | Stardance
Devlogs:
Hello Twin! I wanted to make a game. I don’t have a big plan but it should include kebab because Everyone wants Kebab. I also want to challenge me so use no Gameengine just love2d or LÖVE or whatever. For the start I drawed a very Cool player and gave him controls and animations with the anim8 lib.
Hi, Twin! My game has now a map (wow) It’s pretty ugly but it’s just a prototype so that’s ok. For the map I used the tiled app ( https://thorbjorn.itch.io/tiled ) and Simple-Tiled-Implementation ( https://github.com/karai17/Simple-Tiled-Implementation/ ) to implement it in love. And then I needed to move the camera and I use the camera script from hump ( https://github.com/vrld/hump ) for this, but the problem is, that the map doesn’t move and I really just move the map (I think) and that means I must write my own camera script. But that’s a project for the future. Bye twin!
Do you think the word camera looks kinda weird? Yeah I know I should get some help, but: I fixed the map and now it’s smooth. I just must draw every Layer of the map seperate. And we got this cool guy with cool hat named hans. Bye twin!
TWIN! I made Collisionboxes and I made it WITHOUT A LIBRARY! It was very crazy and if I have more than 50 collision boxes it begins to lag but IT WORKS! I made 3 types of the collision boxes: 1.Player (It walks), 2.Areas (You can walk through ) and 3.Wall (You can’t walk through it). How wonderful! The video shows it more or less. Explanation how I made it: The collision detection: I use an aabb-collision detection so i check if the coordinates of two boxes are overlapping. The wall: First in the code, the player is moved. Then the coordinates of the player are given to the collision box of the player. After that the code checks if the collision box of the player overlaps with a wall and if that’s the case than it resets the position or smth like that. (I know I’m good at explaining) Bye Twin!
TWIN! I made BIG changes. 1. a static resolution Now you can scale the game to whatever size you want because I used the push library to set the resolution to 160x90 and it scales with the window. Note: If you want to use push and cameraMgr like me, you must change every love.graphics.getWidth() and love.graphics.getHeight() in cameraMgr.lua to if push then camera.w, camera.h = push:getDimensions() else camera.w = love.graphics.getWidth() camera.h = love.graphics.getHeight() end 2. a collsision box for our friend hans Yeah very BIG change but that’s important but here comes the biggest addon: 3. A TEXTBOX I made a system, were you add text to a queue and if the queue is not empty, it shows the textbox and first line of the queue and if you press K it just deletes the first line. Simple but extremly efficent. I think I must change the font because the font I use now has a good size but it looks kinda normal and that’s lowk boring. That was everything for this BIG update. Bye Twin!
Twin! I made some changes. 1. redesigned the textures The old textures looked pretty boring so I redesigned them and made flowers and grass 2. ySort For those who don’t know: ySort sorts the draw order based on the y coordinates and what that does you can see in the video. 3. a sick animation Now you can give Hans a handshake How cool is that? That was everything for this devlog. Bye Twin!
TWIN!!!!!!!!!!!!!!! This is the biggest update in a game about kebab in the entire human history! Here’s what I added: 1. a new name Kasimirs Kebab sounds much cooler than everyone wants kebab and it will make more sense later. 2. the tickle monster Border are boring so if you go out of the map the tickle monster comes (there is no real tickle monster. the game closes it’s self but there will be one next update). 3. an intro You wan’t a doner kebab but the skewer was stolen and now you best friend hans flies with an jetpack trough the air or something idk 4. a cool Animation very Cool 5. a cover picture also very Cool. I know that was very much and I will try to make a web export so that you can try that crazy story but for now you must watch the video. Hope you liked it. Bye Twin!
Twin! During the past few days I hadn’t much time but I made some bug fixes and: 1. a gamescene switch system This is important later for savestates and for easier debugging and it saves RAM usage (I hope). 2. a dialoge choice system or whatever this thing from zelda where you can choose an option is 3. the tickle monster very important. 4. new controls you can either play with wasd and k and l or with the arrow key and z/y and x Bye Twin!
TWIN! I made a sign. But that is not crazy and because of that I made a main menu You can already start the game and exit the game. For the load button I thougth I will not make a safefile but from there you can start into the different chapters, because that’s easier to program and more stable if I make a web export. For the settings file there will be some audio settings and key bindings. And i also made custom symbols in my font for arrows and the exit symbol because my default font doesn’t have this. Bye Twin!
BOOOM !!! Now I have your attention Twin and can tell you about my GREAT changes on the main menu. 1. The loading menu There is just one chapter for now and I will change the loading menu when I need to. I think I will make it look like the settings menu. 2. The settings menu You now start with the arrow keys and z and x as the default layout and in the settings you can change it! I tryed to record it but it is a bit async( I think that’s what it’s called). Bye Twin!
TWIN! First of all: sadly, I cannot make a web version of the game because of the push library and even if i try to do it without the library it won’t work. But there are also good news: I made the first boss! So you cannot fight yet but our first boss Ms. Mauer exists. I made a cool feature that if you make her mad she drops a stone on you. I already have a plan for the the fight. It should be similar to cuphead but rythm based. Think I might add sound Bye Twin!
Twin! Did’nt code that much but I made a plan: The “basic combat” should be similair to Final Fantasy or the Mario and Luigi game. You have a health bar and you enemy has one. Then there is a Action Field where you can do attacks and use items. Pretty basic, right? FALSE Now you think how? Idk either but there will be more because this is just the “basic combat” Note: I also tryed to make music loops and it worked well but I have no music right now. Bye Twin!
Yo Twin! After changin the concept of the fight system 4 times I wanted to give you an update on my inprovements. 1. Textbox improvements First of all I thougth the textbox was a bit boring so I added a read effect and also dots are read slower and thats very cool in some dialogues and you can also skip the reading. 2. A black bar It doesn’t sound important but on the left if I didn’t0 play at fullscreen there was always a little space on the left where it shouldn’t be and this bar fixes it 3. Spookyman He’s like an super human because I needed a way to give the player a wepon and he’s kinda cool AND NOW 4. The fight system It’s not done yet but I did it like in my last post but the bar with actions is at the bottom and I also automated the drawing. That means it shows always 3 Things and if I add more then it shows arrows as a notification and I can move up or down to see the other actions. And the Healthbar is like in the last post because I like that design. It was actually not that easy to make the healthbar (or I am dumb) because it is 62 pixels long and I needed to calculate how much the player has left in percent and then I set the healthbar further behind (this is the calculation for anyone wondering: (1-(fight.enemyhealth/fight.maxenemyhealth)) * 62) I also added my first sound effect for switching the action. That were some big changes! Sorry for bad english and Bye Twin!
I give up Yo Twin! First of all i figured out how to make a web version and now you can test the game But now the sad news I give up with my plans to make a game with love2d. I had a great time and love2d but now the it feels like I must reinvent the wheel (like we in germany say), because I must code everything myself and it takes so long. That doesn’t mean I won’t finish Kasimirs Kebab This is now just a prototype or a beta. I will just switch my game engine! I first thought of Godot but I had bad experience and I think I will go to the game engine I started with: Game Maker! I like it and some great games were made with it that are similar to the game I want to make like undertale, deltarune or forager. The only thing I don’t like about it is that it isn’t open source but it only cost 100$ one time for a professional license and I mean that’s WAY better than Unity or Unreal and you support the developers, but I won’t sell this game so that doesn’t matter. You can try my prototype here: https://laup0403.github.io/Kasimirs-Kebab/ What did we learn? - All roads lead to rome. And bye Twin!
Twin! I wanted to finish the prototype It isn’t what it should be but I added a win screen and a game over screen and I changed the default action key to z because most people have qwerty kb and it was y because I have qwertz kb. There was much I wanted to add but I think love was a great experience but I must search new Horizons until I find an engine made for me. Bye Twin!
Twin! First of all: Thanks for all the reviews on my project! Many people reported issues and I want to fix them. But first: I will use Godot Yes I know in the other devlog I said I don’t really had a good time with Godot but somehow it is still the best open source game engine and it somehow really triggered me that GameMaker isn’t open source What is the current state of the game? I have already reprogrammed the textbox, the intro map and the player movement and it is SO MUCH FASTER than in LÖVE. I also saw that you can make like 2.5D graphics and I think this might look cool and I will try this in future. The issues reported 1. Many People couldn’t open the game Now that I use godot it will be a better web port and I will host it on itch.io so it should work for anyone 2. Some out of bounce glitches Yeah I didn’t place the collision boxes well but I will fix this. 3. Many People had problems with the controls I know I made it a bit confusing. I’ll make little markers at the bottom if you can do something and I will make mouse inputs in the menu. I will try to remake the game as fast as possible. Thanks for everything and bye Twin!
BOOM Yo Twin it didn’t thought that I can remake the game in like 10 hours. But I did it. I also added a house for Klaus, because that’s a better starting point and the input delay in the menu is gone. Now I’m stuck at the fight system again. I think it isn’t a secret that the old fight system was just bad. I brain stormed a bit and have some thoughts in mind that I must combined. But that’s harder then I thought But I will brainstorm a bit. I think switching to Godot was a great decision. Bye Twin!
TWINNNNNNNNNNNNN I did fixed some textboxes, because sometimes I wrote Ms Mauer and sometimes Ms. Mauer and I did TWO BIG THINGS: 1. Mouse controls in the menu because some people didn’t understand it and 2. the new web version I host the game now on itch.io because it is less complicated and there are less issues but somehow the mouse controls aren’t working right. (Here try it: https://laupi-oida.itch.io/kasimirs-kebab ) Yeah pretty cool (like the image) , I know and now comes the fight system. Bye Twin!
UPDATE!!! Yo Twin! Finally I have a fight system I like. Actually it is just a redesign but it looks way better I think. This time I didn’t put the moves menu on the bottom but on the right side. That makes so much more space and I have big plans with it. I also removed the health bar and replaced it with a variable in the moves menu because it looks more like a hacker and Klaus looks like a hacker too. And I made something like paths I think that looks cool. I also added the Spooky man If I haven’t said this already And I made a sick new Animation that looks hacky (cool word) Ok bye Twin!
Yo Twin! I must learn to make decisions because now I completely removed the fight system and you just do a puzzle. The Puzzle It is just some puzzle I made in PuzzleScript in the computer science lessons and I ported it to Godot but it it is a bit challenging. The crazy effects are back! Now after you solved the puzzle Hans comes to you and shows you his cool new gadget. And here I made also some plans for the future: Audio - The puzzle and the new Hans scene would be so much cooler and I already have an idea Translation - For now it should just be German because I speak that and Latin just for prank and I think for other languages I need help but I don’t want to use AI And I decided I will make the game a bit shorter I hope I will get it to like 30-60 minutes. Ok, Bye Twin!
Yo Twin! This time I drew more. Here’s everything I did: 1. I updated the Github readme and itch.io site 2. A smooth transition When the wall is broken there is a new path. When you go there the scene switches and the wall collapses so you can’t go back. 3. A bit of the town If you follow the path, you get into the town. This is the third chapter. The game shouldn’t be that long so after that there will come 2 more chapters: The REAL valley and then the castle where the legendary Kasimir sits and there will also be the kebab skewer(yay). Ok that was everything. Bye Twin!
Yo Twin! The City stands! The corners look a bit weird but ok. In the city there are 4 houses and 4 wise man inside that tell you something about Kasimir and if you speak to all of them the gate to the “real valley” opens. And I also changed the dialog with the doner guy, because the thief is now Kasimir and not a beetle. The next chapter will become a bit more chill, but the last chapter will be CRAZY. Trust me. Ok bye Twin!
YOOOOOOOOOOOOOOOOOOOO TWIN!!! It’s done. I mean the story the game isn’t ready yet I added the castle and the isn’t Kasimir. Then you go into the kitchen and see a doner kebab. And what then happens I won’t spoiler. But after that comes: a paywall because why not? But I think the last chapters are a bit empty but I didn’t really had fun at the end. Löve was way more fun. Now there are the following the tasks: Updating the menu: There aren’t all chapters in the load scene Mobile controls: I want that everyone can play this game and I think mobile controls are necessary (not even all my friends have a PC) Language translation: I want German translation and Latin (just for prank), because that are the only languages I speak except English Audio: I’m really bad at sound but I think some sound will be good! We are so far but I still don’t see the end. Bye Twin!
TWIN! This is the last or the second last devlog. Here’s what i added: 1. Mobile controls In the settings you can now enable mobile mode. I think I made it really cool because I made 3 States and in 1 state you can see the arrows,in the other nothing and the complete screen is action1 and in the last you see the question buttons. That works really well I think 2. Sounds Some sounds are good some sounds are not so good but I think they match the games style and the sounds from the last chapter are really good I think 3. New main menu It looks the same but now I use buttons instead of areas and you can just control it with mouse or touchscreen and not arrow keys anymore I’m gonna send the game to my playtesters and see if they find any bugs (they are really good in bug finding) Bye Twin!
Final Devlog! Twin I made it! I had some issues with the scene loading in chapter5 because of how I load chapter4 and chapter5 loads on top of chapter4 then. And I changed the looping of the sound at the end of chapter5, because it didn’t work on web. At last I also changed the Github readme and the Itch site. This was it. Bye Twin!
Ships:
I developed a rpg game with the framework LÖVE2D using Lua. I made my own textbox queue system, collision system, fight system, menu and you can change the keyboard layout. I learned that it’s important to write clean code and how to automate many processes. And somehow I learned more English than in school (I’m still bad at English).
What did I made? I rewrote my game made in LÖVE2D to Godot and added: 3 new Chapters and rebuild of one chapter sounds mobile controls a paywall (because why not) What was challenging? The complete rewrite wasn’t actually that hard but some special effects and scene switching was hard, because I tried a different way to switch scenes, than normal. And audio design was challenging because I’m not so good at it. What I’m proud of? I’m very proud of the laser beam in chapter2, the last chapter and the mobile controls, because I think they are good....
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Obscure by @aamosm | Stardance
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aamosm
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2
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5.0
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60
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-09T08:31:47Z", "hours": 4.0, "multiplier": 15.47, "payout": 60, "blessing": "neutral", "text": "Obscure - Shipping A new tab page for finding things that aren’t always easy to find. It’s out … again. Obscure started as a simple new tab page. It now has: Multiple search engines Custom search engine dropdown Themes and custom accent colours Adjustable background blur and text length Clock and greeting controls NASA’s Astronomy Picture of the Day Local APOD caching Theme-matching favicon What’s next? The actual reason I made Obscure is still coming. I want people to be able to make their own search engines and have them discoverable through Obscure. That means YouTubers, students, Stardance hackers, or basically anyone making something interesting can have their own little search engine instead of everything having to go through the same few places. this is only the beginning. Try it. Break it. Tell me what sucks.", "repo": "https://github.com/aamosm/Obscure/", "demo": "https://aamosm.github.io/Obscure/"}, {"ship_num": 2, "ts": "2026-08-03T11:56:29Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Obscure is a customizable new tab page built around search and discovery. Right now it supports multiple search engines and displays NASA’s Astronomy Picture of the Day, but that’s only the starting point. The long-term goal is to let anyone create and share their own search engine. Whether it’s for a niche topic, a personal website, or a small community, Obscure aims to make discovering and using those search engines as simple as selecting them from a list while keeping the overall UI very minimal. Current Main Features : Search (Guide) NASA API (Guide) Implementation of different Search Engines Features to Add: More options for engine Better categorization Remove redundant engines that have shifted url (make more dynamic) Add themes (with NASA SPACE being one of the themes) Keyboard shortcuts Better customization", "repo": "https://github.com/aamosm/Obscure/", "demo": "https://aamosm.github.io/Obscure/"}]...
|
[{"post_id": 43835, "ts": "202 [{"post_id": 43835, "ts": "2026-08-09T08:18:39Z", "hours": 0.7078, "text": "Obscure - Devlog 4 Making it feel better This update was mostly about making Obscure nicer to actually use. I added a custom search engine dropdown that matches the current theme, along with controls for the background box and text length. The dropdown also got a few fixes after I found some problems with it not closing properly and text becoming hard to read. Small details The favicon now changes with the selected theme, so even the browser tab matches the page. I also added local caching for the APOD response, so the same day’s image doesn’t need to be fetched again every time the page is opened. What now I am probably going to work on my other projects unless I need to finish off tasks here. One glaringly obvious update I need to do is to update the weather API. Also the logging I made in the console straight up doxxes the api keys."}, {"post_id": 40276, "ts": "2026-08-03T18:15:28Z", "hours": 3.1458, "text": "Obscure - Devlog 3 Customisation This update was mostly about making Obscure feel more personal. The appearance settings are now fully wired up. Things like custom accent colours, blur, greeting, clock and theme switching all work properly instead of just being placeholders. Fixing the little things A lot of the work went into fixing issues that only showed up after actually using the page. I fixed theme colours, improved native control contrast, stopped APOD from randomly changing when switching image quality, fixed stale descriptions after failed requests and handled video APOD entries properly by falling back to their thumbnail. There were also a few small tweaks to make theme switching behave more naturally, like clearing custom accents when selecting a new theme."}, {"post_id": 40023, "ts": "2026-08-03T11:28:04Z", "hours": 0.2706, "text": "Obscure - Devlog 2 Search is working The new tab page now has a working search interface with support for multiple search engines. I’ll be adding more over time, especially community-made ones once that part of the project is ready. NASA APOD I also added NASA’s Astronomy Picture of the Day to the homepage. At first I used the high-resolution images, but they took noticeably longer to load. I switched to the standard image instead, which makes the page feel much more responsive without losing much quality. Small fixes There were a few setup issues along the way too. I fixed a GitHub Actions dependency problem and cleaned up a few things so deployments are a bit smoother."}, {"post_id": 40003, "ts": "2026-08-03T10:57:18Z", "hours": 0.3567, "text": "Obscure - Devlog 1 Getting started I started by following the guide, but as usual I ended up taking it in my own direction. For now, the project is a custom new tab page, but the long-term goal is much bigger. I want Obscure to support search engines created by other people, whether that’s YouTubers, fellow Stardance hackers or students. The idea came from FaceDev’s video where he built his own internet protocol. It wasn’t meant to replace the web, but to create a much smaller network where people could host their own websites. I want to bring a similar idea to Obscure by making it easy to discover and search through community-made search engines. Setting things up This project also gave me a chance to work with GitHub’s deployment workflow instead of the hosting setup I normally use. While setting everything up, I used a placeholder value for the API while wiring things together. Before adding the real key, I realised I’d forgotten to ignore the .env file. I fixed the .gitignore immediately, verified nothing sensitive had been committed, and only then added the actual credentials. It was a small mistake, but a good reminder to check the repository before introducing any secrets."}]...
|
Title: Obscure by @aamosm | Stardance
Devlogs:
Ob Title: Obscure by @aamosm | Stardance
Devlogs:
Obscure - Devlog 1 Getting started I started by following the guide, but as usual I ended up taking it in my own direction. For now, the project is a custom new tab page, but the long-term goal is much bigger. I want Obscure to support search engines created by other people, whether that’s YouTubers, fellow Stardance hackers or students. The idea came from FaceDev’s video where he built his own internet protocol. It wasn’t meant to replace the web, but to create a much smaller network where people could host their own websites. I want to bring a similar idea to Obscure by making it easy to discover and search through community-made search engines. Setting things up This project also gave me a chance to work with GitHub’s deployment workflow instead of the hosting setup I normally use. While setting everything up, I used a placeholder value for the API while wiring things together. Before adding the real key, I realised I’d forgotten to ignore the .env file. I fixed the .gitignore immediately, verified nothing sensitive had been committed, and only then added the actual credentials. It was a small mistake, but a good reminder to check the repository before introducing any secrets.
Obscure - Devlog 2 Search is working The new tab page now has a working search interface with support for multiple search engines. I’ll be adding more over time, especially community-made ones once that part of the project is ready. NASA APOD I also added NASA’s Astronomy Picture of the Day to the homepage. At first I used the high-resolution images, but they took noticeably longer to load. I switched to the standard image instead, which makes the page feel much more responsive without losing much quality. Small fixes There were a few setup issues along the way too. I fixed a GitHub Actions dependency problem and cleaned up a few things so deployments are a bit smoother.
Obscure - Devlog 3 Customisation This update was mostly about making Obscure feel more personal. The appearance settings are now fully wired up. Things like custom accent colours, blur, greeting, clock and theme switching all work properly instead of just being placeholders. Fixing the little things A lot of the work went into fixing issues that only showed up after actually using the page. I fixed theme colours, improved native control contrast, stopped APOD from randomly changing when switching image quality, fixed stale descriptions after failed requests and handled video APOD entries properly by falling back to their thumbnail. There were also a few small tweaks to make theme switching behave more naturally, like clearing custom accents when selecting a new theme.
Obscure - Devlog 4 Making it feel better This update was mostly about making Obscure nicer to actually use. I added a custom search engine dropdown that matches the current theme, along with controls for the background box and text length. The dropdown also got a few fixes after I found some problems with it not closing properly and text becoming hard to read. Small details The favicon now changes with the selected theme, so even the browser tab matches the page. I also added local caching for the APOD response, so the same day’s image doesn’t need to be fetched again every time the page is opened. What now I am probably going to work on my other projects unless I need to finish off tasks here. One glaringly obvious update I need to do is to update the weather API. Also the logging I made in the console straight up doxxes the api keys.
Ships:
Obscure is a customizable new tab page built around search and discovery. Right now it supports multiple search engines and displays NASA’s Astronomy Picture of the Day, but that’s only the starting point. The long-term goal is to let anyone create and share their own search engine. Whether it’s for a niche topic, a personal website, or a small community, Obscure aims to make discovering and using those search engines as simple as selecting them from a list while keeping the overall UI very minimal. Current Main Features : Search (Guide) NASA API (Guide) Implementation of different Search Engines Features to Add: More options for engine Better categorization Remove redundant engines that have shifted url (make more dynamic) Add themes (with NASA SPACE being one of the themes) Keyboard shortcuts Better customization
Obscure - Shipping A new tab page for finding things that aren’t always easy to find. It’s out … again. Obscure started as a simple new tab page. It now has: Multiple search engines Custom search engine dropdown Themes and custom accent colours Adjustable background blur and text length Clock and greeting controls NASA’s Astronomy Picture of the Day Local APOD caching Theme-matching favicon What’s next? The actual reason I made Obscure is still coming. I want people to be able to make their own search engines and have them discoverable through Obscure. That means YouTubers, students, Stardance hackers, or basically anyone making something interesting can have their own little search engine instead of everything having to go through the same few places. this is only the beginning. Try it. Break it. Tell me what sucks....
|
1793105448.989572
|
1793191848.989572
|
|
43459
|
Commerce OS by @Kartikey26 | Stardance
|
Kartikey26
|
2
|
38.0
|
374
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-21T09:16:57Z", "hours": 19.0, "multiplier": 9.17, "payout": 174, "blessing": "neutral", "text": "Made major changes in UI completely changed how the website looks also added some fun features like add test order add new feature just to test how things would work in the future further will work on the backend part", "repo": "https://github.com/kartikeynegi25/commerce-os", "demo": "https://kartikeynegi25.github.io/commerce-os"}, {"ship_num": 2, "ts": "2026-08-09T11:45:27Z", "hours": 19.0, "multiplier": 10.69, "payout": 200, "blessing": "neutral", "text": "Shipped Commerce OS! Built a full multi-page e-commerce dashboard platform using HTML, Tailwind CSS, and plain JavaScript with live search/filtering across pages. What I made: Dashboard overview with key KPI cards (Revenue, Orders, Bot Actions) Inbox & conversation threads with channel-tagged messages and status badges Orders management & detailed order pages (#1240, #1229) Products catalog, Calls & Call-Conversation view, Invoices, and Settings Challenges & Learning: Wrote custom JavaScript live search filters across both table views and link-card layouts. Designed clean, consistent Tailwind layouts across 8+ different template pages. AI Declaration: Used AI (Claude/ChatGPT) for initial layout scaffolding and syntax assistance. All project architecture, manual edits, component styling, and JS filtering logic were reviewed, customized, and implemented directly in VS Code. To test: Navigate through the sidebar links (Inbox, Orders, Products, Calls, Invoices, Settings). Use the live search bar on the inbox or orders page to filter items in real time. Live Demo: https://kartikeynegi25.github.io/commerce-os", "repo": "https://github.com/kartikeynegi25/commerce-os", "demo": "https://kartikeynegi25.github.io/commerce-os"}]...
|
[{"post_id": 51528, "ts": "202 [{"post_id": 51528, "ts": "2026-08-21T09:11:18Z", "hours": 2.4992, "text": "Okay so improved the Products page added option to add test order and also improved settings page and fixed few bugs like our little sun was coming over the notification bell in mobile view"}, {"post_id": 49067, "ts": "2026-08-17T17:40:33Z", "hours": 5.4081, "text": "The old UI was looking super dry and clunky, so I ended up spending most of today completely redoing the styling and making it actually fun to use.Went for a warm, clean palette (forest greens + light sky blue and a bright sun), fixed up the mobile sidebar, and made the whole layout feel cohesive instead of just random boxes on a screen.Along with the design overhaul, I also added two cool fun features: Quick Reply Macro Bar: In the inbox, you can now just click quick templates (like sending a 10% discount, sharing tracking, or saying you’re checking stock) to reply instantly without typing the same thing again and again. Simulate Incoming Order Button: Added a test order button in the orders tab that drops in a random simulated customer order in real-time so I can test how new orders look on the dashboard. Cleaned up all the messy JavaScript behind it too so the code is actually easy to read and work with. Feels way better to click around now!"}, {"post_id": 45188, "ts": "2026-08-11T14:43:30Z", "hours": 5.0839, "text": "Spent the day tearing down the old dashboard UI and rebuilding it from the ground up as the old one was not liked by some :( and after redesigning the design was getting cluttered with duplicate mobile navbars, inconsistent headers, and weird nested border boxes everywhere—so I fixed it across every single page. Also made sure that site is still fully responsive and interactive using CSS and JavaScript wrote new lines of code to make the site more impressive also now you can click on notification bell and the profile avatar too and do try the website and make some changes in settings to see it work !!"}, {"post_id": 44572, "ts": "2026-08-10T12:51:15Z", "hours": 6.0303, "text": "Quick update on the dashboard. Spent the last session turning static UI mockups into a working, stateful app that actually saves changes across pages. Here’s what got done: Sitewide Profile & Business Sync: Hooked up the Settings form to localStorage. Updating the owner name, business name, or email now instantly updates the navbar, sidebar, and profile.html across every page. Working Interactivity & Storage: Fixed order status toggles (Paid, Fulfilled) and inbox reply threads. Now you can also download invoice pdf [ though its not a real one ;) ]. Also created a business profile page. Website feels much more like a real web app now rather than a static prototype. Ready for review!"}, {"post_id": 43920, "ts": "2026-08-09T11:26:05Z", "hours": 2.5958, "text": "Fixed mobile responsiveness across all pages. Cleaned up Tailwind grid breaks, fixed text overflowing on smaller screens, and adjusted sidebar padding so it collapses cleanly on mobile. Prototype is officially done !!"}, {"post_id": 43240, "ts": "2026-08-08T11:54:30Z", "hours": 1.775, "text": "made a new customers page where each customer gets a profile also worked on responsiveness of the website to work on different devices"}, {"post_id": 42915, "ts": "2026-08-07T21:37:50Z", "hours": 3.6189, "text": "Added sample call-conversation, made invoices and a demo settings page shell. Almost done with all the UI templates for the platform—just need to check for the responsiveness of the page and make UI enhancement and polish everything."}, {"post_id": 41842, "ts": "2026-08-06T09:41:37Z", "hours": 4.1533, "text": "Added live search filtering across the site!! Using actual JavaScript instead of just Tailwind styling. Had to write two separate filter functions since the Inbox uses link cards while the other pages use tables anyway also built out product and calls page—need to add call-conversation and invoices next!"}, {"post_id": 41292, "ts": "2026-08-05T12:52:42Z", "hours": 2.0439, "text": "Built out the order details pages for orders #1240 and #1229. Got the customer info, order details, item breakdown, and status UI fully styled."}, {"post_id": 40889, "ts": "2026-08-04T18:09:01Z", "hours": 1.5731, "text": "Finished inbox-conversation and orders page. Built out the chat interface, fed sample data, and made orders table layout. Next step is wiring up the products page."}, {"post_id": 40620, "ts": "2026-08-04T08:48:48Z", "hours": 1.6886, "text": "Finished up inbox.html today. Added sample data, message list, status badges which the user will see while seeing the inbox of its business from multiple sources. Next will add some sample conversation and move on to orders section."}, {"post_id": 40145, "ts": "2026-08-03T15:28:57Z", "hours": 1.2211, "text": "Just finished the basic layout for Commerce OS. Built the main dashboard shell, navigation and sidebar using Tailwind CSS. Now moving on to the inbox section. Excited to start this new journey!"}]...
|
Title: Commerce OS by @Kartikey26 | Stardance
Dev Title: Commerce OS by @Kartikey26 | Stardance
Devlogs:
Just finished the basic layout for Commerce OS. Built the main dashboard shell, navigation and sidebar using Tailwind CSS. Now moving on to the inbox section. Excited to start this new journey!
Finished up inbox.html today. Added sample data, message list, status badges which the user will see while seeing the inbox of its business from multiple sources. Next will add some sample conversation and move on to orders section.
Finished inbox-conversation and orders page. Built out the chat interface, fed sample data, and made orders table layout. Next step is wiring up the products page.
Built out the order details pages for orders #1240 and #1229. Got the customer info, order details, item breakdown, and status UI fully styled.
Added live search filtering across the site!! Using actual JavaScript instead of just Tailwind styling. Had to write two separate filter functions since the Inbox uses link cards while the other pages use tables anyway also built out product and calls page—need to add call-conversation and invoices next!
Added sample call-conversation, made invoices and a demo settings page shell. Almost done with all the UI templates for the platform—just need to check for the responsiveness of the page and make UI enhancement and polish everything.
made a new customers page where each customer gets a profile also worked on responsiveness of the website to work on different devices
Fixed mobile responsiveness across all pages. Cleaned up Tailwind grid breaks, fixed text overflowing on smaller screens, and adjusted sidebar padding so it collapses cleanly on mobile. Prototype is officially done !!
Quick update on the dashboard. Spent the last session turning static UI mockups into a working, stateful app that actually saves changes across pages. Here’s what got done: Sitewide Profile & Business Sync: Hooked up the Settings form to localStorage. Updating the owner name, business name, or email now instantly updates the navbar, sidebar, and profile.html across every page. Working Interactivity & Storage: Fixed order status toggles (Paid, Fulfilled) and inbox reply threads. Now you can also download invoice pdf [ though its not a real one ;) ]. Also created a business profile page. Website feels much more like a real web app now rather than a static prototype. Ready for review!
Spent the day tearing down the old dashboard UI and rebuilding it from the ground up as the old one was not liked by some :( and after redesigning the design was getting cluttered with duplicate mobile navbars, inconsistent headers, and weird nested border boxes everywhere—so I fixed it across every single page. Also made sure that site is still fully responsive and interactive using CSS and JavaScript wrote new lines of code to make the site more impressive also now you can click on notification bell and the profile avatar too and do try the website and make some changes in settings to see it work !!
The old UI was looking super dry and clunky, so I ended up spending most of today completely redoing the styling and making it actually fun to use.Went for a warm, clean palette (forest greens + light sky blue and a bright sun), fixed up the mobile sidebar, and made the whole layout feel cohesive instead of just random boxes on a screen.Along with the design overhaul, I also added two cool fun features: Quick Reply Macro Bar: In the inbox, you can now just click quick templates (like sending a 10% discount, sharing tracking, or saying you’re checking stock) to reply instantly without typing the same thing again and again. Simulate Incoming Order Button: Added a test order button in the orders tab that drops in a random simulated customer order in real-time so I can test how new orders look on the dashboard. Cleaned up all the messy JavaScript behind it too so the code is actually easy to read and work with. Feels way better to click around now!
Okay so improved the Products page added option to add test order and also improved settings page and fixed few bugs like our little sun was coming over the notification bell in mobile view
Ships:
Shipped Commerce OS! Built a full multi-page e-commerce dashboard platform using HTML, Tailwind CSS, and plain JavaScript with live search/filtering across pages. What I made: Dashboard overview with key KPI cards (Revenue, Orders, Bot Actions) Inbox & conversation threads with channel-tagged messages and status badges Orders management & detailed order pages (#1240, #1229) Products catalog, Calls & Call-Conversation view, Invoices, and Settings Challenges & Learning: Wrote custom JavaScript live search filters across both table views and link-card layouts. Designed clean, consistent Tailwind layouts across 8+ different template pages. AI Declaration: Used AI (Claude/ChatGPT) for initial layout scaffolding and syntax assistance. All project architecture, manual edits, component styling, and JS filtering logic were reviewed, customized, and implemented directly in VS Code. To test: Navigate through the sidebar links (Inbox, Orders, Products, Calls, Invoices, Settings). Use the live search bar on the inbox or orders page to filter items in real time. Live Demo: https://kartikeynegi25.github.io/commerce-os
Made major changes in UI completely changed how the website looks also added some fun features like add test order add new feature just to test how things would work in the future further will work on the backend part...
|
1793094494.81113
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1793180894.81113
|
|
43469
|
Iron Mario by @Lalith | Stardance
|
Lalith
|
2
|
57.0
|
740
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-18T17:21:14Z", "hours": 46.0, "multiplier": 16.47, "payout": 740, "blessing": "neutral", "text": "What a journey. I genuinely didn’t expect this project to get this big. Iron-Mario started as a small game inspired by the old games I used to enjoy. At some point, I got carried away with the idea of building an entire arcade instead of just one game. And that’s how it ended up with 105 playable games . There are quick reaction games, puzzles, old-school classics, some completely chaotic ones, and a few bigger arcade games. I also added tournaments with five hearts, a daily 10-game challenge, scores, XP, coins, achievements, and saved progress. One of the biggest parts of this update was working on the game’s identity. I made a shared pixel-art library with environments, character sprites, UI elements, and effects. I also added six characters to Pixel Town: Milo, Jun, Bea, Nia, Ash, and Pip. They’re mostly cosmetic characters right now, but I wanted the arcade to feel like an actual little world instead of just a menu with 105 buttons. The technical side was probably the most complicated part. I had to deal with different input types, game states, restarting, saving, mobile layouts, and making sure one game wouldn’t break another. I built automated checks for the game systems and went through the individual games to find problems with their mechanics. And I definitely found problems. Some games still need more variety, some mechanics are simpler than I originally wanted, and there are things I would improve with more time. Getting a game to pass a test doesn’t automatically mean it’s fun to play. That’s something this project taught me. I also used AI-assisted development tools during this project, alongside my own planning, testing, and design decisions. I don’t want to pretend otherwise. Looking back, the project changed direction quite a few times. I experimented with different ideas, made some decisions that didn’t work out, and ended up rethinking what I actually wanted Iron-Mario to be. I’m still not completely satisfied with everything. But seeing this turn from a little experiment into a playable arcade has been pretty rewarding. The game is playable now, and I’m calling this the end of this development chapter. Not necessarily the end of Iron-Mario. If you try it, I’d genuinely love to know which games you enjoyed and which ones felt boring or frustrating. That feedback is way more useful than someone just telling me the project looks good. 🎮 Play: https://hustlenix.github.io/Iron-Mario/ 💻 Source: https://github.com/Hustlenix/Iron-Mario Thanks to everyone who followed the devlogs, tried the game, or gave feedback along the way. That’s it for this ship. ❤️", "repo": "https://github.com/Hustlenix/Iron-Mario", "demo": "https://hustlenix.github.io/Iron-Mario/"}, {"ship_num": 2, "ts": "2026-09-22T01:51:21Z", "hours": 11.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What i have made is a simple hand made mario game, in my fav theme(Iron man), and the biggest challenege wasn’t coding the gamee, it was the asssests, as i had to hand draw all of them. I am proud that i could finish my rolemodel(iron man) themed project Try it out at: https://hustlenix.github.io/Iron-Mario/", "repo": "https://github.com/Hustlenix/Iron-Mario", "demo": "https://hustlenix.github.io/Iron-Mario/"}]...
|
[{"post_id": 80734, "ts": "202 [{"post_id": 80734, "ts": "2026-10-18T17:20:14Z", "hours": 5.2547, "text": "Final Devlog: Iron-Mario. What a journey. I genuinely didn’t expect this project to get this big. Iron-Mario started as a small game inspired by the old games I used to enjoy. At some point, I got carried away with the idea of building an entire arcade instead of just one game. And that’s how it ended up with 105 playable games . There are quick reaction games, puzzles, old-school classics, some completely chaotic ones, and a few bigger arcade games. I also added tournaments with five hearts, a daily 10-game challenge, scores, XP, coins, achievements, and saved progress. One of the biggest parts of this update was working on the game’s identity. I made a shared pixel-art library with environments, character sprites, UI elements, and effects. I also added six characters to Pixel Town: Milo, Jun, Bea, Nia, Ash, and Pip. They’re mostly cosmetic characters right now, but I wanted the arcade to feel like an actual little world instead of just a menu with 105 buttons. The technical side was probably the most complicated part. I had to deal with different input types, game states, restarting, saving, mobile layouts, and making sure one game wouldn’t break another. I built automated checks for the game systems and went through the individual games to find problems with their mechanics. And I definitely found problems. Some games still need more variety, some mechanics are simpler than I originally wanted, and there are things I would improve with more time. Getting a game to pass a test doesn’t automatically mean it’s fun to play. That’s something this project taught me. I also used AI-assisted development tools during this project, alongside my own planning, testing, and design decisions. I don’t want to pretend otherwise. Looking back, the project changed direction quite a few times. I experimented with different ideas, made some decisions that didn’t work out, and ended up rethinking what I actually wanted Iron-Mario to be. I’m still not completely satisfied with everything. But seeing this turn from a little experiment into a playable arcade has been pretty rewarding. The game is playable now, and I’m calling this the end of this development chapter. Not necessarily the end of Iron-Mario. If you try it, I’d genuinely love to know which games you enjoyed and which ones felt boring or frustrating. That feedback is way more useful than someone just telling me the project looks good. 🎮 Play: https://hustlenix.github.io/Iron-Mario/ 💻 Source: https://github.com/Hustlenix/Iron-Mario Thanks to everyone who followed the devlogs, tried the game, or gave feedback along the way. That’s it for this ship. ❤️"}, {"post_id": 80318, "ts": "2026-10-17T08:47:56Z", "hours": 10.0194, "text": "The starting of the change:"}, {"post_id": 79851, "ts": "2026-10-15T16:48:50Z", "hours": 1.2397, "text": "Nah man, idk why but my ideas are many but my executions are none, because of that i change my ideas once in a while and lose my mind over it, now my idea is to recreate those old digital games like pong, tetris and stuff but with my pixl animation and a lil help from Chat JiBi-BiGi-GPT and make some money by running ads on it. first is to get my idea on to play, get audience and make money thats it! wish me luck"}, {"post_id": 79818, "ts": "2026-10-15T15:09:00Z", "hours": 1.4878, "text": "I really started working on what i said on my past devlog, which was changing the directory and after working on it for few hours, it is only showing 1.5 hr💔🥀 its okay man. anyways i have made only few assets, many more to go!!!!!!!!!!! here are the few which i made using aspertite and character genrator:"}, {"post_id": 79786, "ts": "2026-10-15T12:21:24Z", "hours": 3.0142, "text": "Hi guys, this is the turning point of my idea, where i change the whole ddirectory of my game. Iron mario isnt looking suitable for my amaizing pixl game so i am gonna name it: OnlyEducation, to bypass school desktop restrictions and you guys play my game! And my idea is to add as many nostalgic games as i could and make it a good gaming platform!"}, {"post_id": 78684, "ts": "2026-10-11T09:15:07Z", "hours": 2.99, "text": "As you can see, till now i was only using my MS paint and my time for asset genrations and stuff, which is painstackinginglt time taking and boring, but thanks to stardance, on my last ship they game me 10$ to spend in itch.io, i didnt use it much, but after buying few assets in it is is soooo easy to genrate assets. SHOUTOUT TO STARDANCE"}, {"post_id": 78045, "ts": "2026-10-09T10:45:03Z", "hours": 10.6569, "text": "Well, even thought i made soo many games, they lacked, clarity, focus, dopomine, and fun. if any one knows human game physology or smtg, please contact me. Like i dont know what i am doing, just adding 100 games in 10 hours isnt good, i gotta achive more than quantity. so i am tryna recreate old nostaliga games like subwaysurfers, temple run, agnry birds, and etc. If you have any game idea comment!!!!!!!!"}, {"post_id": 74434, "ts": "2026-09-27T11:33:45Z", "hours": 1.1883, "text": "Created my own version on dino-game based on mario and dinogame and iron man, les goooooo!"}, {"post_id": 74381, "ts": "2026-09-27T08:52:32Z", "hours": 6.3475, "text": "To make this a big, functional, production ready game i gotta scale it broder and bigger such that i get 1mil users and for that i am thinging of making my normal 7 game game into a 100 short mini games in one and make money through this!!!!!!"}, {"post_id": 73998, "ts": "2026-09-26T14:30:37Z", "hours": 3.4033, "text": "I am trying to make this website like a full on authentic game app and make money with this"}, {"post_id": 43836, "ts": "2026-08-09T08:24:02Z", "hours": 2.0347, "text": "I have this idea of replacing irom man instad of flappy bird and stuff and all of that"}, {"post_id": 43671, "ts": "2026-08-09T02:04:07Z", "hours": 6.4192, "text": "I’ve spent more than 6 hours coding, learning, building, and trial testing is it useually this hardbuilding a game? they said it will be easy😭✌🏻 please help me gand there are too many errors and stuff. and my creativity exeeded when they ased for 5 mini games, so i asked claude and it brainstromed and gave me few ideas now i am trying to add a flappy bird game in this, a classic mario game, a snake game, a simple plane shooting game, a tetris game, and that worlds first ping pong game."}, {"post_id": 41917, "ts": "2026-08-06T13:08:15Z", "hours": 0.3697, "text": "Ijust added a ending page, more like coding"}, {"post_id": 41902, "ts": "2026-08-06T12:24:45Z", "hours": 1.5389, "text": "I love you 3000"}, {"post_id": 41397, "ts": "2026-08-05T16:19:29Z", "hours": 0.9978, "text": "Starting of my very own Iron-Man themed game. Stay tuned gng"}]...
|
Title: Iron Mario by @Lalith | Stardance
Devlogs: Title: Iron Mario by @Lalith | Stardance
Devlogs:
Starting of my very own Iron-Man themed game. Stay tuned gng
I love you 3000
Ijust added a ending page, more like coding
I’ve spent more than 6 hours coding, learning, building, and trial testing is it useually this hardbuilding a game? they said it will be easy😭✌🏻 please help me gand there are too many errors and stuff. and my creativity exeeded when they ased for 5 mini games, so i asked claude and it brainstromed and gave me few ideas now i am trying to add a flappy bird game in this, a classic mario game, a snake game, a simple plane shooting game, a tetris game, and that worlds first ping pong game.
I have this idea of replacing irom man instad of flappy bird and stuff and all of that
I am trying to make this website like a full on authentic game app and make money with this
To make this a big, functional, production ready game i gotta scale it broder and bigger such that i get 1mil users and for that i am thinging of making my normal 7 game game into a 100 short mini games in one and make money through this!!!!!!
Created my own version on dino-game based on mario and dinogame and iron man, les goooooo!
Well, even thought i made soo many games, they lacked, clarity, focus, dopomine, and fun. if any one knows human game physology or smtg, please contact me. Like i dont know what i am doing, just adding 100 games in 10 hours isnt good, i gotta achive more than quantity. so i am tryna recreate old nostaliga games like subwaysurfers, temple run, agnry birds, and etc. If you have any game idea comment!!!!!!!!
As you can see, till now i was only using my MS paint and my time for asset genrations and stuff, which is painstackinginglt time taking and boring, but thanks to stardance, on my last ship they game me 10$ to spend in itch.io, i didnt use it much, but after buying few assets in it is is soooo easy to genrate assets. SHOUTOUT TO STARDANCE
Hi guys, this is the turning point of my idea, where i change the whole ddirectory of my game. Iron mario isnt looking suitable for my amaizing pixl game so i am gonna name it: OnlyEducation, to bypass school desktop restrictions and you guys play my game! And my idea is to add as many nostalgic games as i could and make it a good gaming platform!
I really started working on what i said on my past devlog, which was changing the directory and after working on it for few hours, it is only showing 1.5 hr💔🥀 its okay man. anyways i have made only few assets, many more to go!!!!!!!!!!! here are the few which i made using aspertite and character genrator:
Nah man, idk why but my ideas are many but my executions are none, because of that i change my ideas once in a while and lose my mind over it, now my idea is to recreate those old digital games like pong, tetris and stuff but with my pixl animation and a lil help from Chat JiBi-BiGi-GPT and make some money by running ads on it. first is to get my idea on to play, get audience and make money thats it! wish me luck
The starting of the change:
Final Devlog: Iron-Mario. What a journey. I genuinely didn’t expect this project to get this big. Iron-Mario started as a small game inspired by the old games I used to enjoy. At some point, I got carried away with the idea of building an entire arcade instead of just one game. And that’s how it ended up with 105 playable games . There are quick reaction games, puzzles, old-school classics, some completely chaotic ones, and a few bigger arcade games. I also added tournaments with five hearts, a daily 10-game challenge, scores, XP, coins, achievements, and saved progress. One of the biggest parts of this update was working on the game’s identity. I made a shared pixel-art library with environments, character sprites, UI elements, and effects. I also added six characters to Pixel Town: Milo, Jun, Bea, Nia, Ash, and Pip. They’re mostly cosmetic characters right now, but I wanted the arcade to feel like an actual little world instead of just a menu with 105 buttons. The technical side was probably the most complicated part. I had to deal with different input types, game states, restarting, saving, mobile layouts, and making sure one game wouldn’t break another. I built automated checks for the game systems and went through the individual games to find problems with their mechanics. And I definitely found problems. Some games still need more variety, some mechanics are simpler than I originally wanted, and there are things I would improve with more time. Getting a game to pass a test doesn’t automatically mean it’s fun to play. That’s something this project taught me. I also used AI-assisted development tools during this project, alongside my own planning, testing, and design decisions. I don’t want to pretend otherwise. Looking back, the project changed direction quite a few times. I experimented with different ideas, made some decisions that didn’t work out, and ended up rethinking what I actually wanted Iron-Mario to be. I’m still not completely satisfied with everything. But seeing this turn from a little experiment into a playable arcade has been pretty rewarding. The game is playable now, and I’m calling this the end of this development chapter. Not necessarily the end of Iron-Mario. If you try it, I’d genuinely love to know which games you enjoyed and which ones felt boring or frustrating. That feedback is way more useful than someone just telling me the project looks good. 🎮 Play: https://hustlenix.github.io/Iron-Mario/ 💻 Source: https://github.com/Hustlenix/Iron-Mario Thanks to everyone who followed the devlogs, tried the game, or gave feedback along the way. That’s it for this ship. ❤️
Ships:
What i have made is a simple hand made mario game, in my fav theme(Iron man), and the biggest challenege wasn’t coding the gamee, it was the asssests, as i had to hand draw all of them. I am proud that i could finish my rolemodel(iron man) themed project Try it out at: https://hustlenix.github.io/Iron-Mario/
What a journey. I genuinely didn’t expect this project to get this big. Iron-Mario started as a small game inspired by the old games I used to enjoy. At some point, I got carried away with the idea of building an entire arcade instead of just one game. And that’s how it ended up with 105 playable games . There are quick reaction games, puzzles, old-school classics, some completely chaotic ones, and a few bigger arcade games. I also added tournaments with five hearts, a daily 10-game challenge, scores, XP, coins, achievements, and saved progress. One of the biggest parts of this update was working on the game’s identity. I made a shared pixel-art library with environments, character sprites, UI elements, and effects. I also added six characters to Pixel Town: Milo, Jun, Bea, Nia, Ash, and Pip. They’re mostly cosmetic characters right now, but I wanted the arcade to feel like an actual little world instead of just a menu with 105 buttons. The technical side was probably the most complicated part. I had to deal with different input types, game states, restarting, saving, mobile layouts, and making sure one game wouldn’t break another. I built automated checks for the game systems and went through the individual games to find problems with their mechanics. And I definitely found problems. Some games still need more variety, some mechanics are simpler than I originally wanted, and there are things I would improve with more time. Getting a game to pass a test doesn’t automatically mean it’s fun to play. That’s something this project taught me. I also used AI-assisted development tools during this project, alongside my own planning, testing, and design decisions. I don’t want to pretend otherwise. Looking back, the project changed direction quite a few times. I experimented with different ideas, made some decisions that didn’t work out, and ended up rethinking what I actually wanted Iron-Mario to be. I’m still not completely satisfied with everything. But seeing this turn from a little experiment into a playable arcade has been pretty rewarding. The game is playable now, and I’m calling this the end of this development chapter. Not necessarily the end of Iron-Mario. If you try it, I’d genuinely love to know which games you enjoyed and which ones felt boring or frustrating. That feedback is way more useful than someone just telling me the project looks good. 🎮 Play: https://hustlenix.github.io/Iron-Mario/ 💻 Source: https://github.com/Hustlenix/Iron-Mario Thanks to everyone who followed the devlogs, tried the game, or gave feedback along the way. That’s it for this ship. ❤️...
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1793004601.34737
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1793091001.34737
|
|
43563
|
My very own WebOS by @Iv4e12 | Stardance
|
Iv4e12
|
2
|
2.0
|
1
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-08T12:32:34Z", "hours": 0.0, "multiplier": 2.66, "payout": 1, "blessing": "neutral", "text": "I added a calculator, task manager, minimizable windows, a lock screen (dw, there’s no password ;D) and a taskbar!", "repo": "https://github.com/Iv4e12/Stardance-WebOS", "demo": "https://iv4e12.github.io/Stardance-WebOS/"}, {"ship_num": 2, "ts": "2026-08-06T11:15:16Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a working WebOS. The most challenging part was probably debugging.", "repo": "https://github.com/Iv4e12/Stardance-WebOS", "demo": "https://iv4e12.github.io/Stardance-WebOS/"}]...
|
[{"post_id": 43250, "ts": "202 [{"post_id": 43250, "ts": "2026-08-08T12:29:49Z", "hours": 0.4633, "text": "Added a couple features for webos2!"}, {"post_id": 41848, "ts": "2026-08-06T10:02:54Z", "hours": 0.3044, "text": "Imma post it on GitHub and ship it now"}, {"post_id": 41843, "ts": "2026-08-06T09:43:07Z", "hours": 0.9833, "text": "I finished working on the website!"}, {"post_id": 41613, "ts": "2026-08-05T22:30:54Z", "hours": 0.25, "text": "Built the HTML!"}]...
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Title: My very own WebOS by @Iv4e12 | Stardance
D Title: My very own WebOS by @Iv4e12 | Stardance
Devlogs:
Built the HTML!
I finished working on the website!
Imma post it on GitHub and ship it now
Added a couple features for webos2!
Ships:
I made a working WebOS. The most challenging part was probably debugging.
I added a calculator, task manager, minimizable windows, a lock screen (dw, there’s no password ;D) and a taskbar!...
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1792986831.6950364
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1793073231.6950364
|
|
43572
|
AKidsDream by @MrCode | Stardance
|
MrCode
|
2
|
190.61
|
2036
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T13:57:00Z", "hours": 107.0, "multiplier": 19.36, "payout": 1877, "blessing": "neutral", "text": "👾 AKidsDream~~(name work in progress)~~ , is a early version of a turn based strategy game , where you can controll multiple different units to win. 🤔 Why A Kid’s Dream? When I was a child, I created a small board game using paper and scissors. It was very complex, but still incredibly fun to play. 🏳️🏴Goal Its not just an attempt to make a game , its the challenge of creating modular , future proof system and to learn to clean code , using all my knoweledge of over the past 4 years of learning . (so even if i dont get rich with this game i did learn a lot xdd) What’s🆕 As this isn’t the first ship of the project, the project now contains: Mana💎 & a working card/hand systems Juicy new animations (as you may have seen with thecard drawing) more ℹ️nfo (who is playing and support for multiple local players) Hardships ( ̄ε(# ̄)☆╰╮o( ̄皿 ̄///) Trying to code everything modular and clean takes time, which is valuable resource :( Also the progress feels much slower at the beginning (but i could reuse the modular ability system for the cards which made everything easier:)) As i have invested close to 200hourse, the project has grown so much that sometimes its hard to see how one system may break another , then its another 1 hour debugging", "repo": "https://github.com/MrCode200/AKidsDream", "demo": "https://github.com/MrCode200/AKidsDream/releases/tag/v0.2.0-pre-alpha.1"}, {"ship_num": 2, "ts": "2026-08-09T19:50:41Z", "hours": 72.0, "multiplier": 8.67, "payout": 159, "blessing": "neutral", "text": "👾 AKidsDream(name work in progress), is a early version of a turn based strategy game, where you can controll multiple different units to win. 🤔 Why A Kid’s Dream? When I was a child, I created a small board game using paper and scissors. It was very complex, but still incredibly fun to play. A Kid’s Dream 🌜is my attempt to recreate that experience. Not exactly as it was, but from the pieces that remain in my memory. It is a game inspired by childhood imagination, handmade rules, and the joy of turning simple ideas into an adventure. ⚔️ Currently the game is in very early alpha, basically a proof of concept. I would love support, about what you would like to see, Game Design tips and tricks and what a winning condition could be. (destroy objectives vs destory a unit(like a king 🤴)", "repo": "https://github.com/MrCode200/AKidsDream", "demo": "https://github.com/MrCode200/AKidsDream/releases/tag/v0.2.0-pre-alpha.1"}]...
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[{"post_id": 75690, "ts": "202 [{"post_id": 75690, "ts": "2026-09-30T19:21:12Z", "hours": 11.6108, "text": "Devlog 16: Extensions, Plugins && MODSSSSS Yes, it has been time, for what has given success to most games EVER!!!!!! ➕MODS Hard as hell to implement, as you need to make sure that each coding dependencies are implemented correctly… Had to change hole game structure to be easily extendable/moddable (fun and hard ) But i have to say i am learning more which is awsome But still many bugs and logic to fix/implement lul…"}, {"post_id": 70733, "ts": "2026-09-19T17:44:42Z", "hours": 10.015, "text": "Devlog 15: The Power of Plugins 🔌 Turned the Tween System into a plugin :)) Now it is way easier to reuse animations everywhere 🎞️ Also finished all Card + Hand logic 🃏 and cleaned up lots of code + bugs along the way 😭 The project’s recent work includes a refactor of the ability/card systems plus deck and cardcasting functionality."}, {"post_id": 65311, "ts": "2026-09-10T11:39:01Z", "hours": 10.4142, "text": "Devlog 14: Is it SatisFeelingable enough ☺️ (Help Q&Q: what animation feels more satisfying ?:00) Added clean card animation (in not so clean code 😭😭) More information on who’s turn it is. with bumb up🆙 animations for the Q&Q see the videos <3 Next 🆙: Card Deck and card into effect animations (spawn animations if above works without coding problems, which i feel is a delusional hope🥲 )"}, {"post_id": 62821, "ts": "2026-09-06T10:50:51Z", "hours": 11.515, "text": "Devlog 13: 3rr0Rssss$s ❌ and ✅Results<> Completely rewrote ȩ̷̪̓̈́́́͗͝ŗ̵͔̥̜̹̬̭̯̏̆̽͂̈́̅̐͛̾͘ͅr̸͗̌͌̾̌̾̂́͜ö̷̪̰́͊̆͗̈́̿̏́̀̂r̶̨̮̹͎̹̫͑̅̂̽̾̎͌s , Now each method returns in its chain a Result<TValue, TError> Methods like Map,Bind,Tap etc. make it now super easy to process results and errors :))"}, {"post_id": 61536, "ts": "2026-09-04T14:30:32Z", "hours": 12.2986, "text": "Devlog 12: Cards and MORE Cards 🃏 I have added Cards which can now summon units Also needed to redo the ability validation as now the modular ability system came in handy. I was able to combine both the Ability System and the Cards , so that the cards can use them freely."}, {"post_id": 58885, "ts": "2026-08-31T13:41:36Z", "hours": 8.9453, "text": "Devlog 11: I Hereby SUMMON YOU! (#°Д°) Today we are adding CARDS , 🃏Cards contain MANA Portrait Health Duration (after how many rounds does the card play its effect ) One problem i am encountering is how to identify clicking vs draggin in godot 😵💫, but i believe i could use a workaround"}, {"post_id": 56779, "ts": "2026-08-28T17:55:17Z", "hours": 13.4456, "text": "Devlog 10: MOOORE ANIMATIONSS!!!! Added a TweenComponent🎞️, allowing quick *reactive* and configurabel way to add TWEENS Created AutoGenerated Scripts⚙️ (if you know Godot.SignalNames , in a way i created the same) And for some reason one of my scripts reset so i had to debug it completly from the beginning 😭, but somehow it just got better lol."}, {"post_id": 53811, "ts": "2026-08-24T14:46:01Z", "hours": 11.2481, "text": "Devlog 9: Soo can i remove it?:0 New modular UI animations and able to delete and see order of tiles selected 😃 Tween Component 🎞️ Allows Resources to animate specifics (loop, ping pong) on specific actions (ready, shown etc.) For multiselectable tiles, there is a new layer which shows when which tiles were selected. Allows also the deletion of tiles if still valid."}, {"post_id": 50525, "ts": "2026-08-19T18:26:55Z", "hours": 8.7558, "text": "Devlog 8: So thats how much more i can CUT you😈 100+ hours 🥳 Finally added a UI for Pool Points💯 (How often an ability can be cast) Pool Updates 💧 The pool shows Icon and Count/MaxCount , with custom ANIMATIONS when the count changes Blocking Manager 🫸 The new Blocking Manager keeps track of the game states and automatically, blocks specific ui. Very Dynamic ( •̀ ω •́ )✧ (using enums for options) Next UP: More juicy animations for the Pool count (showing diff, based on current selected tiles, and a crash animation (hopefully 😅, if i can figure that out xd ))"}, {"post_id": 47365, "ts": "2026-08-15T08:27:57Z", "hours": 4.3611, "text": "Devlog 8: Ahhh you, I hit ( ̄ε(# ̄)💥╰╮o( ̄皿 ̄///) Through the new ability System, was finally able to add hit flashes ! But it was such a pain to get the Shaders working 〒▽〒 , they were never firing once, but 3 - 4 times in one row which didn’t make sense for 1 SLAP. If you hit them hard enough they jitter 😱 … Future destination 🛣️ I could imagine updating the system to be reactive to the effect applied to each Unit (so more DMG => More BOOM💥) Also added finally animations (was time).🕺"}, {"post_id": 46304, "ts": "2026-08-13T13:09:07Z", "hours": 3.7408, "text": "Devlog 7: 🐦🔥 HUGE Ability CHANGES Finally finished the new ability system (just took like 14 HOuRs Xdd) The new system introducestwo ways of running abilities (🤫see video): ⛓️Sequential Runs all selected tiles one by one, and casts the effect 📦Batch Runs the effect on all selected tiles. Also Added Context so that Abilities/Effects can now communicate and influence each other : Cost = Base Cost + Selected Tiles ... Damage = Cost * Base Damage (infinite cycle of death 🩻) This will allow huge upgrades to make in a modular way complex abilities super simple and fast ."}, {"post_id": 45761, "ts": "2026-08-12T13:46:07Z", "hours": 11.2067, "text": "Devlog 6: Rebuilding the Ability System Completely restructured the ability system , allowing abilities to be either sequentially or in batches . Also improved the underlying patterns, making abilities easier to modify, reuse, and plug into the game.(see image) Currently implementing EffectTrigger , which allows Effects of abilities to happen on specific Frames or after specific Time etc."}, {"post_id": 44495, "ts": "2026-08-10T09:23:28Z", "hours": 1.1089, "text": "Devlog 5: Camera Movement & Board Centralization Added camera movement and board centralization It feels super smooth ( zooming and moving ) thanks to lerp (love that name xd) 🤫 Also auto centers dynamically based on BOARD SIZE (if you want you can fight your friends on 1000 x 1000 tiles lul)"}, {"post_id": 44174, "ts": "2026-08-09T19:13:05Z", "hours": 0.4558, "text": "Devlog 4: Pre-Alpha Release 🥳🥳 Pre-alpha release is out! ( under review shipping, follow to see when comes live ;)) Also fixed positioning of ability buttons 🔥"}, {"post_id": 44122, "ts": "2026-08-09T18:03:26Z", "hours": 6.4614, "text": "Devlog 3: Big Progress on Units & Turn Logic Made great progress… ( •̀ ω •́ )✧ Added unit sprites Implemented turn logic Overengineered like always, xd but if i every want to make a 2v2 or how many vs how many , it will work Good thing: it now supports local X vs X , which is great for testing. :)) Next up: cool animations hehehe."}, {"post_id": 40688, "ts": "2026-08-04T11:39:41Z", "hours": 1.4419, "text": "Devlog 2: A Super Compact, Dynamic Ability System Drag and drop your Patterns (Cross, etc.) and Tada👀, you’ve got a new ability.💪 Need a special effect? Just plug in one of: DamageEffect SpawnEffect MoveSelfEffect …and many more."}, {"post_id": 40390, "ts": "2026-08-03T21:11:26Z", "hours": 63.7325, "text": "Devlog 1: 50 hours in the bag, joined stardance now! Added Ability system and backend Teams Logic (nothing visual sadly yet…)"}]...
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Title: AKidsDream by @MrCode | Stardance
Devlogs: Title: AKidsDream by @MrCode | Stardance
Devlogs:
Devlog 1: 50 hours in the bag, joined stardance now! Added Ability system and backend Teams Logic (nothing visual sadly yet…)
Devlog 2: A Super Compact, Dynamic Ability System Drag and drop your Patterns (Cross, etc.) and Tada👀, you’ve got a new ability.💪 Need a special effect? Just plug in one of: DamageEffect SpawnEffect MoveSelfEffect …and many more.
Devlog 3: Big Progress on Units & Turn Logic Made great progress… ( •̀ ω •́ )✧ Added unit sprites Implemented turn logic Overengineered like always, xd but if i every want to make a 2v2 or how many vs how many , it will work Good thing: it now supports local X vs X , which is great for testing. :)) Next up: cool animations hehehe.
Devlog 4: Pre-Alpha Release 🥳🥳 Pre-alpha release is out! ( under review shipping, follow to see when comes live ;)) Also fixed positioning of ability buttons 🔥
Devlog 5: Camera Movement & Board Centralization Added camera movement and board centralization It feels super smooth ( zooming and moving ) thanks to lerp (love that name xd) 🤫 Also auto centers dynamically based on BOARD SIZE (if you want you can fight your friends on 1000 x 1000 tiles lul)
Devlog 6: Rebuilding the Ability System Completely restructured the ability system , allowing abilities to be either sequentially or in batches . Also improved the underlying patterns, making abilities easier to modify, reuse, and plug into the game.(see image) Currently implementing EffectTrigger , which allows Effects of abilities to happen on specific Frames or after specific Time etc.
Devlog 7: 🐦🔥 HUGE Ability CHANGES Finally finished the new ability system (just took like 14 HOuRs Xdd) The new system introducestwo ways of running abilities (🤫see video): ⛓️Sequential Runs all selected tiles one by one, and casts the effect 📦Batch Runs the effect on all selected tiles. Also Added Context so that Abilities/Effects can now communicate and influence each other : Cost = Base Cost + Selected Tiles ... Damage = Cost * Base Damage (infinite cycle of death 🩻) This will allow huge upgrades to make in a modular way complex abilities super simple and fast .
Devlog 8: Ahhh you, I hit ( ̄ε(# ̄)💥╰╮o( ̄皿 ̄///) Through the new ability System, was finally able to add hit flashes ! But it was such a pain to get the Shaders working 〒▽〒 , they were never firing once, but 3 - 4 times in one row which didn’t make sense for 1 SLAP. If you hit them hard enough they jitter 😱 … Future destination 🛣️ I could imagine updating the system to be reactive to the effect applied to each Unit (so more DMG => More BOOM💥) Also added finally animations (was time).🕺
Devlog 8: So thats how much more i can CUT you😈 100+ hours 🥳 Finally added a UI for Pool Points💯 (How often an ability can be cast) Pool Updates 💧 The pool shows Icon and Count/MaxCount , with custom ANIMATIONS when the count changes Blocking Manager 🫸 The new Blocking Manager keeps track of the game states and automatically, blocks specific ui. Very Dynamic ( •̀ ω •́ )✧ (using enums for options) Next UP: More juicy animations for the Pool count (showing diff, based on current selected tiles, and a crash animation (hopefully 😅, if i can figure that out xd ))
Devlog 9: Soo can i remove it?:0 New modular UI animations and able to delete and see order of tiles selected 😃 Tween Component 🎞️ Allows Resources to animate specifics (loop, ping pong) on specific actions (ready, shown etc.) For multiselectable tiles, there is a new layer which shows when which tiles were selected. Allows also the deletion of tiles if still valid.
Devlog 10: MOOORE ANIMATIONSS!!!! Added a TweenComponent🎞️, allowing quick *reactive* and configurabel way to add TWEENS Created AutoGenerated Scripts⚙️ (if you know Godot.SignalNames , in a way i created the same) And for some reason one of my scripts reset so i had to debug it completly from the beginning 😭, but somehow it just got better lol.
Devlog 11: I Hereby SUMMON YOU! (#°Д°) Today we are adding CARDS , 🃏Cards contain MANA Portrait Health Duration (after how many rounds does the card play its effect ) One problem i am encountering is how to identify clicking vs draggin in godot 😵💫, but i believe i could use a workaround
Devlog 12: Cards and MORE Cards 🃏 I have added Cards which can now summon units Also needed to redo the ability validation as now the modular ability system came in handy. I was able to combine both the Ability System and the Cards , so that the cards can use them freely.
Devlog 13: 3rr0Rssss$s ❌ and ✅Results<> Completely rewrote ȩ̷̪̓̈́́́͗͝ŗ̵͔̥̜̹̬̭̯̏̆̽͂̈́̅̐͛̾͘ͅr̸͗̌͌̾̌̾̂́͜ö̷̪̰́͊̆͗̈́̿̏́̀̂r̶̨̮̹͎̹̫͑̅̂̽̾̎͌s , Now each method returns in its chain a Result<TValue, TError> Methods like Map,Bind,Tap etc. make it now super easy to process results and errors :))
Devlog 14: Is it SatisFeelingable enough ☺️ (Help Q&Q: what animation feels more satisfying ?:00) Added clean card animation (in not so clean code 😭😭) More information on who’s turn it is. with bumb up🆙 animations for the Q&Q see the videos <3 Next 🆙: Card Deck and card into effect animations (spawn animations if above works without coding problems, which i feel is a delusional hope🥲 )
Devlog 15: The Power of Plugins 🔌 Turned the Tween System into a plugin :)) Now it is way easier to reuse animations everywhere 🎞️ Also finished all Card + Hand logic 🃏 and cleaned up lots of code + bugs along the way 😭 The project’s recent work includes a refactor of the ability/card systems plus deck and cardcasting functionality.
Devlog 16: Extensions, Plugins && MODSSSSS Yes, it has been time, for what has given success to most games EVER!!!!!! ➕MODS Hard as hell to implement, as you need to make sure that each coding dependencies are implemented correctly… Had to change hole game structure to be easily extendable/moddable (fun and hard ) But i have to say i am learning more which is awsome But still many bugs and logic to fix/implement lul…
Ships:
👾 AKidsDream(name work in progress), is a early version of a turn based strategy game, where you can controll multiple different units to win. 🤔 Why A Kid’s Dream? When I was a child, I created a small board game using paper and scissors. It was very complex, but still incredibly fun to play. A Kid’s Dream 🌜is my attempt to recreate that experience. Not exactly as it was, but from the pieces that remain in my memory. It is a game inspired by childhood imagination, handmade rules, and the joy of turning simple ideas into an adventure. ⚔️ Currently the game is in very early alpha, basically a proof of concept. I would love support, about what you would like to see, Game Design tips and tricks and what a winning condition could be. (destroy objectives vs destory a unit(like a king 🤴)
👾 AKidsDream~~(name work in progress)~~ , is a early version of a turn based strategy game , where you can controll multiple different units to win. 🤔 Why A Kid’s Dream? When I was a child, I created a small board game using paper and scissors. It was very complex, but still incredibly fun to play. 🏳️🏴Goal Its not just an attempt to make a game , its the challenge of creating modular , future proof system and to learn to clean code , using all my knoweledge of over the past 4 years of learning . (so even if i dont get rich with this game i did learn a lot xdd) What’s🆕 As this isn’t the first ship of the project, the project now contains: Mana💎 & a working card/hand systems Juicy new animations (as you may have seen with thecard drawing) more ℹ️nfo (who is playing and support for multiple local players) Hardships ( ̄ε(# ̄)☆╰╮o( ̄皿 ̄///) Trying to code everything modular and clean takes time, which is valuable resource :( Also the progress feels much slower at the beginning (but i could reuse the modular ability system for the cards which made everything easier:)) As i have invested close to 200hourse, the project has grown so much that sometimes its hard to see how one system may break another , then its another 1 hour debugging...
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1793098302.2501698
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1793184702.2501698
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43589
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TomType by @nokira | Stardance
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nokira
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2
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10.0
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143
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-13T11:02:03Z", "hours": 2.0, "multiplier": 7.29, "payout": 14, "blessing": "neutral", "text": "This is the fixed version of TomType. I tried listening to every single one of the reviews left on the first ship so here are the new features: Mutually exclusive time and word modes: Now you can only select the Time or the Word amount. If you select the time you will get infinite words and the game will finish when time runs out. If you select the Word amount, you will have unlimited time but a fixed amount of words. Mute sounds button: someone didn’t like the sounds playing so I decided to add a button to mute everything, hopefully this is enough :) Survival mode: someone suggested adding an unlimited time mode were you are limited by mistake so your objective is to type all the words selected by making less than 5 mistakes, or else the game ends. Split JS code: not really a feature but as someone correctly pointed out all the code was in one big file, so I split some minor code additions to other files.", "repo": "https://github.com/n0kira/TomType", "demo": "https://n0kira.github.io/TomType/"}, {"ship_num": 2, "ts": "2026-08-05T19:20:30Z", "hours": 8.0, "multiplier": 15.43, "payout": 129, "blessing": "neutral", "text": "This it TomType, a simple typing game inspired by MonkeyType. This was made just to improve my javascript skills. Here are all the features of this project: Multiple Word Categories: Practice typing with custom word packs Normal mode: errors are highlighted in red and you keep going. Hardcore mode: make 1 mistake and the test ends immediately. Time Modes: 15s, 30s, or 45s timers. Word Count Modes: 10, 25, or 50 words.", "repo": "https://github.com/n0kira/TomType", "demo": "https://n0kira.github.io/TomType/"}]...
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[{"post_id": 46245, "ts": "202 [{"post_id": 46245, "ts": "2026-08-13T11:00:31Z", "hours": 1.9653, "text": "Devlog #5 Fixed everything (hopefully) Hiiii everyone!! 👋 Today I looked at all of the amazing reviews that were left on my first ship. I tried listening to every single one of them so here are the new features: Mutually exclusive time and word modes: Now you can only select the Time or the Word amount. If you select the time you will get infinite words and the game will finish when time runs out. If you select the Word amount, you will have unlimited time but a fixed amount of words. Mute sounds button: someone didn’t like the sounds playing so I decided to add a button to mute everything, hopefully this is enough :) Survival mode: someone suggested adding an unlimited time mode were you are limited by mistake so your objective is to type all the words selected by making less than 5 mistakes, or else the game ends. Split JS code: not really a feature but as someone correctly pointed out all the code was in one big file, so I split some minor code additions to other files. I hope this fixes everything you guys asked!! If not, leave a comment, I always read them :) I will ship this fixed version since I don’t really have any new feature to add since it is meant to be a bit minimal so without too much useless stuff. Thank you all so much for the honest reviews :)"}, {"post_id": 41501, "ts": "2026-08-05T19:03:20Z", "hours": 0.6875, "text": "Devlog #4 Sharing! Hii! Fortunately making the sharing option wasn’t too hard. I thought of different ideas and the one I liked more was to capture the lifetime stats using html-to-image which lets you “screenshot” an element of your Website and create a picture of it. In my case I just had to create an outer div that contained the Stats div and then just made a PNG when the Share button is clicked. Also, I added sounds for button, just a minor touch. I think I am actually shipping this project. I don’t want to make it too complicated or bloated with unrelated or useless stuff. Also because this was just to practice JavaScript a little more Byee!! :)"}, {"post_id": 41249, "ts": "2026-08-05T10:40:51Z", "hours": 1.0758, "text": "Devlog #3 Hardcore mode ☠️ Hii! Quick devlog. I just finished adding the hardcore mode, when enabling this, if you make any mistake your session ends, so you must have 100% accuracy to go through all the words. Also I added a little indicator to show which buttons are selected. Today I will do other stuff maybe, like the stats sharing! Thanks for reading! Byeee :D"}, {"post_id": 40973, "ts": "2026-08-04T21:01:32Z", "hours": 2.1428, "text": "Devlog #2 More Stats, and Dark Mode 🌙 Hi hi! I managed to add some smaller features: Accuracy, this will display both your lifetime accuracy between all typing sessions, and for the current one. Dark Mode, added a little button that lets you switch between dark and light mode. Streak, I still need to test and polish this but it should do the job for now, just complete one typing session each day and it goes up. Timer buttons, this was by far the easiest to add, just made some buttons like for the words selection but for time, so you can challenge yourself with less time or be more relaxed with more time. In the next days I will try to add buttons to change the amount of words generated for each section (quotes excluded) and maybe add a hardcore mode where with one mistake you end the session. Also wanted to add the possibility to like share lifetime stats, but only if it’s not too hard to do. Thanks for reading <3 Byeee!"}, {"post_id": 40706, "ts": "2026-08-04T12:12:26Z", "hours": 4.4753, "text": "Devlog #1 Typing game! Hello!! In the last few days I’ve been very inactive but today I decided to come back with a small and simple project just to keep my JavaScript skills and not lose all the progress I made in the last weeks. Soo I decided to make this… It’s a simple typing game, just like MonkeyType. You choose a category of words and you just type. The time limit is 35 seconds and in that time you either finish all the words or type as much as you can. At the top you will find the lifetime stats, so the average WPM which is calculated among all rounds, while at the bottom once you finish a round you will see the stats regarding that single session. Some features I will most likely add are accuracy, custom words and time amount and lastly interface sounds, like typing and clicking! Byeee!!"}]...
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Title: TomType by @nokira | Stardance
Devlogs:
De Title: TomType by @nokira | Stardance
Devlogs:
Devlog #1 Typing game! Hello!! In the last few days I’ve been very inactive but today I decided to come back with a small and simple project just to keep my JavaScript skills and not lose all the progress I made in the last weeks. Soo I decided to make this… It’s a simple typing game, just like MonkeyType. You choose a category of words and you just type. The time limit is 35 seconds and in that time you either finish all the words or type as much as you can. At the top you will find the lifetime stats, so the average WPM which is calculated among all rounds, while at the bottom once you finish a round you will see the stats regarding that single session. Some features I will most likely add are accuracy, custom words and time amount and lastly interface sounds, like typing and clicking! Byeee!!
Devlog #2 More Stats, and Dark Mode 🌙 Hi hi! I managed to add some smaller features: Accuracy, this will display both your lifetime accuracy between all typing sessions, and for the current one. Dark Mode, added a little button that lets you switch between dark and light mode. Streak, I still need to test and polish this but it should do the job for now, just complete one typing session each day and it goes up. Timer buttons, this was by far the easiest to add, just made some buttons like for the words selection but for time, so you can challenge yourself with less time or be more relaxed with more time. In the next days I will try to add buttons to change the amount of words generated for each section (quotes excluded) and maybe add a hardcore mode where with one mistake you end the session. Also wanted to add the possibility to like share lifetime stats, but only if it’s not too hard to do. Thanks for reading <3 Byeee!
Devlog #3 Hardcore mode ☠️ Hii! Quick devlog. I just finished adding the hardcore mode, when enabling this, if you make any mistake your session ends, so you must have 100% accuracy to go through all the words. Also I added a little indicator to show which buttons are selected. Today I will do other stuff maybe, like the stats sharing! Thanks for reading! Byeee :D
Devlog #4 Sharing! Hii! Fortunately making the sharing option wasn’t too hard. I thought of different ideas and the one I liked more was to capture the lifetime stats using html-to-image which lets you “screenshot” an element of your Website and create a picture of it. In my case I just had to create an outer div that contained the Stats div and then just made a PNG when the Share button is clicked. Also, I added sounds for button, just a minor touch. I think I am actually shipping this project. I don’t want to make it too complicated or bloated with unrelated or useless stuff. Also because this was just to practice JavaScript a little more Byee!! :)
Devlog #5 Fixed everything (hopefully) Hiiii everyone!! 👋 Today I looked at all of the amazing reviews that were left on my first ship. I tried listening to every single one of them so here are the new features: Mutually exclusive time and word modes: Now you can only select the Time or the Word amount. If you select the time you will get infinite words and the game will finish when time runs out. If you select the Word amount, you will have unlimited time but a fixed amount of words. Mute sounds button: someone didn’t like the sounds playing so I decided to add a button to mute everything, hopefully this is enough :) Survival mode: someone suggested adding an unlimited time mode were you are limited by mistake so your objective is to type all the words selected by making less than 5 mistakes, or else the game ends. Split JS code: not really a feature but as someone correctly pointed out all the code was in one big file, so I split some minor code additions to other files. I hope this fixes everything you guys asked!! If not, leave a comment, I always read them :) I will ship this fixed version since I don’t really have any new feature to add since it is meant to be a bit minimal so without too much useless stuff. Thank you all so much for the honest reviews :)
Ships:
This it TomType, a simple typing game inspired by MonkeyType. This was made just to improve my javascript skills. Here are all the features of this project: Multiple Word Categories: Practice typing with custom word packs Normal mode: errors are highlighted in red and you keep going. Hardcore mode: make 1 mistake and the test ends immediately. Time Modes: 15s, 30s, or 45s timers. Word Count Modes: 10, 25, or 50 words.
This is the fixed version of TomType. I tried listening to every single one of the reviews left on the first ship so here are the new features: Mutually exclusive time and word modes: Now you can only select the Time or the Word amount. If you select the time you will get infinite words and the game will finish when time runs out. If you select the Word amount, you will have unlimited time but a fixed amount of words. Mute sounds button: someone didn’t like the sounds playing so I decided to add a button to mute everything, hopefully this is enough :) Survival mode: someone suggested adding an unlimited time mode were you are limited by mistake so your objective is to type all the words selected by making less than 5 mistakes, or else the game ends. Split JS code: not really a feature but as someone correctly pointed out all the code was in one big file, so I split some minor code additions to other files....
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1792986837.2243233
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1793073237.2243233
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43598
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MadMiffy by @OhKay404 | Stardance
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OhKay404
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2
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47.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-26T01:40:55Z", "hours": 30.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "MadMiffy - Ship #2 Ი ᰍ ⋆˚꩜。 This is the second ship for MadMiffy, a Miffy-themed WarioWare-style game that requires you to play minigames to win! 𓆝 𓆟 𓆞 𓆝 𓆟 How to Play Your goal is to complete four minigames before you lose all five of your lives. In minigame 1, your goal is to collect all the hearts in time. Use the left/right arrow keys or A/D keys to move left and right. Use the spacebar , W key , or up arrow key to jump. In minigame 2, click all hearts using the cursor before the timer runs out. In minigame 3, click on Miffy’s correct bakery orders using the cursor before the timer runs out. In minigame 4, whack five Miffies using your cursor before the timer runs out. If you run out of time before completing a minigame, you lose one life. The minigame will then repeat until you pass or run out of lives. Challenges Learning how to create tweens was definitely really challenging! It took me a while to understand, but Christophe on itch.io’s tutorial helped me tremendously when learning, and adding tweens to MadMiffy was so worth it in the end! Figuring out the sound system was also super difficult, as I’ve never really messed with audio stuff in Godot before. Tons of YouTube tutorials and google searching later, I now have a (mostly) working music system! Thank you to chajamakesmusic on itch.io for the amazing music ! What I’m Proud Of I can’t believe I actually finished MadMiffy! There are definitely bugs that need to be fixed, but I simply cannot put into words how proud I am to have even started developing this game into something that I imagined in my head. I’m so happy about the way minigame 3 turned out! Prior to creating minigame 3, I was in a bit of a block, unsure if I could even finish this ambitious project. Coding the minigame was super though, but I am glad I pulled through! I also taught myself how to create tweens, which really brought MadMiffy to life! 𓆝 𓆟 𓆞 𓆝 𓆟 I can’t believe this is my second ship! Thank you to everyone who has supported me on this crazy journey!! (˶˃ ᵕ ˂˶)", "repo": "https://github.com/OhKay404/warioware", "demo": "https://ohkay404.itch.io/madmiffy"}, {"ship_num": 2, "ts": "2026-08-24T21:46:56Z", "hours": 17.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "MadMiffy Ი ᰍ ⋆˚꩜。 𓆝 𓆟 𓆞 𓆝 𓆟 Introducing, MadMiffy , Miffy-themed WarioWare-style game that requires you to play minigames to win! How to Play Your goal is to complete two minigames before you lose all five of your lives! In minigame 1, your goal is to collect all the hearts in time. Use the left/right arrow keys to move left and right, and the spacebar to jump. In minigame 2, click all hearts using the cursor before the timer runs out. If you run out of time before completing a minigame, you lose one life. The minigame will then repeat until you pass or run out of lives. Challenges Finding the perfect assets for everything was definitely a challenge for me! I spent a LOT of time scouring Pinterest for THE pictures Learning how to do animations was difficult because I’ve had very little experience in the past. Youtube tutorials really helped me! What I’m Proud Of This game was an amazing learning opportunity for me! I am so proud of the animations I did, specifically the ones in the winner and death screens! I still can’t believe I brought my Canva animations to life haha I’m also super proud of the buttons that I stylized using StyleBoxFlats! They turned out almost identical to the ones I designed on Canva! 𓆝 𓆟 𓆞 𓆝 𓆟 I can’t believe this will be my very first ship! There is more to come, however, so stay tuned for more of MadMiffy!! (˶˃ ᵕ ˂˶)", "repo": "https://github.com/OhKay404/warioware", "demo": "https://ohkay404.itch.io/madmiffy"}]...
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[{"post_id": 82415, "ts": "202 [{"post_id": 82415, "ts": "2026-10-24T19:02:24Z", "hours": 0.5656, "text": "MadMiffy - Updated! •.°♪*:` Hello everyone! (˶˃ ᵕ ˂˶) MadMiffy is now updated on Itch.io!!! (wooooo!!) 𓆝 𓆟 𓆞 𓆝 𓆟 Changes I did not do much this week since I was super busy, but I did update the script of the timer screen so that the music plays before the timer starts! There aren’t any weird delays in the music anymore!! 𓆝 𓆟 𓆞 𓆝 𓆟 That’s it! Thank you for reading along till the end! I still cannot believe how far MadMiffy has come! 。°(°¯᷄◠¯᷅°)°。"}, {"post_id": 80544, "ts": "2026-10-18T04:02:44Z", "hours": 2.7128, "text": "MadMiffy - 14th Devlog ᶻ 𝗓 𐰁 ໒꒱⋆.˚ Hi everyone!! If you’re new here, MadMiffy is my spinoff version of the WarioWare game!! 𓆝 𓆟 𓆞 𓆝 𓆟 What’s New Added animations to the hearts in the timer screen + minigame 2 (they now float up and down!!) (∩˃ᴗ˂∩)✧ Added tween animations to the heart buttons in minigame 2 and the miffies in minigame 4! They are now alive when you hover/click them hahaha (˵ •̀ᴗ•́˵)و I added music to minigame 4! The game is starting to look and sound more and more cohesive!! Challenges Audio issue is still not fixed… I will get to it!! Every fix I try doesn’t work .·°՞(っ-ᯅ-ς)՞°·. (I will not give up though!!) 𓆝 𓆟 𓆞 𓆝 𓆟 That’s it! Thank you for reading along till the end! Stay tuned for more!! ദ്ദി(。•̀ ,<)~"}, {"post_id": 79195, "ts": "2026-10-12T23:45:54Z", "hours": 2.0153, "text": "MadMiffy - 13th Devlog ⋆.ೃ࿔*:・ Hello everyone, I’m back after just ONE day!! If you’re new here, MadMiffy is my spinoff version of the WarioWare game!! 𓆝 𓆟 𓆞 𓆝 𓆟 What’s New I locked in and conjured up a whole new minigame! This will be the final minigame of MadMiffy, and it’s called Whack-A-Miffy! ٩>ᴗ<)و To win this game, the player must whack 5 Miffies before the timer runs out! Click on the Miffy that pops up to “whack” it ヽ(°〇°)ノ I didn’t expect to actually get this far today, so I unfortunately don’t have any footage from when Whack-A-Miffy was still a WIP (。•́︿•̀。) A demo video is attached tho!! Challenges I’m still trying to figure out how to debug the issue with the audio system! I will do my best over the next few days to fix it ( ̄^ ̄ )ゞ 𓆝 𓆟 𓆞 𓆝 𓆟 That’s it! Thank you for reading along till the end! MadMiffy is really coming together now!! (⸝⸝> ᴗ•⸝⸝)"}, {"post_id": 78939, "ts": "2026-10-12T03:06:29Z", "hours": 4.8261, "text": "MadMiffy - 12th Devlog ഒ·˚ Hello everyone, I’m back! (๑ᵔ⤙ᵔ๑) If you’re new here, MadMiffy is my spinoff version of the WarioWare game!! 𓆝 𓆟 𓆞 𓆝 𓆟 What’s New Minigame 3 now has instructions so the player knows how to play the game ( ദ്ദി ˙ᗜ˙ ) I also added a global sound system to MadMiffy!! My laptop can’t record internal audio, so I included a full playthrough of MadMiffy instead!! I still can’t believe how far I’ve come from the starting line (°〇°) Challenges Figuring out the sound system was a big challenge! I had to create a whole other system for it, and it’s still a WIP right now, since I still need to figure out the music toggling, but I’ve come a long way! (ᵕ⸝⸝• ᴗ •) 𓆝 𓆟 𓆞 𓆝 𓆟 Anddddd that’s it! This devlog was pretty short, but thank you for reading along till the end! Look forward to more updates! (˶˃𐃷˂˶)"}, {"post_id": 74070, "ts": "2026-09-26T16:51:40Z", "hours": 4.4128, "text": "MadMiffy - 11th Devlog ˚. ᵎᵎ Hello everyone, I’m back! If you’re new here, MadMiffy is my spinoff version of the WarioWare game!! 𓆝 𓆟 𓆞 𓆝 𓆟 What’s New Minigame 3 is finally looking polished! I re-coded the logic of minigame 3 so that there isn’t a loading screen that pops up every time a new food item pops up on the speech bubble (took me a long time, but was so worth it!! (˶˃𐃷˂˶)) I also added assets to the minigame! The food looks so adorable and at some point I started feeling hungry every time I worked on this minigame (っ˘ڡ˘ς) ˗ˏˋ 🍰 ˎˊ˗ There’s also a counter that keeps track of how much food you’ve served! Challenges Re-coding the minigame was definitely the hardest part! I had to preserve the game’s function while also removing that super annoying loading screen that came up when a new button was clicked, so I’m super proud of my work! ദ്ദി( ˘̀ ֊ ˘́) 𓆝 𓆟 𓆞 𓆝 𓆟 Anddddd that’s it! Thank you for reading along till the end! Look forward to more updates! ৻( •̀ ᗜ •́ ৻)"}, {"post_id": 69435, "ts": "2026-09-17T01:40:46Z", "hours": 3.8522, "text": "MadMiffy - 10th Devlog .✦ ݁˖ Hello! (๑’ᵕ’๑)⸝* If you’re new here, MadMiffy is my spinoff version of the WarioWare game!! 𓆝 𓆟 𓆞 𓆝 𓆟 What’s New Stylized the popup menu of the dropdowns in the settings page!! Miffy in both the title and timer screen now moves! Created a WHOLE NEW MINIGAME!! (woohoo!!! *ੈ✩‧₊˚ ٩(ˊᗜˋ )و) The player is meant to select the correct food item to give to Miffy; if the player selects incorrectly, they will lose a life!! If you can’t tell already, I still need assets for this minigame haha Challenges To be honest, I feel like coming up with the idea of the minigame itself was the hardest part. I wanted to create someone that was both cute and simple, and I hope I accomplished both of those goals! 𖡼.𖤣𖥧𖡼.𖤣𖥧 𓆝 𓆟 𓆞 𓆝 𓆟 That’s it! Thank you for reading along till the end! See you! (❀❛ ֊ ❛„)♡"}, {"post_id": 62619, "ts": "2026-09-06T02:49:22Z", "hours": 2.7214, "text": "MadMiffy - 9th Devlog 𝜗ৎ˚. Hi, I’m back! ヾ(^ ∇ ^) If you’re new here, MadMiffy is my spinoff version of the WarioWare game!! 𓆝 𓆟 𓆞 𓆝 𓆟 What’s New Added hover/clicked states using tweens for the “Main Menu” buttons in both the winner and death screens I FINALLY got the OptionButton dropdown menus to work! ٩(^ᗜ^ )و ´- It took a while to figure out, but google saved me once again!! I am now in the process of decorating them to match my Canva design Specified data types of all variables in every script I initialized a new minigame!! (more is coming! (˵ •̀ ᴗ - ˵ )) Challenges Coding the OptionButtons !! That was pretty time-consuming and I was really close to giving up, but I decided to try once more and it finally worked! 𓆝 𓆟 𓆞 𓆝 𓆟 And that’s it! This devlog was on the shorter side, but thank you for reading along till the end! See you! ( ദ്ദി ˙ᗜ˙ )"}, {"post_id": 60887, "ts": "2026-09-03T15:07:15Z", "hours": 5.8206, "text": "MadMiffy - 8th Devlog .☘︎ ݁˖ Hello! (๑>•̀๑) I’ve once again made a few changes to MadMiffy ! If you’re new here, MadMiffy is my spinoff version of the WarioWare game!! 𓆝 𓆟 𓆞 𓆝 𓆟 What’s New Added button to toggle on/off the musicAdded dropdown menu to toggle between jump keys (still working on that (╥﹏╥)) Added the rest of the text, (discovered what BBCode text was, and used it to underline the “Controls” and “Music” text!! Added a home button! I don’t know how, but I completely forgot to add a home button when I was planning the settings screen on Canva haha I also messed around with tweens and used this website to help me learn! It took a while to understand, but after trying it myself for a couple of buttons, I think I’m starting to get the hang of it! ᕙ( •̀ ᗜ •́ )ᕗ I used tweens for the buttons in the title screen and the button in the settings screen to give them a floating hover state and bouncy animation when a button gets clicked Challenges Definitely figuring out how to properly code the OptionButton ! I am still struggling with it, so hopefully I will find a solution soon! Figuring out how to script tweens was very hard! I was so grateful to the tutorial website I found, and I was able to use its code to understand tweens. For the longest time, I was struggling with the title screen buttons, but I was able to figure out through some googling that the issue had to do with the VBoxContainer interfering with the tweening logic! I was able to create a quick fix by wrapping the buttons with Control nodes! ⸜(。˃ ᵕ ˂ )⸝♡ 𓆝 𓆟 𓆞 𓆝 𓆟 That’s it! Thank you for reading along till the end! Excited to work more on MadMiffy ! ദ്ദി(˵ •̀ ᴗ - ˵ ) ✧"}, {"post_id": 56659, "ts": "2026-08-28T14:44:08Z", "hours": 3.5372, "text": "MadMiffy - 7th Devlog ⋆˚✿˖° Hi! (˶˃𐃷˂˶) I’ve made a few small changes to MadMiffy ! If you’re new here, MadMiffy is my spinoff version of the WarioWare game!! 𓆝 𓆟 𓆞 𓆝 𓆟 What’s New I added trackers to both minigame 1 and minigame 2 to track the number of hearts collected/clicked! They stay on the screen as well! (i realized when testing that making them appear only after the directions disappear is not a very good look) Planned settings screen on Canva Started the settings screen! I added a background and title so far, also added a miffy icon to the bottom right corner, and it has animations!! Added and styled a volume adjuster ( HSlider ) along with placeholder audio to test the adjuster out! Challenges Styling the HSlider was difficult because I’ve never learned how to, but the Godot dev forums and Youtube really helped! ᕙ( •̀ ᗜ •́ )ᕗ 𓆝 𓆟 𓆞 𓆝 𓆟 And that’s it! Thank you for reading along till the end! Can’t wait to do more with MadMiffy ! (๑ᵔ⤙ᵔ๑)"}, {"post_id": 53505, "ts": "2026-08-24T02:33:43Z", "hours": 3.9436, "text": "˚.⋆꒰১ MadMiffy - 6th Devlog ໒꒱⋆.˚ Hi! (๑’ᵕ’๑)⸝* I’m back with changes to MadMiffy ! If you’re new here, MadMiffy is my spinoff version of the WarioWare game!! 𓆝 𓆟 𓆞 𓆝 𓆟 What’s New I uploaded MadMiffy as a draft on itch.io! I also customized the colors of the page to match the game’s color scheme (˶ᵔ ᵕ ᵔ˶) Added directions to minigame 1 and minigame 2 to make it easier to understand how to play! ^ The directions also have animations (❀❛ ֊ ❛„) Shifted the positions of the hearts in minigame 2 to fit the directions text I now have a README.md file! I used Stardance’s tutorial to help me with it! My Challenges I had trouble exporting my files into itch.io since this was my first time uploading a game (っ- ‸ - ς) but after some deep analysis of the WarioWare tutorial, I finally figured it out! I initially had no idea how to write a README file (can you tell I’ve never made one before (ᵕ—ᴗ—)), so figuring it out was pretty tough! The Stardance tutorial was very helpful! 𓆝 𓆟 𓆞 𓆝 𓆟 That’s it! Thank you for reading if you read along till the end! Stay tuned for more! ᕙ( •̀ ᗜ •́ )ᕗ Update : ** MadMiffy** is now public! Play it on itch.io !!"}, {"post_id": 50060, "ts": "2026-08-19T03:03:40Z", "hours": 2.0272, "text": "MadMiffy - Fifth Devlog ⋆˚࿔ Hello!! (˶ᵔᗜᵔ˶)ノ゙ I’ve once again made a couple of changes! I can’t believe how far MadMiffy has come! If you’re new here, MadMiffy is my spinoff version of the WarioWare game!! 𓆝 𓆟 𓆞 𓆝 𓆟 What’s New I added a death screen!! Since it’s pretty similar to the winner screen, I was able to duplicate the winner screen and make whatever changes I needed, which saved me a LOT of time! The Miffys from both the death AND winner screens now have flying animations! yay ! ٩(^ᗜ^ )و ´ Commented out the settings button’s functionality because the settings feature has not been implemented yet Made it so that the level in the timer screen actually displayed the correct level Added wall barriers to minigame 1 so that the miffy sprite can’t fall off the screen The minigames_done variable now only decrements if its value is already above zero (this fixes a bug that occurred where the minigames_done variable became negative because the script didn’t check if its value was greater than zero) My Challenges Scripting the death screen so that it actually appears was a challenge for me (⇀‸↼‶) I kept running into a null error for a while but a couple of google searches helped me immensely (thank you reddit (∩˃o˂∩)♡) 𓆝 𓆟 𓆞 𓆝 𓆟 Anddd that’s it! Thank you for reading if you read along till the end! Stay tuned for the final touches! ദ്ദി( ˘̀ ֊ ˘́)"}, {"post_id": 49335, "ts": "2026-08-18T03:06:40Z", "hours": 2.2947, "text": "MadMiffy - Fourth Devlog ⋆✴︎˚。⋆ Hello!! (˶ˆᗜˆ˵) A couple of changes have been made! Let’s get right into it ( ◡̀_◡́)ᕤ!! If you’re new here, MadMiffy is my spinoff version of the WarioWare game!! 𓆝 𓆟 𓆞 𓆝 𓆟 What’s New I created a working winner screen! It has a few animations, and it is so far looking pretty close to what I designed on Canva, so I am super ecstatic! Not only can miffy now flip horizontally, she now has walking AND idle animations now!! ·˚ ༘ ৻( •̀ ᗜ •́ ৻) The quality of the Miffy picture from the title and timer screens is much higher now! I used ibisPaint X to create a clearer image My Challenges Animating the walking and idle animations for the Miffy sprite was TOUGH! (っ- ‸ - ς) Shoutout to DevWorm’s Youtube tutorial on Godot animations for teaching me more about animations (ᴗ_ ᴗ。) 𓆝 𓆟 𓆞 𓆝 𓆟 Anddd that’s it! Thank you for reading if you read along till the end! I continue working hard as per usual, bye!! („• ֊ •„)੭"}, {"post_id": 47807, "ts": "2026-08-16T00:41:59Z", "hours": 2.2919, "text": "MadMiffy - Third Devlog ⊹ ࣪ ˖ ໒꒱ I’m back!! ◝(ᵔᗜᵔ)◜ I’ve made a few changes to MadMiffy since the last devlog!! I will try to do these devlogs more often (they’re actually pretty fun to make!) If you’re new here, MadMiffy is my spinoff version of the WarioWare game!! 𓆝 𓆟 𓆞 𓆝 𓆟 What’s New I finally stylized the buttons in the title screen!! Specifically, I used StyleBoxFlats to stylize the normal and hover states of the Play , Settings, and Quit buttons! They turned out the exact way I wanted them to turn out and I am so grateful for that!! (˶ˆᗜˆ˵) Since I couldn’t upload a picture of the title screen from the last devlog, I attached a VIDEO of the title screen this time!! ( woooooo!! ) I adjusted the code to the Miffy sprite from minigame 1 (the platformer game) so that Miffy can now flip horizontally when the right arrow key is pressed! (Hurray for Miffy!! She doesn’t have to walk backwards anymore ٩(ˊᗜˋ*)و ) I attached a video to demonstrate this new feature! 𓆝 𓆟 𓆞 𓆝 𓆟 Anddd that’s it! This devlog was on shorter side, but thank you for reading if you read along till the end! I will make sure to continue working hard on this game ᕙ( •̀ ᗜ •́ )ᕗ byeee!!!"}, {"post_id": 46594, "ts": "2026-08-13T22:47:53Z", "hours": 5.4247, "text": "MadMiffy - Second Devlog ˖ ݁♬⋆.˚𝄞 Hello!! (˶ᵔᗜᵔ˶)ノ゙ Very long overdue, but nonetheless, here’s the second devlog for MadMiffy ! Lots of changes have been made since the first devlog!! If you’re new here, MadMiffy is my spinoff version of the WarioWare game!! 𓆝 𓆟 𓆞 𓆝 𓆟 What I Did Minigame 1, Platformer : Control Miffy using the L/R arrow keys and space bar to collect hearts on the platforms (same hearts from the timer screen!) Minigame 2, Clicker : Use your mouse to click on the hearts on your screen before the timer ends Animation to the “MadMiffy” title in the title screen Used Canva to move the Miffy in title screen background from the left to the right side of the screen (and horizontally flipped it over) Used Canva to design winner/death scenes!! My Challenges It took me FOREVER to find the right Miffy on pinterest for the winner/death scenes, and I also spent way too long on ibisPaint X editing the Miffy to be exactly the way I wanted it to be haha (it turned out so good in the end though!! I wish I could log that as hours, but I attached a timelapse instead haha) I am still thinking of ideas for minigame #3… I will have to get back to you guys on this!! 𓆝 𓆟 𓆞 𓆝 𓆟 Anddd that’s it! Thank you for reading if you read along till the end, and I will continue working hard to get this game into good shape ᕙ( •̀ ᗜ •́ )ᕗ Edit : I tried adding a screenshot of the new title screen background but I couldn’t get it to upload, so bear with me (っ- ‸ - ς)"}, {"post_id": 41101, "ts": "2026-08-05T02:54:25Z", "hours": 1.3108, "text": "MadMiffy - First Devlog ⋆˚꩜。 Hi Everyone! This marks the first devlog for my new WarioWare-style game, MadMiffy ! Initial Ideas When coming up with ways to differentiate my WarioWare game from the tutorial, I thought of Miffy, a cute character that matches the whimsical vibe I wanted. I immediately created a Pinterest board to gather ideas, and went on Canva to craft the background image shown in the title and level scenes. Buttons When I got to the part of the tutorial where it made me create the “Start Game,” “Settings,” and “Quit” buttons, I initially wanted to create customized buttons through TextureRects. I tried coming up with different ideas on Canva, but none of them really stuck out with me… I will try again soon! If it doesn’t end well, I will at least be changing the colors of the buttons, because they totally don’t fit with the color scheme right now. Stay tuned!! Garlic and Fonts Aside from the background, I also scoured Pinterest to find the perfect “garlic” icon, where I decided on the heart-shaped button that fit perfectly with the background. For the text, I used a font called Jersey15. I had used it previously in a separate project, and I felt that the pixel font would pair well with the rest of the game. That’s it for now! I am very excited to see where MadMiffy will go ^^"}]...
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Title: MadMiffy by @OhKay404 | Stardance
Devlogs: Title: MadMiffy by @OhKay404 | Stardance
Devlogs:
MadMiffy - First Devlog ⋆˚꩜。 Hi Everyone! This marks the first devlog for my new WarioWare-style game, MadMiffy ! Initial Ideas When coming up with ways to differentiate my WarioWare game from the tutorial, I thought of Miffy, a cute character that matches the whimsical vibe I wanted. I immediately created a Pinterest board to gather ideas, and went on Canva to craft the background image shown in the title and level scenes. Buttons When I got to the part of the tutorial where it made me create the “Start Game,” “Settings,” and “Quit” buttons, I initially wanted to create customized buttons through TextureRects. I tried coming up with different ideas on Canva, but none of them really stuck out with me… I will try again soon! If it doesn’t end well, I will at least be changing the colors of the buttons, because they totally don’t fit with the color scheme right now. Stay tuned!! Garlic and Fonts Aside from the background, I also scoured Pinterest to find the perfect “garlic” icon, where I decided on the heart-shaped button that fit perfectly with the background. For the text, I used a font called Jersey15. I had used it previously in a separate project, and I felt that the pixel font would pair well with the rest of the game. That’s it for now! I am very excited to see where MadMiffy will go ^^
MadMiffy - Second Devlog ˖ ݁♬⋆.˚𝄞 Hello!! (˶ᵔᗜᵔ˶)ノ゙ Very long overdue, but nonetheless, here’s the second devlog for MadMiffy ! Lots of changes have been made since the first devlog!! If you’re new here, MadMiffy is my spinoff version of the WarioWare game!! 𓆝 𓆟 𓆞 𓆝 𓆟 What I Did Minigame 1, Platformer : Control Miffy using the L/R arrow keys and space bar to collect hearts on the platforms (same hearts from the timer screen!) Minigame 2, Clicker : Use your mouse to click on the hearts on your screen before the timer ends Animation to the “MadMiffy” title in the title screen Used Canva to move the Miffy in title screen background from the left to the right side of the screen (and horizontally flipped it over) Used Canva to design winner/death scenes!! My Challenges It took me FOREVER to find the right Miffy on pinterest for the winner/death scenes, and I also spent way too long on ibisPaint X editing the Miffy to be exactly the way I wanted it to be haha (it turned out so good in the end though!! I wish I could log that as hours, but I attached a timelapse instead haha) I am still thinking of ideas for minigame #3… I will have to get back to you guys on this!! 𓆝 𓆟 𓆞 𓆝 𓆟 Anddd that’s it! Thank you for reading if you read along till the end, and I will continue working hard to get this game into good shape ᕙ( •̀ ᗜ •́ )ᕗ Edit : I tried adding a screenshot of the new title screen background but I couldn’t get it to upload, so bear with me (っ- ‸ - ς)
MadMiffy - Third Devlog ⊹ ࣪ ˖ ໒꒱ I’m back!! ◝(ᵔᗜᵔ)◜ I’ve made a few changes to MadMiffy since the last devlog!! I will try to do these devlogs more often (they’re actually pretty fun to make!) If you’re new here, MadMiffy is my spinoff version of the WarioWare game!! 𓆝 𓆟 𓆞 𓆝 𓆟 What’s New I finally stylized the buttons in the title screen!! Specifically, I used StyleBoxFlats to stylize the normal and hover states of the Play , Settings, and Quit buttons! They turned out the exact way I wanted them to turn out and I am so grateful for that!! (˶ˆᗜˆ˵) Since I couldn’t upload a picture of the title screen from the last devlog, I attached a VIDEO of the title screen this time!! ( woooooo!! ) I adjusted the code to the Miffy sprite from minigame 1 (the platformer game) so that Miffy can now flip horizontally when the right arrow key is pressed! (Hurray for Miffy!! She doesn’t have to walk backwards anymore ٩(ˊᗜˋ*)و ) I attached a video to demonstrate this new feature! 𓆝 𓆟 𓆞 𓆝 𓆟 Anddd that’s it! This devlog was on shorter side, but thank you for reading if you read along till the end! I will make sure to continue working hard on this game ᕙ( •̀ ᗜ •́ )ᕗ byeee!!!
MadMiffy - Fourth Devlog ⋆✴︎˚。⋆ Hello!! (˶ˆᗜˆ˵) A couple of changes have been made! Let’s get right into it ( ◡̀_◡́)ᕤ!! If you’re new here, MadMiffy is my spinoff version of the WarioWare game!! 𓆝 𓆟 𓆞 𓆝 𓆟 What’s New I created a working winner screen! It has a few animations, and it is so far looking pretty close to what I designed on Canva, so I am super ecstatic! Not only can miffy now flip horizontally, she now has walking AND idle animations now!! ·˚ ༘ ৻( •̀ ᗜ •́ ৻) The quality of the Miffy picture from the title and timer screens is much higher now! I used ibisPaint X to create a clearer image My Challenges Animating the walking and idle animations for the Miffy sprite was TOUGH! (っ- ‸ - ς) Shoutout to DevWorm’s Youtube tutorial on Godot animations for teaching me more about animations (ᴗ_ ᴗ。) 𓆝 𓆟 𓆞 𓆝 𓆟 Anddd that’s it! Thank you for reading if you read along till the end! I continue working hard as per usual, bye!! („• ֊ •„)੭
MadMiffy - Fifth Devlog ⋆˚࿔ Hello!! (˶ᵔᗜᵔ˶)ノ゙ I’ve once again made a couple of changes! I can’t believe how far MadMiffy has come! If you’re new here, MadMiffy is my spinoff version of the WarioWare game!! 𓆝 𓆟 𓆞 𓆝 𓆟 What’s New I added a death screen!! Since it’s pretty similar to the winner screen, I was able to duplicate the winner screen and make whatever changes I needed, which saved me a LOT of time! The Miffys from both the death AND winner screens now have flying animations! yay ! ٩(^ᗜ^ )و ´ Commented out the settings button’s functionality because the settings feature has not been implemented yet Made it so that the level in the timer screen actually displayed the correct level Added wall barriers to minigame 1 so that the miffy sprite can’t fall off the screen The minigames_done variable now only decrements if its value is already above zero (this fixes a bug that occurred where the minigames_done variable became negative because the script didn’t check if its value was greater than zero) My Challenges Scripting the death screen so that it actually appears was a challenge for me (⇀‸↼‶) I kept running into a null error for a while but a couple of google searches helped me immensely (thank you reddit (∩˃o˂∩)♡) 𓆝 𓆟 𓆞 𓆝 𓆟 Anddd that’s it! Thank you for reading if you read along till the end! Stay tuned for the final touches! ദ്ദി( ˘̀ ֊ ˘́)
˚.⋆꒰১ MadMiffy - 6th Devlog ໒꒱⋆.˚ Hi! (๑’ᵕ’๑)⸝* I’m back with changes to MadMiffy ! If you’re new here, MadMiffy is my spinoff version of the WarioWare game!! 𓆝 𓆟 𓆞 𓆝 𓆟 What’s New I uploaded MadMiffy as a draft on itch.io! I also customized the colors of the page to match the game’s color scheme (˶ᵔ ᵕ ᵔ˶) Added directions to minigame 1 and minigame 2 to make it easier to understand how to play! ^ The directions also have animations (❀❛ ֊ ❛„) Shifted the positions of the hearts in minigame 2 to fit the directions text I now have a README.md file! I used Stardance’s tutorial to help me with it! My Challenges I had trouble exporting my files into itch.io since this was my first time uploading a game (っ- ‸ - ς) but after some deep analysis of the WarioWare tutorial, I finally figured it out! I initially had no idea how to write a README file (can you tell I’ve never made one before (ᵕ—ᴗ—)), so figuring it out was pretty tough! The Stardance tutorial was very helpful! 𓆝 𓆟 𓆞 𓆝 𓆟 That’s it! Thank you for reading if you read along till the end! Stay tuned for more! ᕙ( •̀ ᗜ •́ )ᕗ Update : ** MadMiffy** is now public! Play it on itch.io !!
MadMiffy - 7th Devlog ⋆˚✿˖° Hi! (˶˃𐃷˂˶) I’ve made a few small changes to MadMiffy ! If you’re new here, MadMiffy is my spinoff version of the WarioWare game!! 𓆝 𓆟 𓆞 𓆝 𓆟 What’s New I added trackers to both minigame 1 and minigame 2 to track the number of hearts collected/clicked! They stay on the screen as well! (i realized when testing that making them appear only after the directions disappear is not a very good look) Planned settings screen on Canva Started the settings screen! I added a background and title so far, also added a miffy icon to the bottom right corner, and it has animations!! Added and styled a volume adjuster ( HSlider ) along with placeholder audio to test the adjuster out! Challenges Styling the HSlider was difficult because I’ve never learned how to, but the Godot dev forums and Youtube really helped! ᕙ( •̀ ᗜ •́ )ᕗ 𓆝 𓆟 𓆞 𓆝 𓆟 And that’s it! Thank you for reading along till the end! Can’t wait to do more with MadMiffy ! (๑ᵔ⤙ᵔ๑)
MadMiffy - 8th Devlog .☘︎ ݁˖ Hello! (๑>•̀๑) I’ve once again made a few changes to MadMiffy ! If you’re new here, MadMiffy is my spinoff version of the WarioWare game!! 𓆝 𓆟 𓆞 𓆝 𓆟 What’s New Added button to toggle on/off the musicAdded dropdown menu to toggle between jump keys (still working on that (╥﹏╥)) Added the rest of the text, (discovered what BBCode text was, and used it to underline the “Controls” and “Music” text!! Added a home button! I don’t know how, but I completely forgot to add a home button when I was planning the settings screen on Canva haha I also messed around with tweens and used this website to help me learn! It took a while to understand, but after trying it myself for a couple of buttons, I think I’m starting to get the hang of it! ᕙ( •̀ ᗜ •́ )ᕗ I used tweens for the buttons in the title screen and the button in the settings screen to give them a floating hover state and bouncy animation when a button gets clicked Challenges Definitely figuring out how to properly code the OptionButton ! I am still struggling with it, so hopefully I will find a solution soon! Figuring out how to script tweens was very hard! I was so grateful to the tutorial website I found, and I was able to use its code to understand tweens. For the longest time, I was struggling with the title screen buttons, but I was able to figure out through some googling that the issue had to do with the VBoxContainer interfering with the tweening logic! I was able to create a quick fix by wrapping the buttons with Control nodes! ⸜(。˃ ᵕ ˂ )⸝♡ 𓆝 𓆟 𓆞 𓆝 𓆟 That’s it! Thank you for reading along till the end! Excited to work more on MadMiffy ! ദ്ദി(˵ •̀ ᴗ - ˵ ) ✧
MadMiffy - 9th Devlog 𝜗ৎ˚. Hi, I’m back! ヾ(^ ∇ ^) If you’re new here, MadMiffy is my spinoff version of the WarioWare game!! 𓆝 𓆟 𓆞 𓆝 𓆟 What’s New Added hover/clicked states using tweens for the “Main Menu” buttons in both the winner and death screens I FINALLY got the OptionButton dropdown menus to work! ٩(^ᗜ^ )و ´- It took a while to figure out, but google saved me once again!! I am now in the process of decorating them to match my Canva design Specified data types of all variables in every script I initialized a new minigame!! (more is coming! (˵ •̀ ᴗ - ˵ )) Challenges Coding the OptionButtons !! That was pretty time-consuming and I was really close to giving up, but I decided to try once more and it finally worked! 𓆝 𓆟 𓆞 𓆝 𓆟 And that’s it! This devlog was on the shorter side, but thank you for reading along till the end! See you! ( ദ്ദി ˙ᗜ˙ )
MadMiffy - 10th Devlog .✦ ݁˖ Hello! (๑’ᵕ’๑)⸝* If you’re new here, MadMiffy is my spinoff version of the WarioWare game!! 𓆝 𓆟 𓆞 𓆝 𓆟 What’s New Stylized the popup menu of the dropdowns in the settings page!! Miffy in both the title and timer screen now moves! Created a WHOLE NEW MINIGAME!! (woohoo!!! *ੈ✩‧₊˚ ٩(ˊᗜˋ )و) The player is meant to select the correct food item to give to Miffy; if the player selects incorrectly, they will lose a life!! If you can’t tell already, I still need assets for this minigame haha Challenges To be honest, I feel like coming up with the idea of the minigame itself was the hardest part. I wanted to create someone that was both cute and simple, and I hope I accomplished both of those goals! 𖡼.𖤣𖥧𖡼.𖤣𖥧 𓆝 𓆟 𓆞 𓆝 𓆟 That’s it! Thank you for reading along till the end! See you! (❀❛ ֊ ❛„)♡
MadMiffy - 11th Devlog ˚. ᵎᵎ Hello everyone, I’m back! If you’re new here, MadMiffy is my spinoff version of the WarioWare game!! 𓆝 𓆟 𓆞 𓆝 𓆟 What’s New Minigame 3 is finally looking polished! I re-coded the logic of minigame 3 so that there isn’t a loading screen that pops up every time a new food item pops up on the speech bubble (took me a long time, but was so worth it!! (˶˃𐃷˂˶)) I also added assets to the minigame! The food looks so adorable and at some point I started feeling hungry every time I worked on this minigame (っ˘ڡ˘ς) ˗ˏˋ 🍰 ˎˊ˗ There’s also a counter that keeps track of how much food you’ve served! Challenges Re-coding the minigame was definitely the hardest part! I had to preserve the game’s function while also removing that super annoying loading screen that came up when a new button was clicked, so I’m super proud of my work! ദ്ദി( ˘̀ ֊ ˘́) 𓆝 𓆟 𓆞 𓆝 𓆟 Anddddd that’s it! Thank you for reading along till the end! Look forward to more updates! ৻( •̀ ᗜ •́ ৻)
MadMiffy - 12th Devlog ഒ·˚ Hello everyone, I’m back! (๑ᵔ⤙ᵔ๑) If you’re new here, MadMiffy is my spinoff version of the WarioWare game!! 𓆝 𓆟 𓆞 𓆝 𓆟 What’s New Minigame 3 now has instructions so the player knows how to play the game ( ദ്ദി ˙ᗜ˙ ) I also added a global sound system to MadMiffy!! My laptop can’t record internal audio, so I included a full playthrough of MadMiffy instead!! I still can’t believe how far I’ve come from the starting line (°〇°) Challenges Figuring out the sound system was a big challenge! I had to create a whole other system for it, and it’s still a WIP right now, since I still need to figure out the music toggling, but I’ve come a long way! (ᵕ⸝⸝• ᴗ •) 𓆝 𓆟 𓆞 𓆝 𓆟 Anddddd that’s it! This devlog was pretty short, but thank you for reading along till the end! Look forward to more updates! (˶˃𐃷˂˶)
MadMiffy - 13th Devlog ⋆.ೃ࿔*:・ Hello everyone, I’m back after just ONE day!! If you’re new here, MadMiffy is my spinoff version of the WarioWare game!! 𓆝 𓆟 𓆞 𓆝 𓆟 What’s New I locked in and conjured up a whole new minigame! This will be the final minigame of MadMiffy, and it’s called Whack-A-Miffy! ٩>ᴗ<)و To win this game, the player must whack 5 Miffies before the timer runs out! Click on the Miffy that pops up to “whack” it ヽ(°〇°)ノ I didn’t expect to actually get this far today, so I unfortunately don’t have any footage from when Whack-A-Miffy was still a WIP (。•́︿•̀。) A demo video is attached tho!! Challenges I’m still trying to figure out how to debug the issue with the audio system! I will do my best over the next few days to fix it ( ̄^ ̄ )ゞ 𓆝 𓆟 𓆞 𓆝 𓆟 That’s it! Thank you for reading along till the end! MadMiffy is really coming together now!! (⸝⸝> ᴗ•⸝⸝)
MadMiffy - 14th Devlog ᶻ 𝗓 𐰁 ໒꒱⋆.˚ Hi everyone!! If you’re new here, MadMiffy is my spinoff version of the WarioWare game!! 𓆝 𓆟 𓆞 𓆝 𓆟 What’s New Added animations to the hearts in the timer screen + minigame 2 (they now float up and down!!) (∩˃ᴗ˂∩)✧ Added tween animations to the heart buttons in minigame 2 and the miffies in minigame 4! They are now alive when you hover/click them hahaha (˵ •̀ᴗ•́˵)و I added music to minigame 4! The game is starting to look and sound more and more cohesive!! Challenges Audio issue is still not fixed… I will get to it!! Every fix I try doesn’t work .·°՞(っ-ᯅ-ς)՞°·. (I will not give up though!!) 𓆝 𓆟 𓆞 𓆝 𓆟 That’s it! Thank you for reading along till the end! Stay tuned for more!! ദ്ദി(。•̀ ,<)~
MadMiffy - Updated! •.°♪*:` Hello everyone! (˶˃ ᵕ ˂˶) MadMiffy is now updated on Itch.io!!! (wooooo!!) 𓆝 𓆟 𓆞 𓆝 𓆟 Changes I did not do much this week since I was super busy, but I did update the script of the timer screen so that the music plays before the timer starts! There aren’t any weird delays in the music anymore!! 𓆝 𓆟 𓆞 𓆝 𓆟 That’s it! Thank you for reading along till the end! I still cannot believe how far MadMiffy has come! 。°(°¯᷄◠¯᷅°)°。
Ships:
MadMiffy Ი ᰍ ⋆˚꩜。 𓆝 𓆟 𓆞 𓆝 𓆟 Introducing, MadMiffy , Miffy-themed WarioWare-style game that requires you to play minigames to win! How to Play Your goal is to complete two minigames before you lose all five of your lives! In minigame 1, your goal is to collect all the hearts in time. Use the left/right arrow keys to move left and right, and the spacebar to jump. In minigame 2, click all hearts using the cursor before the timer runs out. If you run out of time before completing a minigame, you lose one life. The minigame will then repeat until you pass or run out of lives. Challenges Finding the perfect assets for everything was definitely a challenge for me! I spent a LOT of time scouring Pinterest for THE pictures Learning how to do animations was difficult because I’ve had very little experience in the past. Youtube tutorials really helped me! What I’m Proud Of This game was an amazing learning opportunity for me! I am so proud of the animations I did, specifically the ones in the winner and death screens! I still can’t believe I brought my Canva animations to life haha I’m also super proud of the buttons that I stylized using StyleBoxFlats! They turned out almost identical to the ones I designed on Canva! 𓆝 𓆟 𓆞 𓆝 𓆟 I can’t believe this will be my very first ship! There is more to come, however, so stay tuned for more of MadMiffy!! (˶˃ ᵕ ˂˶)
MadMiffy - Ship #2 Ი ᰍ ⋆˚꩜。 This is the second ship for MadMiffy, a Miffy-themed WarioWare-style game that requires you to play minigames to win! 𓆝 𓆟 𓆞 𓆝 𓆟 How to Play Your goal is to complete four minigames before you lose all five of your lives. In minigame 1, your goal is to collect all the hearts in time. Use the left/right arrow keys or A/D keys to move left and right. Use the spacebar , W key , or up arrow key to jump. In minigame 2, click all hearts using the cursor before the timer runs out. In minigame 3, click on Miffy’s correct bakery orders using the cursor before the timer runs out. In minigame 4, whack five Miffies using your cursor before the timer runs out. If you run out of time before completing a minigame, you lose one life. The minigame will then repeat until you pass or run out of lives. Challenges Learning how to create tweens was definitely really challenging! It took me a while to understand, but Christophe on itch.io’s tutorial helped me tremendously when learning, and adding tweens to MadMiffy was so worth it in the end! Figuring out the sound system was also super difficult, as I’ve never really messed with audio stuff in Godot before. Tons of YouTube tutorials and google searching later, I now have a (mostly) working music system! Thank you to chajamakesmusic on itch.io for the amazing music ! What I’m Proud Of I can’t believe I actually finished MadMiffy! There are definitely bugs that need to be fixed, but I simply cannot put into words how proud I am to have even started developing this game into something that I imagined in my head. I’m so happy about the way minigame 3 turned out! Prior to creating minigame 3, I was in a bit of a block, unsure if I could even finish this ambitious project. Coding the minigame was super though, but I am glad I pulled through! I also taught myself how to create tweens, which really brought MadMiffy to life! 𓆝 𓆟 𓆞 𓆝 𓆟 I can’t believe this is my second ship! Thank you to everyone who has supported me on this crazy journey!! (˶˃ ᵕ ˂˶)...
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1792986942.151793
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1793073342.151793
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43624
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ImtOS by @Imtiaz | Stardance
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Imtiaz
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2
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11.0
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58
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-25T20:26:46Z", "hours": 5.0, "multiplier": 11.6, "payout": 58, "blessing": "neutral", "text": "The condition says I have to add 3 new features, what if I did 6? Hey, It’s me, Imtiaz, shipping WebOS2 Mission’s work. I added 6 apps in ImtOS- Contact Guess the Number Game Tic Tao Toe Widgets Logbook Showcase Every app with its own designs and functions. Every log I have included in Readme file, check that out too. Project Link: https://imtua.github.io/ImtOS/ Project Repo: https://github.com/imtua/ImtOS Readme file: https://github.com/imtua/ImtOS/blob/main/README.md Message to the staff: If youre seeing this, can you plsplspls leave me a superstar :3", "repo": "https://github.com/imtua/ImtOS", "demo": "https://imtua.github.io/ImtOS/"}, {"ship_num": 2, "ts": "2026-08-04T22:08:18Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Made an web operating system about myself that comes with a terminal, music player, gallery, draggable windows and A CALCULATOR (im glazing it yes) - made with HTML, CSS, JS and love <3", "repo": "https://github.com/imtua/ImtOS", "demo": "https://imtua.github.io/ImtOS/"}]...
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[{"post_id": 54726, "ts": "202 [{"post_id": 54726, "ts": "2026-08-25T20:08:20Z", "hours": 0.75, "text": "here we go, two apps, time to ship."}, {"post_id": 54694, "ts": "2026-08-25T19:13:13Z", "hours": 1.0167, "text": "Now you can find me through my own made OS, lol"}, {"post_id": 54663, "ts": "2026-08-25T18:11:50Z", "hours": 0.6886, "text": "Added a Tic Tac Toe game in ImtOS!"}, {"post_id": 54067, "ts": "2026-08-24T20:42:20Z", "hours": 0.7167, "text": "Made an easy game."}, {"post_id": 54039, "ts": "2026-08-24T19:53:35Z", "hours": 1.8219, "text": "Yayy!! I’m on WebOS 2 Mission and today I created a widget for my ImtOS! Make sure to check it out."}, {"post_id": 41007, "ts": "2026-08-04T21:59:29Z", "hours": 0.7911, "text": "Done on the terminal, it has some easter eggs!"}, {"post_id": 40675, "ts": "2026-08-04T11:14:23Z", "hours": 1.235, "text": "Well, here we go with our media player. Actually it’s an MP3 player with some dedicated song (which are my favs :3). Now who would come to ImtOS and listen to this songs? ITS YOU!!! YOU WILL COME IN IMTOS AND LISTEN TO MY MASTERPIECE MUSIC TASTE. try it out, now!"}, {"post_id": 40627, "ts": "2026-08-04T09:24:14Z", "hours": 0.9783, "text": "This took way more than 55 Minutes, like collecting the photos and arranging them, designing the whole gallery. Whatever, here you go, now you can have a watch on the owner of ImtOS and his nice lovely photographys."}, {"post_id": 40522, "ts": "2026-08-04T03:25:22Z", "hours": 1.5647, "text": "This worked. Now, you may be thinking that why are you gonna use the calculator function in ImtOS when you have a calculator in your hand or calculator app in your device. This is a great question to think. So great even idk the answer. Whatever, use it or don’t, this feature is awesome (pls say yes)."}, {"post_id": 40478, "ts": "2026-08-04T01:19:21Z", "hours": 0.8072, "text": "Designed it, yayyyyy! Now, time to make the calculator."}, {"post_id": 40457, "ts": "2026-08-03T23:47:25Z", "hours": 0.3522, "text": "Created the windowManager.js file, coz that’s crucial for creating any windows in ImtOS."}, {"post_id": 40443, "ts": "2026-08-03T23:18:11Z", "hours": 0.3167, "text": "Just wrote the index.html file, in this OS, im gonna have 4 main features, they are Calculator Gallery Media Player Terminal Also added an atom icon which I designed myself, it will act as Application centre, in WebOS2 Mission, Ima add more features, so those will go here. I’m also keeping up with readme file, so that works as a devlog file too."}]...
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Title: ImtOS by @Imtiaz | Stardance
Devlogs:
Just Title: ImtOS by @Imtiaz | Stardance
Devlogs:
Just wrote the index.html file, in this OS, im gonna have 4 main features, they are Calculator Gallery Media Player Terminal Also added an atom icon which I designed myself, it will act as Application centre, in WebOS2 Mission, Ima add more features, so those will go here. I’m also keeping up with readme file, so that works as a devlog file too.
Created the windowManager.js file, coz that’s crucial for creating any windows in ImtOS.
Designed it, yayyyyy! Now, time to make the calculator.
This worked. Now, you may be thinking that why are you gonna use the calculator function in ImtOS when you have a calculator in your hand or calculator app in your device. This is a great question to think. So great even idk the answer. Whatever, use it or don’t, this feature is awesome (pls say yes).
This took way more than 55 Minutes, like collecting the photos and arranging them, designing the whole gallery. Whatever, here you go, now you can have a watch on the owner of ImtOS and his nice lovely photographys.
Well, here we go with our media player. Actually it’s an MP3 player with some dedicated song (which are my favs :3). Now who would come to ImtOS and listen to this songs? ITS YOU!!! YOU WILL COME IN IMTOS AND LISTEN TO MY MASTERPIECE MUSIC TASTE. try it out, now!
Done on the terminal, it has some easter eggs!
Yayy!! I’m on WebOS 2 Mission and today I created a widget for my ImtOS! Make sure to check it out.
Made an easy game.
Added a Tic Tac Toe game in ImtOS!
Now you can find me through my own made OS, lol
here we go, two apps, time to ship.
Ships:
Made an web operating system about myself that comes with a terminal, music player, gallery, draggable windows and A CALCULATOR (im glazing it yes) - made with HTML, CSS, JS and love <3
The condition says I have to add 3 new features, what if I did 6? Hey, It’s me, Imtiaz, shipping WebOS2 Mission’s work. I added 6 apps in ImtOS- Contact Guess the Number Game Tic Tao Toe Widgets Logbook Showcase Every app with its own designs and functions. Every log I have included in Readme file, check that out too. Project Link: https://imtua.github.io/ImtOS/ Project Repo: https://github.com/imtua/ImtOS Readme file: https://github.com/imtua/ImtOS/blob/main/README.md Message to the staff: If youre seeing this, can you plsplspls leave me a superstar :3...
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1792986971.127346
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1793073371.127346
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43631
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SmiskiOS by @hannah_gu | Stardance
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hannah_gu
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2
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10.0
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24
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-14T03:47:18Z", "hours": 2.0, "multiplier": 12.19, "payout": 24, "blessing": "neutral", "text": "This is the updated version of SmiskiOS. The new features include a music player, flashcards, and wallpaper changer. All these features, along with the already created timer and quicknotes app allow students to optimize productivity and focus.", "repo": "https://github.com/hannnah-gu/SmiskiOS", "demo": "https://hannnah-gu.github.io/SmiskiOS/"}, {"ship_num": 2, "ts": "2026-08-07T22:29:57Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a custom Smiski-themed OS with draggable windows and 2 apps. The goal of this OS is to provide a focus platform for students to optimize study time. The two apps are a timer app to record study time and a notes app for to-do lists, class notes, or sudden ideas!", "repo": "https://github.com/hannnah-gu/SmiskiOS", "demo": "https://hannnah-gu.github.io/SmiskiOS/"}]...
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[{"post_id": 46674, "ts": "202 [{"post_id": 46674, "ts": "2026-08-14T03:37:11Z", "hours": 0.5536, "text": "made the wallpaper customizable!!!"}, {"post_id": 46147, "ts": "2026-08-13T04:58:21Z", "hours": 0.6225, "text": "made flashcard app"}, {"post_id": 43632, "ts": "2026-08-09T00:24:27Z", "hours": 0.7847, "text": "i made a music app that plays instrumentals"}, {"post_id": 42502, "ts": "2026-08-07T08:55:17Z", "hours": 0.7661, "text": "made quick note app window"}, {"post_id": 41694, "ts": "2026-08-06T02:24:12Z", "hours": 2.2456, "text": "I MADE A TIMER APP"}, {"post_id": 41178, "ts": "2026-08-05T07:03:21Z", "hours": 0.4833, "text": "edited and resized things"}, {"post_id": 41165, "ts": "2026-08-05T06:16:07Z", "hours": 1.4603, "text": "Made all the images into draggable windows"}, {"post_id": 41113, "ts": "2026-08-05T03:22:03Z", "hours": 2.0169, "text": "Added side banners + working clock I moved everything into a css file to make all my elements easier to change as more things are added"}, {"post_id": 40488, "ts": "2026-08-04T01:39:32Z", "hours": 1.1531, "text": "Created the homepage of my OS including about me, and links to my github repo"}]...
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Title: SmiskiOS by @hannah_gu | Stardance
Devlogs Title: SmiskiOS by @hannah_gu | Stardance
Devlogs:
Created the homepage of my OS including about me, and links to my github repo
Added side banners + working clock I moved everything into a css file to make all my elements easier to change as more things are added
Made all the images into draggable windows
edited and resized things
I MADE A TIMER APP
made quick note app window
i made a music app that plays instrumentals
made flashcard app
made the wallpaper customizable!!!
Ships:
I made a custom Smiski-themed OS with draggable windows and 2 apps. The goal of this OS is to provide a focus platform for students to optimize study time. The two apps are a timer app to record study time and a notes app for to-do lists, class notes, or sudden ideas!
This is the updated version of SmiskiOS. The new features include a music player, flashcards, and wallpaper changer. All these features, along with the already created timer and quicknotes app allow students to optimize productivity and focus....
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1792986972.3905365
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1793073372.3905365
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43863
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Lunaris 95 by @Dotdvn | Stardance
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Dotdvn
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2
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5.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-05T11:40:12Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "|Ship #2| In this update, I focused on adding space themed apps in the old pc ui and fixing bugs. I also added a functional Mars weather app, improved the wallpaper system, and introduced Bennu, a little asteroid pet tat says space facts when we clic. Also i added more apps like Asteroid radar, Astronauts on space,Space newsand so many others,", "repo": "https://github.com/dotdvn/Lunaris-One", "demo": "https://lunaris-one-eosin.vercel.app/"}, {"ship_num": 2, "ts": "2026-08-05T12:08:24Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "|Ship #1| Lunaris One is a browser-based desktop operating system built with HTML, CSS, and JavaScript. It features a desktop interface, draggable windows, a working browser, dynamic NASA APOD wallpapers, and a music app powered by the iTunes Search API.", "repo": "https://github.com/dotdvn/Lunaris-One", "demo": "https://lunaris-one-eosin.vercel.app/"}]...
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[{"post_id": 48164, "ts": "202 [{"post_id": 48164, "ts": "2026-08-16T13:40:18Z", "hours": 1.3036, "text": "DevLoggggg #6 Started working on Lunaris 95 and built the frontend for the new Files app. More features coming soon!"}, {"post_id": 42518, "ts": "2026-08-07T09:58:08Z", "hours": 0.6058, "text": "DevLoggggggggg #5 Added more space theamed working apps."}, {"post_id": 42139, "ts": "2026-08-06T18:55:38Z", "hours": 0.8364, "text": "Devloggggggg #4 I fixed a bunch of bugs, cleaned up the UI, made the Weather app fully functional, and added a small desktop pet named Bennu that hangs around the desktop and gives random space facts when we click on it."}, {"post_id": 41250, "ts": "2026-08-05T10:47:56Z", "hours": 0.2667, "text": "DevLoggggggg #3 Made a simple signin page like windows."}, {"post_id": 41212, "ts": "2026-08-05T09:16:08Z", "hours": 0.4333, "text": "DevLoggggggggg #2 Worked on the desktop experience today. I redesigned the interface, improved the taskbar and desktop icons, and added a few more working apps. The overall layout feels cleaner and much closer to a real operating system now."}, {"post_id": 41196, "ts": "2026-08-05T08:19:59Z", "hours": 0.9853, "text": "DevLoggggggggg #1 Started building the foundation of Lunaris One today. I made a working browser inside the desktop window and built the wallpaper system, which now fetches the NASA APOD API so the desktop can display a new space themed wallpaper automatically."}]...
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Title: Lunaris 95 by @Dotdvn | Stardance
Devlogs: Title: Lunaris 95 by @Dotdvn | Stardance
Devlogs:
DevLoggggggggg #1 Started building the foundation of Lunaris One today. I made a working browser inside the desktop window and built the wallpaper system, which now fetches the NASA APOD API so the desktop can display a new space themed wallpaper automatically.
DevLoggggggggg #2 Worked on the desktop experience today. I redesigned the interface, improved the taskbar and desktop icons, and added a few more working apps. The overall layout feels cleaner and much closer to a real operating system now.
DevLoggggggg #3 Made a simple signin page like windows.
Devloggggggg #4 I fixed a bunch of bugs, cleaned up the UI, made the Weather app fully functional, and added a small desktop pet named Bennu that hangs around the desktop and gives random space facts when we click on it.
DevLoggggggggg #5 Added more space theamed working apps.
DevLoggggg #6 Started working on Lunaris 95 and built the frontend for the new Files app. More features coming soon!
Ships:
|Ship #1| Lunaris One is a browser-based desktop operating system built with HTML, CSS, and JavaScript. It features a desktop interface, draggable windows, a working browser, dynamic NASA APOD wallpapers, and a music app powered by the iTunes Search API.
|Ship #2| In this update, I focused on adding space themed apps in the old pc ui and fixing bugs. I also added a functional Mars weather app, improved the wallpaper system, and introduced Bennu, a little asteroid pet tat says space facts when we clic. Also i added more apps like Asteroid radar, Astronauts on space,Space newsand so many others,...
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1792994162.5899963
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1793080562.5899963
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43890
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SarSynth by @manayp | Stardance
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manayp
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2
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25.0
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410
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T18:34:17Z", "hours": 8.0, "multiplier": 11.91, "payout": 101, "blessing": "neutral", "text": "This innovation is something that I am proud about in SarSynth since it combines both technology and Indian classical music. SarSynth turns your camera into a musical instrument with the ability to play swaras using hand gestures while using ragas, instruments, tanpura, among other concepts. Getting the gesture recognition and the playing of music using the system was what I enjoyed most in the process of creating SarSynth. SarSynth can recognize hand poses, translate them into notes, and even incorporate features such as different ragas, synthetic instruments, training games, and tuner. I had many mishaps and stuff because in this new update I focused on the TOOLS which was not needed but I just did it. But in the same time I honestly also learned some new things so for me personally it was a win-win situation even though a bit of time was wasted in bugs and other random mishaps. In general, I believe that SarSynth is a nice application since it incorporates Indian classical music in an interactive manner and in addition to learning a lot through this experience especially when trying to debug different systems. And I hope you guys liked it. If you guys have any suggestions or things to add lemme know in slack. Thank you and adios. Note: This update is for the tools only.", "repo": "https://github.com/manayparikh1/sarsynth", "demo": "https://golden-pudding-d83524.netlify.app/"}, {"ship_num": 2, "ts": "2026-08-10T19:35:04Z", "hours": 17.0, "multiplier": 18.38, "payout": 309, "blessing": "neutral", "text": "What have you created? Sargam Synth - an instrument of Indian music which you can play through gestures of your hands in front of a webcam. Left hand defines the swara depending on the number of fingers raised (1 = Sa, 2 = Re, etc. up to Ni), while right hand controls the volume, tone and ornamental variations. Sargam Synth includes 37 ragas and scales, eight synthetic instruments, like sitar and bansuri, tanpura drone and three training games. What was difficult? Developing reliable gesture recognition system - my initial prototype reacted to each frame from the webcam, so a lost frame cut the sound and any transition between the postures produced false notes. I solved this problem by making each finger press steady for 90 milliseconds before it is recognized and remembering the last known position of a hand when it is not currently recognized. The sound of sitar was the second difficulty because it is a synthetic oscillation simulating vibration of the string, not just the simple oscillator. What are you proud of? It’s properly tuned — when playing Ga in Yaman scale you actually hear 5/4 pure interval rather than somewhat different one a piano would provide you. And it even knows how to teach you — all swaras demonstrate their respective fingering on the screen, both hands show you fingers captured by the camera. Thus, if a pose is not recognized, you will immediately understand if it’s you or the tracker who fails to recognize. Overall it had been an amazing journey and its lowkey fun to use with a bit of practice and stuff (I added a guide below for fingerings just incase)… What should people know in order to try it? Allow the camera, and don’t forget about this: Left hand chooses the tone, right hand makes the sound appear — nothing plays until your right hand is raised. If your hands appear inverted, there is a Swap hand detection option in Settings menu that will correct it for you in one tap. No camera? Then press Continue without camera and play using clicks on the swaras or A S D F G H J keys.", "repo": "https://github.com/manayparikh1/sarsynth", "demo": "https://golden-pudding-d83524.netlify.app/"}]...
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[{"post_id": 49025, "ts": "202 [{"post_id": 49025, "ts": "2026-08-17T16:48:32Z", "hours": 2.1342, "text": "So first of all yes I finished my readme. By finished I mean updated because I added tools. There are 6 distinct tools I created which are in indian style and it works pretty well. I also learned some new stuff from claude like I didnt know too. I learned some stuff in this long session like I never knew that if you set the opaqueness to 1.2 instead of 1 it will be dead code because apparently 1 and 1.1 is the same thing which to be honest is fairly the same. Lol I know this is kinda lame but for some reason it surprises me a lot. I also learned what npm run build does…according to claude it means it checks errors and stuff which personally for some reason I did not know that either… In my project theres some dead space in some areas of the tools pages but thats fine because tbh I was aiming for that because to show its simplicity and stuff lol. The biggest thing that stumped me though was the error in toolspage.tsx…. it says theres an error with the connection of the pages but I think its just a glitch because its all connected right with all the files in the right space so overall I just think thats an error or a glitch. Special thx to claude and vs code suggestions because they helped me learn stuff and made my life easier and possibly faster in some sorta of way so thx. Claude and vs code and github copilot also helped me push my files faster and more efficient so thx. Overall this is my last devlog and I had a great time making this and it went really well (at times lol) and if you guys like this make sure to possibly follow and like some of my devlogs and if you dont then contact me in slack if you have anything I should change or add or even fix lol. Thanks and adioss."}, {"post_id": 48563, "ts": "2026-08-17T00:23:54Z", "hours": 0.4247, "text": "So I did 115 ish lines for the tuner and claude did like 50-65 percent of it because mostly it was repeats of other stuff but also a bit of new stuff in it especailly the logical part of it. So this was actually my second last file so I juse gotta finish the CSS for everything and I am going to be done. Also I found out that the <ToolShell function that I created had glitches or idk something was happening but I fixed it and realized it was a spelling mistake lol. I spend 3 min on solving that so its fine… Ok so the tuner I was working on is basically going to do exactly what your thinking of its going to tune instruments or even your voice using cents which is a thing for tuners that shows its close or far. Overall its going veryy well so lets see if my css goes well or not adioss."}, {"post_id": 48515, "ts": "2026-08-16T22:12:19Z", "hours": 1.3925, "text": "So basically I am almost done… So all my files for the extra tools were supposed to be much more longer but because I do not wanna spend too much time on this project I shortened each file by 200 ish lines with the help of Claude and my wits. So I finished all the tools so far, but I just have like one more left. And I also have to do the CSS which I have to make so that will take some time. During this phase, I worked on improving the whole SarSynth interface, designing a dark theme with gold accents and creating the whole layer of UI elements which feels stable and high-performance. I defined the CSS variables for the whole interface, its colors, font styles, and panel styles, made the camera backdrop with mirrored video and vignette with smooth transition of opacity. Top bar design took much of my effort, as I designed the fields with labels, custom selects with gradients and arrows, hint texts, buttons with icons and Devanagari tanpura switch with activated and inactive states. After that, I added the pose list functionality with glyphs for melody and expression, mono-font labels and muted notes. Readout part and the layout as a whole received tuning of spacing and blur effect, and at the same time, I was solving various irritating problems such as proper placement of select-element arrows, right background for backdrop, and visual matching of components. Overall I believe I am 80 percent done the tools code and everything but that will all be resolved and established soo adios cya in my next log….."}, {"post_id": 47072, "ts": "2026-08-14T18:16:23Z", "hours": 1.8797, "text": "So I completed the TheoryReference.tsx and finally just now completed the TaalMetronome.tsx. I also researched various types of taals and beats for the metronome and I learned new things and concepts which include vibhag, sam, tali, and khali. And to be honest claude and chatgpt helped in coding chunks which just made my coding and stuff faster. So overall I had good enough progresss in the last 1-2 hours so yep. I completed the development of my fully cycle-based taal metronome today. In this project, I have FINALLY developed a system that would be based on the concepts of vibhag, sam, tali, and khali rather than the conventional method of bar-based counting. I created a complete set of taals that contain information about their vibhag structure, khali, bols, and notes. Then, I coded the system to dynamically create matra counts, accent patterns, and vibhag markers. The audio engine is now powered by an advanced Web Audio scheduler that allows pre-scheduling of clicks, takes care of subdivisions and accent playback so that the structure of taal is perceivable to the user via sound. I have also incorporated tap tempo with averaging and reset functionality with “const” placed in numerous lines which will not change anything. Special thanks to vs code because it gave me auto suggestions which auto fixed my code which actually helped me a lot because honestly I suck at typing fast lol. I also pushed many commits in github so its all active and ongoing. More will also have to be fixed though soo stay tuned and adiossssssssss. So overall I have good progress and I will see you in the next devlog adioss."}, {"post_id": 46108, "ts": "2026-08-13T03:01:22Z", "hours": 1.2167, "text": "After almost an hour I finally completed 2 files. I completed the ToolsPage.tsx fully and the ScaleFinder.tsx…. Now I havent really fully tested the toolspage one but the scalefinder one works (I tested it with onecompilor and it works great. So my first tool is finally completed and working now I just gotta keep going at it and finish a few more…So I am done for today and personally I got a good amount done. I am still running into a few errors in the ToolsPage.tsx but 100 percent thats because of the imports because currently I do not have some of the pages but it willl get fixed. And today I finished about 250-300 + lines of code and thanks to chatgpt and claude because they taught me a lot of things including blurb…honestly I am not that good at this coding language but I am still learning. Adiosss see u in the next devlog…"}, {"post_id": 46042, "ts": "2026-08-12T23:37:29Z", "hours": 1.4278, "text": "So this is my first devlog of the new ship and I thought a lot and wondered a lot of what else to add. And now I know. I am adding internal tools to it like a whole page which can be easily accessed. So far I have completed toolAudio.ts and it was about 130 ish lines of code and overall it works well. And yeah so I spent 50 minutes just writing 80 ish lines of code which is pretty not that bad but I slowed down because I changed my ideas mid writing… and also my github got reset or something somehow and alll my commit messages are gone so I have restarted with another repository with new commits. And also I made the most crap mistake ever so instead of making the folder in SRC I made it in localhistory which wasted SOO MUCH of my time. BUT I just copy pasted my code into the right place so overall its all good now. Ill see you guys later. Stay tuned for the upcoming tools. Thanks. ADIOSS"}, {"post_id": 44771, "ts": "2026-08-10T19:28:37Z", "hours": 0.7036, "text": "So in the past half and hour I did a lot and yes this is actually my final devlog this time. Ok so I finished the css around like 100-200 lines of code but it was light because the color scheme sorta connected with the theme anyway… I ran into a few alignment errors like it was blocking my whole screen but I fixed it so thats solved. I also updatted my readme about the games. Below I added a picture of my finger guide SarSynth it just shows how all your fingers should be aligned and for what and personally dha and ni is the hardest but with practice (like 5-10min) you can get used to it. I made it with Canva it took like 2 Minutes because the pictures I didnt really count towards my time just the making and alignments were counted. Overall thank you and goodbye."}, {"post_id": 44733, "ts": "2026-08-10T17:53:30Z", "hours": 1.1725, "text": "I fixed the Tanpura instrumental background track and now it works more properly because last time it was glitching even when I spammed it so it is fine now just a small JS error. I also finished the games logic its 3 simple games which you will come to know soon… In total it is about 250 lines of code which is fairly simple but the games are actually nice in my opinion. And soon I will be making a sort of guide on how to position your fingers for each note which includes Sa, Re, Ga, Ma, Pa, Dha, Ni, Sa. But tbh I have everything thats needed but it doesent hurt to give a bit of teaching because honestly even though I made it, it was pretty hard doing the dha and ni because my hands were keep forgetting the placement but after some time and practice I got it (10 min lol)… So lets see what happens next… Byee and ADioss"}, {"post_id": 44415, "ts": "2026-08-10T04:46:56Z", "hours": 0.6417, "text": "Ok so my README.md is done after like 1 ish hour in total. I incorporated as much as I could including a license in the bottom and honestly this is my first time not writing it raw and actually using hashtags and asterisks to make the text look better in the readme so it went well. I hosted it and was going to ship it. I showed it to my sibling and my feedback was “can you make it not that fun its kinda boring” so that obviously struck me inside considering the effort I put into this so what I did next was crazy. So as you know I was gonna ship it but instead I mapped out a way where I can add small games into it like GUESS THE RAGA and more which I will incorporate later. So sorry Guys I will need to add a bit more before I can ship it but I got this. Adioss."}, {"post_id": 44320, "ts": "2026-08-10T00:14:15Z", "hours": 0.3931, "text": "The front page was zoomed in a bit which was because of the css which I figured out after going through the CSS so that I fixed. Claude helped me a ton just now because I told it to make me 8 different panels in the front page which lead to a page and claude did that which was nice but for some reason it wrote 600 lines of css which is wild because there is not much that was added just colour and a bit of shadows but its fine because its just panels. OK then off hackatime I did my own little research and basically MY IDEA was to make a panel of each instrument that was incorporated in this project and write a 1 paragraph historical perspective of each instrument and overall it worked out pretty well but AGAIN a sizing issue occurred due to claude and I told claude 4 times to fix it but it could not for some reason And then I went in and figured it out lol it was the most funniest mistake…the css was on 2x zoom and my browser was also on 2x zoom for some reason. So yeahh… that has been solved now I also worked on my readme a bit like 2-3 sentences ish. So overall in these last 25 minutes I got through a lot of progress…"}, {"post_id": 44258, "ts": "2026-08-09T21:45:42Z", "hours": 0.7853, "text": "Over the past 45 Minutes or so I have been writing my readme and organizing some files. In all my other projects my readmes were always the worst part of my project but not anymore starting from now. I learned how to write readmes with more efficiency by adding # and * which basically makes text bigger and also bold or italic. So far I wrote the overview on what my project actually is and I have also wrote some of the philosophy and design goals which include data in jots. I also completed the tech stack and computer vision data which is in the same section as the design goals. Overall I am like 20 ish percent done the Readme and my folders are properly organized and I am done that section now."}, {"post_id": 44188, "ts": "2026-08-09T19:49:37Z", "hours": 1.6772, "text": "TODAY WAS CRAZY and this may be my last devlog I’ve spent today creating the entire visual backbone of the app, and now finally feel that the UI actually has some personality and doesn’t consist of random pieces. To start with, I defined a complete theme in :root – all golds, teals, ink shades, subdued overlays, panel colors, and two font stacks – so all the elements of the app draw colors from one consistent palette. Next, I created the layout guidelines for html, body and #root, and implemented the backdrop system – mirrored camera feed, vignette gradients, and stage layer below the canvas. Finally, I added the top bar styling, dropdowns, hint text, icon buttons, and tanpura toggle styling using the gold/teal accent language. I included the UI for the pose list, the readout section with Devanagari + monospace swara display, and the stat blocks with small capital letter labels. And now, I have the help and settings panels with blurred glass background, gold section headers, chips, toggles, and sliders. In addition, I designed the footer banner and the whole start overlay consisting of the brand logo, tagline, buttons, loading animation, error message, and legal disclaimer, so that the app can have a nice onboarding screen. Last but not least, I provided the full responsive layout for small screens so that UI elements will be reorganized on mobile devices properly. Overall, this stylesheet became the core of the application UI design. SO overall it works pretty well and its amazing and I made it indian because I am personally indian. So overall this is prolly note my last devlog but LETS SEE. Adioss."}, {"post_id": 43519, "ts": "2026-08-08T20:46:51Z", "hours": 0.9217, "text": "HII guys so heres what I did in the last hour… I spent a good amount of time was spent working on the design of the interface. Finally, I would say that now the interface looks like a finished product rather than some temporary solution. As the first step, I set up a complete theme via CSS variables in :root. In particular, there were colors for the background which should be dark, golden accents, teal expression color, ink text, muted overlays, as well as font stacks of Devanagari and monospace. All those settings in one place immediately gave the interface much better structure and increased convenience of further editing. Further, I adjusted the global layout to make the app take the full screen and have a nice dark mode design, fitting into the overall musical concept of the project. Then, I designed the camera backdrop including the mirrored video feed, vignette gradients, and stage layer. It provides the project with a moody and atmospheric design. After the backdrop was completed, I turned to designing the top bar which includes the design of fields, labels, dropdowns, hint text, and icon buttons. I added select styles with gold arrows, blurring effect, and transition on hover to make all of these elements responsive and clean. Then, I created the tanpura toggle button with its teal glow and devanagari title, which fits very well into the overall Indian classical theme. Finally, I added styles for the pose list and pose glyphs, which include small circles that represent poses, pose names, and subdued note labels. In short, this was the process that turned the plain UI into an actual design. And now I also tested it BUT ima keep it a surprise for yall so I guess stay tuned for the next devlog loll adioss. (I pasted a few of the theme colours in the code below…"}, {"post_id": 43411, "ts": "2026-08-08T17:10:30Z", "hours": 1.2394, "text": "So heres what happened… In the last hour Claude generated well over 600 lines of new code, covering roughly 70% of the work, and while it dramatically sped me up the alternative was that my entire project instantly threw errors because none of it was connected together yet. While trying to make some sense of the chaos it dawned on me I had an entirely abandoned folder within my project called Components that was full of React components – HelpPanel, Readout, SettingsPanel, StartOverlay, TopBar – that I’d previously created but never attached to anything, and the kicker was my project wasn’t even set up to buildReact. My package.json didn’t contain react or react-dom, tsconfig.json had no JSX support, and my main.tsx was just vanilla JS with a button, and a tag masquerading as a UI element. So I decide to just bite the bullet and hook up React to my project for real. I install React, ReactDOM, and the types for both. Add a vite plugin in a new vite.config.ts, update tsconfig.json’s jsx compiler option to “react-jsx”, write an actual App.tsx that owns the top-level application state (my Performer engine, configuration, the live snapshot of what’s playing, and the state of the camera module) and passing that down into all the components so that the top bar, readout, panels and start screen actually did things. I wire it into my existing drawScene() function via the canvas, I implement some keyboard shortcuts for notes(A-L), octave raises/lowers(Z/X) and tanpura playback(space). I also implement pointer support for playing notes via click and drag without a camera attached. Two things I spotted and removed was a React StrictMode wrap, which would immediately break AudioContext and my handtracking model by remounting them when they just shouldn’t. I also had an import mistmatch between App with braces and a default exported App. Lastly I added a real index.html with a where React mounts and styled the top bar, readout, panels, and start overlay with a whole new styles.css. I was able to clear down all of Claude’s errors, get TSC output zero errors(tsc –noEmit) and build."}, {"post_id": 42783, "ts": "2026-08-07T17:47:04Z", "hours": 1.4017, "text": "Today’s process of working on scene.ts has certainly been one of the most complex parts of my work, since this file involves practically every visual and interaction mechanism I have designed. The imports for degree poses, snapshots and hand tracking points have been implemented and the constants for melody and expression colors, Devanagari fonts, monospace labels and the whole hand skeleton map were defined. Also, the SceneLabel and SceneInput interfaces were implemented; these two mechanisms serve as a sort of backbone for all the information needed by the renderer, such as hands, poses, thresholds, reachable degrees, video size, etc. Then, the geometry helper methods such as roundRect() and ribbonGeometry() were implemented; these methods determine how the swara ribbon would be drawn and how every cell would scale based on window size. Lastly, the drawScene() method is now partially implemented; at the moment it takes care of projection from camera coordinates, drawing of the octaves ladder, ribbon itself, intensity meter and conditional drawings of both hands with landmarks, tone lean arcs, gamak waves and role tags. However, since this file is extremely large and complex, it results in numerous TypeScript errors such as undefined functions, type mismatches, unresolved references, and half-written helper methods like drawPoseGlyph(), which are used before the rest of the code is written. Some errors stem from hand tracking processing, some come from the ribbon rendering code, and some are generated by the math code responsible for resizing the video stream. At this point, the code has reached that chaotic state when the structure starts taking form while the compiler throws numerous errors due to the incomplete file. However, despite the chaos, I have managed to make the ribbon rendering code work, the octave ladder operational, and the hand skeleton drawing code properly working, which means that the visual layer is already being created. I am still working on the code, and hopefully, when more code will be written, many of the above errors will disappear automatically. But yeah overall I fixed them overtime so now I am gonna start the COMPONENTS section around 200+ lines will be written I hope unless an error occurs lets see!!!"}, {"post_id": 42683, "ts": "2026-08-07T15:15:51Z", "hours": 0.5711, "text": "So I was busy getting down deep into scene.ts, where I’m about half way done with the code necessary to render the hand tracking visual layer. Scene.ts is huge and highly interconnected, bringing in pose definition data, Devanagari/roman naming, ribbon geometry data, skeleton structuring, projector calculation, and all the UI controls to display swara, articulation, gamak, tone lean, and expression-hand behaviors. I got all the constants wired in, the skeleton mapping, the tip detection set, the margining mechanism, the complete SceneInput interface, and I began wiring up the drawScene() function pipeline responsible for the octave ladder, ribbon, intensity meter, and hands overlays. Despite having a good structural backbone in place, I’m encountering a crazy amount of errors – some from TypeScript whining about type mismatches, some from missing imports, and some because drawPoseGlyph() or some other functions aren’t written yet but referenced. There are just too many red lines at this point that I cannot tell which are legit obstacles, and which are only temporary noise from not-yet-written parts. However, the basic rendering code is coming together, the projector calculation works, and the skeleton hand-drawing process seems to be halfway there. I’m not finished coding yet, and so I’m hoping that once things come together, a lot of these errors will clear up as the file is completed. Right now, the code is quite a mess, but at least I’m getting somewhere, and the whole scene code system will become operational. So lets see how it goes see ya’ll later adioss."}, {"post_id": 42241, "ts": "2026-08-06T21:11:38Z", "hours": 1.6803, "text": "The day became one of those big pushes where each individual piece I worked on became part of a much bigger picture, and it truly seems that today marked one of the largest leaps forward in the entire process. Claude assisted me in my work throughout the day not only with small bugs but with several large problems standing in my way and thus allowed me to successfully stabilize the entire workflow. Once I managed to deal with the problems, I returned to main.tsx and properly fixed the rendering flow along with ensuring that the components were mounted correctly. The key accomplishment was managing to get the performer.ts file fully rendered and working, which is a great achievement considering that this particular file deals with handling the camera feed, recognizing finger positions, and turning those positions into musical gestures. The moment that it actually worked was a feeling of unlocking another level of the project altogether. My entire objective with this application is to create something where one hand can perform the Indian classical notes of sa, re, ga, ma, pa, dha, ni, sa using the finger position to do so, akin to the bansuri or sargam software, and at the same time having the other hand trigger background sounds such as the tanpura drone sound to produce the atmosphere of the Hindustani classical music. The achievement of making the logic of the camera recognize and respond to the gestures makes the entire idea into a reality. This session is definitely one of those milestones since with the main.tsx file sorted out, performer.tsx rendered successfully, and the gesture pipeline behaving the way I envisioned it, there is no stopping what I want to achieve next. And again claude helped soo much in giving big code blocks especially when there were large errors. SO overall great but it could go better because right now it looks like crap."}, {"post_id": 42004, "ts": "2026-08-06T15:28:18Z", "hours": 1.0119, "text": "Today, I ended up doing more backend setup than what I had expected to do today, in that, after executing the terminal commands to set up the project environment, there were created two files, namely package.json and tsconfig.json, totaling over a thousand lines of configurations. Although mostly being boilerplate, the creation of the two files marked a huge milestone for me in the sense that the project had now become a TypeScript-based one rather than the earlier looser one. After doing that, I then proceeded into the main codebase to modify main.tsx by refactoring the old code. However, my major achievement was the completion of hands.ts, which is one of the harder pieces of codes in the project, in that it deals with hand-tracking, gesture recognition, and all the movement-related logic in the project. I feel really satisfied in doing this file because it is one of those modules that would allow us to implement lots of other features in the future, and seeing the results of my hard work compile successfully after so much setup was truly satisfying. After implementing all the configurations, making changes in the main entry point file, and completing hands.ts, things went pretty well. Overall everything worked out well and I finally figured out the issue lol it was because I did not have these packages so thank you to Claude because it told me what to put in terminal."}, {"post_id": 41663, "ts": "2026-08-06T01:02:52Z", "hours": 2.8281, "text": "Today ended up being one of the most efficient, yet very chaotic coding sessions that I’ve had in a while, because I have managed to finish the entire audio file and the entire engine.ts file, which is essentially one of the key aspects of my entire project, and grew to become more than 700 lines long at the end. Even though I was able to get a lot done, the process was far from being easy, as I encountered some really stubborn errors that would stop the project from running entirely, which were mostly connected to some problems with main.ts file and the Vite configuration, which I did not even know was misconfigured and causing silent problems in the process. I spent far too much time on figuring out the real reasons for those errors until Claude helped me to finally get an idea of what’s really going on. In the process of debugging I found some duplicated code in the engine, which made me quite angry, since it resulted in wasting a lot of time chasing some bugs that occurred due to my mistake when copy-pasting code earlier. Now that I managed to get the engine running at last, I created a little localhost test where I play a sitar sound in order to make sure that the audio stream is functional in real life, and hearing the one little note played made me feel so relieved, knowing that the whole thing really works and not just some theory written in the folder. Now that I have finished all that, I am going to continue to work with hands.ts, which is the part responsible for detecting the hand movements and gestures, and I am excited to see what happens. I also wanna add more instruments which will not be hard but lets see btw I also added a tanpura soo lets see how that goes. See you guys in the next devlog lets see what happens next…Adiosss."}, {"post_id": 40974, "ts": "2026-08-04T21:01:59Z", "hours": 1.7672, "text": "Today was quite productive – more so than I anticipated at the start – and I finished with something on the order of 400-600 lines of code, most of which were devoted to implementing the entire music module in full with its poses.ts, ragas.ts, and swaras.ts, which I have put together in a clean and working fashion without any odd edge cases and inconsistencies. I think it was very satisfying to see that I had finally managed to put all of the pieces together into one coherent system. Next up was the JavaScript part of the audio pipeline which was much faster to implement than I anticipated because once I figured out the general architecture of it, I managed to do it pretty quickly. Claude helped me a little here and there with some hints and clarifications, but the actual implementation was relatively simple after all that. Today turned out to be one of those productive coding sessions where you just seem to get a lot done and end up with a very well-structured and organized system on your hands. So yeah overall I am like 15-20 percent done I think but its really based on how the rest goes especially the camera tracking my hands lets see."}]...
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Title: SarSynth by @manayp | Stardance
Devlogs:
T Title: SarSynth by @manayp | Stardance
Devlogs:
Today was quite productive – more so than I anticipated at the start – and I finished with something on the order of 400-600 lines of code, most of which were devoted to implementing the entire music module in full with its poses.ts, ragas.ts, and swaras.ts, which I have put together in a clean and working fashion without any odd edge cases and inconsistencies. I think it was very satisfying to see that I had finally managed to put all of the pieces together into one coherent system. Next up was the JavaScript part of the audio pipeline which was much faster to implement than I anticipated because once I figured out the general architecture of it, I managed to do it pretty quickly. Claude helped me a little here and there with some hints and clarifications, but the actual implementation was relatively simple after all that. Today turned out to be one of those productive coding sessions where you just seem to get a lot done and end up with a very well-structured and organized system on your hands. So yeah overall I am like 15-20 percent done I think but its really based on how the rest goes especially the camera tracking my hands lets see.
Today ended up being one of the most efficient, yet very chaotic coding sessions that I’ve had in a while, because I have managed to finish the entire audio file and the entire engine.ts file, which is essentially one of the key aspects of my entire project, and grew to become more than 700 lines long at the end. Even though I was able to get a lot done, the process was far from being easy, as I encountered some really stubborn errors that would stop the project from running entirely, which were mostly connected to some problems with main.ts file and the Vite configuration, which I did not even know was misconfigured and causing silent problems in the process. I spent far too much time on figuring out the real reasons for those errors until Claude helped me to finally get an idea of what’s really going on. In the process of debugging I found some duplicated code in the engine, which made me quite angry, since it resulted in wasting a lot of time chasing some bugs that occurred due to my mistake when copy-pasting code earlier. Now that I managed to get the engine running at last, I created a little localhost test where I play a sitar sound in order to make sure that the audio stream is functional in real life, and hearing the one little note played made me feel so relieved, knowing that the whole thing really works and not just some theory written in the folder. Now that I have finished all that, I am going to continue to work with hands.ts, which is the part responsible for detecting the hand movements and gestures, and I am excited to see what happens. I also wanna add more instruments which will not be hard but lets see btw I also added a tanpura soo lets see how that goes. See you guys in the next devlog lets see what happens next…Adiosss.
Today, I ended up doing more backend setup than what I had expected to do today, in that, after executing the terminal commands to set up the project environment, there were created two files, namely package.json and tsconfig.json, totaling over a thousand lines of configurations. Although mostly being boilerplate, the creation of the two files marked a huge milestone for me in the sense that the project had now become a TypeScript-based one rather than the earlier looser one. After doing that, I then proceeded into the main codebase to modify main.tsx by refactoring the old code. However, my major achievement was the completion of hands.ts, which is one of the harder pieces of codes in the project, in that it deals with hand-tracking, gesture recognition, and all the movement-related logic in the project. I feel really satisfied in doing this file because it is one of those modules that would allow us to implement lots of other features in the future, and seeing the results of my hard work compile successfully after so much setup was truly satisfying. After implementing all the configurations, making changes in the main entry point file, and completing hands.ts, things went pretty well. Overall everything worked out well and I finally figured out the issue lol it was because I did not have these packages so thank you to Claude because it told me what to put in terminal.
The day became one of those big pushes where each individual piece I worked on became part of a much bigger picture, and it truly seems that today marked one of the largest leaps forward in the entire process. Claude assisted me in my work throughout the day not only with small bugs but with several large problems standing in my way and thus allowed me to successfully stabilize the entire workflow. Once I managed to deal with the problems, I returned to main.tsx and properly fixed the rendering flow along with ensuring that the components were mounted correctly. The key accomplishment was managing to get the performer.ts file fully rendered and working, which is a great achievement considering that this particular file deals with handling the camera feed, recognizing finger positions, and turning those positions into musical gestures. The moment that it actually worked was a feeling of unlocking another level of the project altogether. My entire objective with this application is to create something where one hand can perform the Indian classical notes of sa, re, ga, ma, pa, dha, ni, sa using the finger position to do so, akin to the bansuri or sargam software, and at the same time having the other hand trigger background sounds such as the tanpura drone sound to produce the atmosphere of the Hindustani classical music. The achievement of making the logic of the camera recognize and respond to the gestures makes the entire idea into a reality. This session is definitely one of those milestones since with the main.tsx file sorted out, performer.tsx rendered successfully, and the gesture pipeline behaving the way I envisioned it, there is no stopping what I want to achieve next. And again claude helped soo much in giving big code blocks especially when there were large errors. SO overall great but it could go better because right now it looks like crap.
So I was busy getting down deep into scene.ts, where I’m about half way done with the code necessary to render the hand tracking visual layer. Scene.ts is huge and highly interconnected, bringing in pose definition data, Devanagari/roman naming, ribbon geometry data, skeleton structuring, projector calculation, and all the UI controls to display swara, articulation, gamak, tone lean, and expression-hand behaviors. I got all the constants wired in, the skeleton mapping, the tip detection set, the margining mechanism, the complete SceneInput interface, and I began wiring up the drawScene() function pipeline responsible for the octave ladder, ribbon, intensity meter, and hands overlays. Despite having a good structural backbone in place, I’m encountering a crazy amount of errors – some from TypeScript whining about type mismatches, some from missing imports, and some because drawPoseGlyph() or some other functions aren’t written yet but referenced. There are just too many red lines at this point that I cannot tell which are legit obstacles, and which are only temporary noise from not-yet-written parts. However, the basic rendering code is coming together, the projector calculation works, and the skeleton hand-drawing process seems to be halfway there. I’m not finished coding yet, and so I’m hoping that once things come together, a lot of these errors will clear up as the file is completed. Right now, the code is quite a mess, but at least I’m getting somewhere, and the whole scene code system will become operational. So lets see how it goes see ya’ll later adioss.
Today’s process of working on scene.ts has certainly been one of the most complex parts of my work, since this file involves practically every visual and interaction mechanism I have designed. The imports for degree poses, snapshots and hand tracking points have been implemented and the constants for melody and expression colors, Devanagari fonts, monospace labels and the whole hand skeleton map were defined. Also, the SceneLabel and SceneInput interfaces were implemented; these two mechanisms serve as a sort of backbone for all the information needed by the renderer, such as hands, poses, thresholds, reachable degrees, video size, etc. Then, the geometry helper methods such as roundRect() and ribbonGeometry() were implemented; these methods determine how the swara ribbon would be drawn and how every cell would scale based on window size. Lastly, the drawScene() method is now partially implemented; at the moment it takes care of projection from camera coordinates, drawing of the octaves ladder, ribbon itself, intensity meter and conditional drawings of both hands with landmarks, tone lean arcs, gamak waves and role tags. However, since this file is extremely large and complex, it results in numerous TypeScript errors such as undefined functions, type mismatches, unresolved references, and half-written helper methods like drawPoseGlyph(), which are used before the rest of the code is written. Some errors stem from hand tracking processing, some come from the ribbon rendering code, and some are generated by the math code responsible for resizing the video stream. At this point, the code has reached that chaotic state when the structure starts taking form while the compiler throws numerous errors due to the incomplete file. However, despite the chaos, I have managed to make the ribbon rendering code work, the octave ladder operational, and the hand skeleton drawing code properly working, which means that the visual layer is already being created. I am still working on the code, and hopefully, when more code will be written, many of the above errors will disappear automatically. But yeah overall I fixed them overtime so now I am gonna start the COMPONENTS section around 200+ lines will be written I hope unless an error occurs lets see!!!
So heres what happened… In the last hour Claude generated well over 600 lines of new code, covering roughly 70% of the work, and while it dramatically sped me up the alternative was that my entire project instantly threw errors because none of it was connected together yet. While trying to make some sense of the chaos it dawned on me I had an entirely abandoned folder within my project called Components that was full of React components – HelpPanel, Readout, SettingsPanel, StartOverlay, TopBar – that I’d previously created but never attached to anything, and the kicker was my project wasn’t even set up to buildReact. My package.json didn’t contain react or react-dom, tsconfig.json had no JSX support, and my main.tsx was just vanilla JS with a button, and a tag masquerading as a UI element. So I decide to just bite the bullet and hook up React to my project for real. I install React, ReactDOM, and the types for both. Add a vite plugin in a new vite.config.ts, update tsconfig.json’s jsx compiler option to “react-jsx”, write an actual App.tsx that owns the top-level application state (my Performer engine, configuration, the live snapshot of what’s playing, and the state of the camera module) and passing that down into all the components so that the top bar, readout, panels and start screen actually did things. I wire it into my existing drawScene() function via the canvas, I implement some keyboard shortcuts for notes(A-L), octave raises/lowers(Z/X) and tanpura playback(space). I also implement pointer support for playing notes via click and drag without a camera attached. Two things I spotted and removed was a React StrictMode wrap, which would immediately break AudioContext and my handtracking model by remounting them when they just shouldn’t. I also had an import mistmatch between App with braces and a default exported App. Lastly I added a real index.html with a where React mounts and styled the top bar, readout, panels, and start overlay with a whole new styles.css. I was able to clear down all of Claude’s errors, get TSC output zero errors(tsc –noEmit) and build.
HII guys so heres what I did in the last hour… I spent a good amount of time was spent working on the design of the interface. Finally, I would say that now the interface looks like a finished product rather than some temporary solution. As the first step, I set up a complete theme via CSS variables in :root. In particular, there were colors for the background which should be dark, golden accents, teal expression color, ink text, muted overlays, as well as font stacks of Devanagari and monospace. All those settings in one place immediately gave the interface much better structure and increased convenience of further editing. Further, I adjusted the global layout to make the app take the full screen and have a nice dark mode design, fitting into the overall musical concept of the project. Then, I designed the camera backdrop including the mirrored video feed, vignette gradients, and stage layer. It provides the project with a moody and atmospheric design. After the backdrop was completed, I turned to designing the top bar which includes the design of fields, labels, dropdowns, hint text, and icon buttons. I added select styles with gold arrows, blurring effect, and transition on hover to make all of these elements responsive and clean. Then, I created the tanpura toggle button with its teal glow and devanagari title, which fits very well into the overall Indian classical theme. Finally, I added styles for the pose list and pose glyphs, which include small circles that represent poses, pose names, and subdued note labels. In short, this was the process that turned the plain UI into an actual design. And now I also tested it BUT ima keep it a surprise for yall so I guess stay tuned for the next devlog loll adioss. (I pasted a few of the theme colours in the code below…
TODAY WAS CRAZY and this may be my last devlog I’ve spent today creating the entire visual backbone of the app, and now finally feel that the UI actually has some personality and doesn’t consist of random pieces. To start with, I defined a complete theme in :root – all golds, teals, ink shades, subdued overlays, panel colors, and two font stacks – so all the elements of the app draw colors from one consistent palette. Next, I created the layout guidelines for html, body and #root, and implemented the backdrop system – mirrored camera feed, vignette gradients, and stage layer below the canvas. Finally, I added the top bar styling, dropdowns, hint text, icon buttons, and tanpura toggle styling using the gold/teal accent language. I included the UI for the pose list, the readout section with Devanagari + monospace swara display, and the stat blocks with small capital letter labels. And now, I have the help and settings panels with blurred glass background, gold section headers, chips, toggles, and sliders. In addition, I designed the footer banner and the whole start overlay consisting of the brand logo, tagline, buttons, loading animation, error message, and legal disclaimer, so that the app can have a nice onboarding screen. Last but not least, I provided the full responsive layout for small screens so that UI elements will be reorganized on mobile devices properly. Overall, this stylesheet became the core of the application UI design. SO overall it works pretty well and its amazing and I made it indian because I am personally indian. So overall this is prolly note my last devlog but LETS SEE. Adioss.
Over the past 45 Minutes or so I have been writing my readme and organizing some files. In all my other projects my readmes were always the worst part of my project but not anymore starting from now. I learned how to write readmes with more efficiency by adding # and * which basically makes text bigger and also bold or italic. So far I wrote the overview on what my project actually is and I have also wrote some of the philosophy and design goals which include data in jots. I also completed the tech stack and computer vision data which is in the same section as the design goals. Overall I am like 20 ish percent done the Readme and my folders are properly organized and I am done that section now.
The front page was zoomed in a bit which was because of the css which I figured out after going through the CSS so that I fixed. Claude helped me a ton just now because I told it to make me 8 different panels in the front page which lead to a page and claude did that which was nice but for some reason it wrote 600 lines of css which is wild because there is not much that was added just colour and a bit of shadows but its fine because its just panels. OK then off hackatime I did my own little research and basically MY IDEA was to make a panel of each instrument that was incorporated in this project and write a 1 paragraph historical perspective of each instrument and overall it worked out pretty well but AGAIN a sizing issue occurred due to claude and I told claude 4 times to fix it but it could not for some reason And then I went in and figured it out lol it was the most funniest mistake…the css was on 2x zoom and my browser was also on 2x zoom for some reason. So yeahh… that has been solved now I also worked on my readme a bit like 2-3 sentences ish. So overall in these last 25 minutes I got through a lot of progress…
Ok so my README.md is done after like 1 ish hour in total. I incorporated as much as I could including a license in the bottom and honestly this is my first time not writing it raw and actually using hashtags and asterisks to make the text look better in the readme so it went well. I hosted it and was going to ship it. I showed it to my sibling and my feedback was “can you make it not that fun its kinda boring” so that obviously struck me inside considering the effort I put into this so what I did next was crazy. So as you know I was gonna ship it but instead I mapped out a way where I can add small games into it like GUESS THE RAGA and more which I will incorporate later. So sorry Guys I will need to add a bit more before I can ship it but I got this. Adioss.
I fixed the Tanpura instrumental background track and now it works more properly because last time it was glitching even when I spammed it so it is fine now just a small JS error. I also finished the games logic its 3 simple games which you will come to know soon… In total it is about 250 lines of code which is fairly simple but the games are actually nice in my opinion. And soon I will be making a sort of guide on how to position your fingers for each note which includes Sa, Re, Ga, Ma, Pa, Dha, Ni, Sa. But tbh I have everything thats needed but it doesent hurt to give a bit of teaching because honestly even though I made it, it was pretty hard doing the dha and ni because my hands were keep forgetting the placement but after some time and practice I got it (10 min lol)… So lets see what happens next… Byee and ADioss
So in the past half and hour I did a lot and yes this is actually my final devlog this time. Ok so I finished the css around like 100-200 lines of code but it was light because the color scheme sorta connected with the theme anyway… I ran into a few alignment errors like it was blocking my whole screen but I fixed it so thats solved. I also updatted my readme about the games. Below I added a picture of my finger guide SarSynth it just shows how all your fingers should be aligned and for what and personally dha and ni is the hardest but with practice (like 5-10min) you can get used to it. I made it with Canva it took like 2 Minutes because the pictures I didnt really count towards my time just the making and alignments were counted. Overall thank you and goodbye.
So this is my first devlog of the new ship and I thought a lot and wondered a lot of what else to add. And now I know. I am adding internal tools to it like a whole page which can be easily accessed. So far I have completed toolAudio.ts and it was about 130 ish lines of code and overall it works well. And yeah so I spent 50 minutes just writing 80 ish lines of code which is pretty not that bad but I slowed down because I changed my ideas mid writing… and also my github got reset or something somehow and alll my commit messages are gone so I have restarted with another repository with new commits. And also I made the most crap mistake ever so instead of making the folder in SRC I made it in localhistory which wasted SOO MUCH of my time. BUT I just copy pasted my code into the right place so overall its all good now. Ill see you guys later. Stay tuned for the upcoming tools. Thanks. ADIOSS
After almost an hour I finally completed 2 files. I completed the ToolsPage.tsx fully and the ScaleFinder.tsx…. Now I havent really fully tested the toolspage one but the scalefinder one works (I tested it with onecompilor and it works great. So my first tool is finally completed and working now I just gotta keep going at it and finish a few more…So I am done for today and personally I got a good amount done. I am still running into a few errors in the ToolsPage.tsx but 100 percent thats because of the imports because currently I do not have some of the pages but it willl get fixed. And today I finished about 250-300 + lines of code and thanks to chatgpt and claude because they taught me a lot of things including blurb…honestly I am not that good at this coding language but I am still learning. Adiosss see u in the next devlog…
So I completed the TheoryReference.tsx and finally just now completed the TaalMetronome.tsx. I also researched various types of taals and beats for the metronome and I learned new things and concepts which include vibhag, sam, tali, and khali. And to be honest claude and chatgpt helped in coding chunks which just made my coding and stuff faster. So overall I had good enough progresss in the last 1-2 hours so yep. I completed the development of my fully cycle-based taal metronome today. In this project, I have FINALLY developed a system that would be based on the concepts of vibhag, sam, tali, and khali rather than the conventional method of bar-based counting. I created a complete set of taals that contain information about their vibhag structure, khali, bols, and notes. Then, I coded the system to dynamically create matra counts, accent patterns, and vibhag markers. The audio engine is now powered by an advanced Web Audio scheduler that allows pre-scheduling of clicks, takes care of subdivisions and accent playback so that the structure of taal is perceivable to the user via sound. I have also incorporated tap tempo with averaging and reset functionality with “const” placed in numerous lines which will not change anything. Special thanks to vs code because it gave me auto suggestions which auto fixed my code which actually helped me a lot because honestly I suck at typing fast lol. I also pushed many commits in github so its all active and ongoing. More will also have to be fixed though soo stay tuned and adiossssssssss. So overall I have good progress and I will see you in the next devlog adioss.
So basically I am almost done… So all my files for the extra tools were supposed to be much more longer but because I do not wanna spend too much time on this project I shortened each file by 200 ish lines with the help of Claude and my wits. So I finished all the tools so far, but I just have like one more left. And I also have to do the CSS which I have to make so that will take some time. During this phase, I worked on improving the whole SarSynth interface, designing a dark theme with gold accents and creating the whole layer of UI elements which feels stable and high-performance. I defined the CSS variables for the whole interface, its colors, font styles, and panel styles, made the camera backdrop with mirrored video and vignette with smooth transition of opacity. Top bar design took much of my effort, as I designed the fields with labels, custom selects with gradients and arrows, hint texts, buttons with icons and Devanagari tanpura switch with activated and inactive states. After that, I added the pose list functionality with glyphs for melody and expression, mono-font labels and muted notes. Readout part and the layout as a whole received tuning of spacing and blur effect, and at the same time, I was solving various irritating problems such as proper placement of select-element arrows, right background for backdrop, and visual matching of components. Overall I believe I am 80 percent done the tools code and everything but that will all be resolved and established soo adios cya in my next log…..
So I did 115 ish lines for the tuner and claude did like 50-65 percent of it because mostly it was repeats of other stuff but also a bit of new stuff in it especailly the logical part of it. So this was actually my second last file so I juse gotta finish the CSS for everything and I am going to be done. Also I found out that the <ToolShell function that I created had glitches or idk something was happening but I fixed it and realized it was a spelling mistake lol. I spend 3 min on solving that so its fine… Ok so the tuner I was working on is basically going to do exactly what your thinking of its going to tune instruments or even your voice using cents which is a thing for tuners that shows its close or far. Overall its going veryy well so lets see if my css goes well or not adioss.
So first of all yes I finished my readme. By finished I mean updated because I added tools. There are 6 distinct tools I created which are in indian style and it works pretty well. I also learned some new stuff from claude like I didnt know too. I learned some stuff in this long session like I never knew that if you set the opaqueness to 1.2 instead of 1 it will be dead code because apparently 1 and 1.1 is the same thing which to be honest is fairly the same. Lol I know this is kinda lame but for some reason it surprises me a lot. I also learned what npm run build does…according to claude it means it checks errors and stuff which personally for some reason I did not know that either… In my project theres some dead space in some areas of the tools pages but thats fine because tbh I was aiming for that because to show its simplicity and stuff lol. The biggest thing that stumped me though was the error in toolspage.tsx…. it says theres an error with the connection of the pages but I think its just a glitch because its all connected right with all the files in the right space so overall I just think thats an error or a glitch. Special thx to claude and vs code suggestions because they helped me learn stuff and made my life easier and possibly faster in some sorta of way so thx. Claude and vs code and github copilot also helped me push my files faster and more efficient so thx. Overall this is my last devlog and I had a great time making this and it went really well (at times lol) and if you guys like this make sure to possibly follow and like some of my devlogs and if you dont then contact me in slack if you have anything I should change or add or even fix lol. Thanks and adioss.
Ships:
What have you created? Sargam Synth - an instrument of Indian music which you can play through gestures of your hands in front of a webcam. Left hand defines the swara depending on the number of fingers raised (1 = Sa, 2 = Re, etc. up to Ni), while right hand controls the volume, tone and ornamental variations. Sargam Synth includes 37 ragas and scales, eight synthetic instruments, like sitar and bansuri, tanpura drone and three training games. What was difficult? Developing reliable gesture recognition system - my initial prototype reacted to each frame from the webcam, so a lost frame cut the sound and any transition between the postures produced false notes. I solved this problem by making each finger press steady for 90 milliseconds before it is recognized and remembering the last known position of a hand when it is not currently recognized. The sound of sitar was the second difficulty because it is a synthetic oscillation simulating vibration of the string, not just the simple oscillator. What are you proud of? It’s properly tuned — when playing Ga in Yaman scale you actually hear 5/4 pure interval rather than somewhat different one a piano would provide you. And it even knows how to teach you — all swaras demonstrate their respective fingering on the screen, both hands show you fingers captured by the camera. Thus, if a pose is not recognized, you will immediately understand if it’s you or the tracker who fails to recognize. Overall it had been an amazing journey and its lowkey fun to use with a bit of practice and stuff (I added a guide below for fingerings just incase)… What should people know in order to try it? Allow the camera, and don’t forget about this: Left hand chooses the tone, right hand makes the sound appear — nothing plays until your right hand is raised. If your hands appear inverted, there is a Swap hand detection option in Settings menu that will correct it for you in one tap. No camera? Then press Continue without camera and play using clicks on the swaras or A S D F G H J keys.
This innovation is something that I am proud about in SarSynth since it combines both technology and Indian classical music. SarSynth turns your camera into a musical instrument with the ability to play swaras using hand gestures while using ragas, instruments, tanpura, among other concepts. Getting the gesture recognition and the playing of music using the system was what I enjoyed most in the process of creating SarSynth. SarSynth can recognize hand poses, translate them into notes, and even incorporate features such as different ragas, synthetic instruments, training games, and tuner. I had many mishaps and stuff because in this new update I focused on the TOOLS which was not needed but I just did it. But in the same time I honestly also learned some new things so for me personally it was a win-win situation even though a bit of time was wasted in bugs and other random mishaps. In general, I believe that SarSynth is a nice application since it incorporates Indian classical music in an interactive manner and in addition to learning a lot through this experience especially when trying to debug different systems. And I hope you guys liked it. If you guys have any suggestions or things to add lemme know in slack. Thank you and adios. Note: This update is for the tools only....
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1792986901.6382697
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1793073301.6382697
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44056
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Eng-inuity by @antellij | Stardance
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antellij
|
2
|
29.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-04T04:31:28Z", "hours": 15.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Introducing Enginuity! The most accurate representation of the challenges involved with engineering (like not electrocuting yourself) in a fun (hopefully) warioware inspired game. Everything is lovely and nothing is wrong… but FAILURE is NOT tolerated Do you have what it takes to beat the 5 unique minigames?", "repo": "https://github.com/antelliJ/Eng-inuity-game", "demo": "https://o7m8.itch.io/enginuity"}, {"ship_num": 2, "ts": "2026-09-05T03:41:03Z", "hours": 14.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Introducing Enginuity! The most accurate representation of the challenges involved with engineering (like not electrocuting yourself) in a fun (hopefully) warioware inspired game. Everything is lovely, joyous, and nothing is wrong… but FAILURE is NOT tolerated", "repo": "https://github.com/antelliJ/Eng-inuity-game", "demo": "https://o7m8.itch.io/enginuity"}]...
|
[{"post_id": 76551, "ts": "202 [{"post_id": 76551, "ts": "2026-10-03T22:20:43Z", "hours": 2.7369, "text": "Added a new minigame here you must accurately sort the objects to train the always watching AI. But you cannot get it wrong"}, {"post_id": 76032, "ts": "2026-10-02T03:46:07Z", "hours": 0.6378, "text": "I thought making something somewhat smooth with curves would be a little hard, but its really easy to slap on a lerp and everything works decently"}, {"post_id": 76021, "ts": "2026-10-02T02:51:07Z", "hours": 1.7353, "text": "Small things that add a lot The game doesn’t end! Once all the minigames are completed, you can continue but the time gets faster over time (up to a certain point so its not completely impossible). I haven’t gotten past 12, so I haven’t quite seen the max speed for long, so maybe it is not humanely possible at that max I also procedurally made sounds so the game feels just a little more lively"}, {"post_id": 75786, "ts": "2026-10-01T04:18:13Z", "hours": 4.9367, "text": "Wow I remembered this project exists! worked on actually making lives, and added a new minigame to connect pcb traces"}, {"post_id": 63835, "ts": "2026-09-07T20:11:17Z", "hours": 0.2639, "text": "Added some more things to the readme to prep it for launch"}, {"post_id": 63677, "ts": "2026-09-07T16:38:18Z", "hours": 4.3783, "text": "I added tips just before the start of the game to make it more clear what the objective of that particular level is. To make use of the assets I made a third minigame. I also added a system to basically cache all the particles at the start, since it takes a good second for it to load on the first run, especially on web. I think I’ll properly implement the lives system once more games are added."}, {"post_id": 61925, "ts": "2026-09-05T02:58:27Z", "hours": 1.4672, "text": "Cleaned up some of the minigames and made a fitting Readme for the github before shipping"}, {"post_id": 61780, "ts": "2026-09-04T21:07:29Z", "hours": 7.2142, "text": "I have no clue what I was talking about saying I was working on foundations, because I look around and all I see is garbage. Its been a while since I’ve worked on this, but I am really baffled by what I was trying to do in the code. At least I have art for placeholder stuff, and got to actually work on the ‘game loop’. Sometimes I am genuinely concerned with what I am even attempting to make, but maybe when it all comes together the absurd plot will at least be at home with the rest of the absurdity in the game."}, {"post_id": 42905, "ts": "2026-08-07T21:12:22Z", "hours": 4.9739, "text": "Devlog 0 I’ve just started work on my entry for the warioware mission since I’ve used godot before and have always enjoyed quickfire arcade-like games. With stardance being a platform of creating technological projects, I had the ingenious idea to theme the minigames on engineering life and challenges, spawning the idea of enginuity (see what I did there) From getting wisdom from a rubber duck, to not getting electrocuted, (among more minigames I have planned) I hope that the game may be interesting of course fun what I have so far I spent a lot of time trying to get the shaders to look how I wanted, and I still think there is some changes that would have to be made in the future I started some of the logic for inputs and a foundation for the theming. I also put in some temporary art Anyways, thanks for reading this, and I hope you have a wonderful rest of your day!"}]...
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Title: Eng-inuity by @antellij | Stardance
Devlog Title: Eng-inuity by @antellij | Stardance
Devlogs:
Devlog 0 I’ve just started work on my entry for the warioware mission since I’ve used godot before and have always enjoyed quickfire arcade-like games. With stardance being a platform of creating technological projects, I had the ingenious idea to theme the minigames on engineering life and challenges, spawning the idea of enginuity (see what I did there) From getting wisdom from a rubber duck, to not getting electrocuted, (among more minigames I have planned) I hope that the game may be interesting of course fun what I have so far I spent a lot of time trying to get the shaders to look how I wanted, and I still think there is some changes that would have to be made in the future I started some of the logic for inputs and a foundation for the theming. I also put in some temporary art Anyways, thanks for reading this, and I hope you have a wonderful rest of your day!
I have no clue what I was talking about saying I was working on foundations, because I look around and all I see is garbage. Its been a while since I’ve worked on this, but I am really baffled by what I was trying to do in the code. At least I have art for placeholder stuff, and got to actually work on the ‘game loop’. Sometimes I am genuinely concerned with what I am even attempting to make, but maybe when it all comes together the absurd plot will at least be at home with the rest of the absurdity in the game.
Cleaned up some of the minigames and made a fitting Readme for the github before shipping
I added tips just before the start of the game to make it more clear what the objective of that particular level is. To make use of the assets I made a third minigame. I also added a system to basically cache all the particles at the start, since it takes a good second for it to load on the first run, especially on web. I think I’ll properly implement the lives system once more games are added.
Added some more things to the readme to prep it for launch
Wow I remembered this project exists! worked on actually making lives, and added a new minigame to connect pcb traces
Small things that add a lot The game doesn’t end! Once all the minigames are completed, you can continue but the time gets faster over time (up to a certain point so its not completely impossible). I haven’t gotten past 12, so I haven’t quite seen the max speed for long, so maybe it is not humanely possible at that max I also procedurally made sounds so the game feels just a little more lively
I thought making something somewhat smooth with curves would be a little hard, but its really easy to slap on a lerp and everything works decently
Added a new minigame here you must accurately sort the objects to train the always watching AI. But you cannot get it wrong
Ships:
Introducing Enginuity! The most accurate representation of the challenges involved with engineering (like not electrocuting yourself) in a fun (hopefully) warioware inspired game. Everything is lovely, joyous, and nothing is wrong… but FAILURE is NOT tolerated
Introducing Enginuity! The most accurate representation of the challenges involved with engineering (like not electrocuting yourself) in a fun (hopefully) warioware inspired game. Everything is lovely and nothing is wrong… but FAILURE is NOT tolerated Do you have what it takes to beat the 5 unique minigames?...
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1793076452.761819
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1793162852.761819
|
|
44219
|
Start page by @Zeti_1223 | Stardance
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Zeti_1223
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2
|
2.0
|
1
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-07T09:52:13Z", "hours": 1.0, "multiplier": 1.24, "payout": 1, "blessing": "neutral", "text": "Reworked the whole design", "repo": "https://github.com/zeti1223/Start-page", "demo": "https://zeti1223.github.io/Start-page/"}, {"ship_num": 2, "ts": "2026-08-05T20:09:09Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a paper like start page that uses Nasa picture of the day in the background, and it also has a settings menu, and there you can set the shortcuts, and the search engine. The most challenging thing was to implement the custom cursor.", "repo": "https://github.com/zeti1223/Start-page", "demo": "https://zeti1223.github.io/Start-page/"}]...
|
[{"post_id": 41834, "ts": "202 [{"post_id": 41834, "ts": "2026-08-06T09:18:05Z", "hours": 0.5, "text": "Reworked the design from scratch"}, {"post_id": 41409, "ts": "2026-08-05T16:29:37Z", "hours": 0.9386, "text": "Shortcuts and settings"}, {"post_id": 41366, "ts": "2026-08-05T15:14:08Z", "hours": 0.2586, "text": "Paper design (sorry hacakatime didn’t logged properly, you can see from git that I worked on this feature 30 min)"}, {"post_id": 41348, "ts": "2026-08-05T14:38:39Z", "hours": 0.2931, "text": "Started working with Nasa API"}]...
|
Title: Start page by @Zeti_1223 | Stardance
Devlo Title: Start page by @Zeti_1223 | Stardance
Devlogs:
Started working with Nasa API
Paper design (sorry hacakatime didn’t logged properly, you can see from git that I worked on this feature 30 min)
Shortcuts and settings
Reworked the design from scratch
Ships:
I built a paper like start page that uses Nasa picture of the day in the background, and it also has a settings menu, and there you can set the shortcuts, and the search engine. The most challenging thing was to implement the custom cursor.
Reworked the whole design...
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1793072909.402386
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1793159309.402386
|
|
44233
|
wayne's personal website by @wayne14 | Stardan wayne's personal website by @wayne14 | Stardance...
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wayne14
|
2
|
8.0
|
20
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-15T10:45:26Z", "hours": 2.0, "multiplier": 9.85, "payout": 20, "blessing": "neutral", "text": "I finished my personal website by making it responsive and enhancing the design. The most challenging part was the CSS. I had this problem when the page starts scrolling horizontally as I shrink it. I tried everything (except AI): deleted different code blocks, rewrote different properties. Eventually, I found it: a simple align-items: center. Bruh…. Then everuthing worked fine, but I still wrote overflow-x:hidden just in case… I’m really proud of the end result - clean, modern, adaptive, funny, and personal. Test it by trying it on different devices and finding some quirky layouts on some device sizes (which shouldn’t exist hopefully).", "repo": "https://github.com/wayne-14e/Personal-Website", "demo": "https://wayne-personal-website.vercel.app/"}, {"ship_num": 2, "ts": "2026-08-10T03:44:14Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created a simple personal portfolio website using HTML, CSS, and some JS. The most challenging part was creating a custom grid in hobbies & interests section - 2 columns, 2 blocks in one row and another block takes two rows. At first, I looked at documentation, but didn’t find what i needed. There are so many grid properties! Eventually, I asked DeepSeek to show me an example of how to make it and adapted it to my project. I’m really proud of what I made. I think it’s very creative, especially the last section. I’m pretty sure whoever opens it will LOL! That’s exactly what my goal was - to tell about myself in a funny way. One thing I still need to work on is responsiveness, but the rest of the features are working and u can test them.", "repo": "https://github.com/wayne-14e/Personal-Website", "demo": "https://wayne-personal-website.vercel.app/"}]...
|
[{"post_id": 47414, "ts": "202 [{"post_id": 47414, "ts": "2026-08-15T10:31:05Z", "hours": 2.0008, "text": "Responsiveness: ON I made my personal portfolio website responsive, so u can now use it more comfortably on mobile or tablet devices. Also added some emojis to the design of the page and designed a logo in Figma."}, {"post_id": 43095, "ts": "2026-08-08T05:39:23Z", "hours": 1.9772, "text": "Finished desktop layout of my personal website. The last section is where I used some Java Script and it’s the funniest part of the website (increase volume when going to the last section….) only mobile responsiveness is left…"}, {"post_id": 41810, "ts": "2026-08-06T08:06:12Z", "hours": 4.3267, "text": "Almost done! I was really trying to make it personal, so I chose the theme of my favourite video game Minecraft and combined it with coding vibes. Hope u will enjoy it and we share some things in common. it’s not fully ready yet: there are only 2 sections and it’s not responsive, but it won’t take too long…"}]...
|
Title: wayne's personal website by @wayne14 | Title: wayne's personal website by @wayne14 | Stardance
Devlogs:
Almost done! I was really trying to make it personal, so I chose the theme of my favourite video game Minecraft and combined it with coding vibes. Hope u will enjoy it and we share some things in common. it’s not fully ready yet: there are only 2 sections and it’s not responsive, but it won’t take too long…
Finished desktop layout of my personal website. The last section is where I used some Java Script and it’s the funniest part of the website (increase volume when going to the last section….) only mobile responsiveness is left…
Responsiveness: ON I made my personal portfolio website responsive, so u can now use it more comfortably on mobile or tablet devices. Also added some emojis to the design of the page and designed a logo in Figma.
Ships:
I created a simple personal portfolio website using HTML, CSS, and some JS. The most challenging part was creating a custom grid in hobbies & interests section - 2 columns, 2 blocks in one row and another block takes two rows. At first, I looked at documentation, but didn’t find what i needed. There are so many grid properties! Eventually, I asked DeepSeek to show me an example of how to make it and adapted it to my project. I’m really proud of what I made. I think it’s very creative, especially the last section. I’m pretty sure whoever opens it will LOL! That’s exactly what my goal was - to tell about myself in a funny way. One thing I still need to work on is responsiveness, but the rest of the features are working and u can test them.
I finished my personal website by making it responsive and enhancing the design. The most challenging part was the CSS. I had this problem when the page starts scrolling horizontally as I shrink it. I tried everything (except AI): deleted different code blocks, rewrote different properties. Eventually, I found it: a simple align-items: center. Bruh…. Then everuthing worked fine, but I still wrote overflow-x:hidden just in case… I’m really proud of the end result - clean, modern, adaptive, funny, and personal. Test it by trying it on different devices and finding some quirky layouts on some device sizes (which shouldn’t exist hopefully)....
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1792997394.7627363
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1793083794.7627363
|