|
70072
|
TabOS by @Muhd_Haseeb | Stardance
|
Muhd_Haseeb
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: TabOS by @Muhd_Haseeb | Stardance
|
1792958012.123862
|
1793822012.123862
|
|
70087
|
Desk organizer by @RamDaMonster | Stardance
|
RamDaMonster
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Desk organizer by @RamDaMonster | Stardance
|
1792958031.5189428
|
1793822031.5189428
|
|
69550
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792958033.9986994
|
1793822033.9986994
|
|
70090
|
pia's ores by @Elia_Piagentini | Stardance
|
Elia_Piagentini
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: pia's ores by @Elia_Piagentini | Starda Title: pia's ores by @Elia_Piagentini | Stardance...
|
1792958034.8245888
|
1793822034.8245888
|
|
70091
|
The Soft Space by @arushkalra52 | Stardance
|
arushkalra52
|
0
|
2.14
|
0
|
[]
|
[{"post_id": 80241, "ts": "202 [{"post_id": 80241, "ts": "2026-10-16T20:31:01Z", "hours": 2.1439, "text": "Built and launched The Soft Space official website"}]...
|
Title: The Soft Space by @arushkalra52 | Stardance Title: The Soft Space by @arushkalra52 | Stardance
Devlogs:
Built and launched The Soft Space official website...
|
1792958035.6403208
|
1793822035.6403208
|
|
69558
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792958038.142061
|
1793822038.142061
|
|
48991
|
ASTRONAV by @lantern | Stardance
|
lantern
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-16T15:08:26Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made this site which provides latest updates related to space, launches, asteroids flyby, etc… i have tried to add some animation for the first time , i have added a highlights section separately which works like a slideshow ,there is also a detailed section to get more description about the news . I added a asteroid flyby informer which tells you about the asteroids that are going to pass near earth. I am not a pro but i hope you like this✨", "repo": "https://github.com/jigneshphalsawal-cloud/astronav", "demo": "https://astronav-tau.vercel.app/"}]...
|
[{"post_id": 48166, "ts": "202 [{"post_id": 48166, "ts": "2026-08-16T13:41:47Z", "hours": 0.6011, "text": "Added individual news description for more details"}, {"post_id": 48128, "ts": "2026-08-16T12:48:51Z", "hours": 1.2528, "text": "Just added a multiple highlights viewer to the site , more animation in overall ui"}, {"post_id": 47976, "ts": "2026-08-16T07:57:49Z", "hours": 0.38, "text": "Astronav dashboard is a website to get notified about the latest happenings in the space, launches, asteroids flyby etc.."}]...
|
Title: ASTRONAV by @lantern | Stardance
Devlogs:
Title: ASTRONAV by @lantern | Stardance
Devlogs:
Astronav dashboard is a website to get notified about the latest happenings in the space, launches, asteroids flyby etc..
Just added a multiple highlights viewer to the site , more animation in overall ui
Added individual news description for more details
Ships:
I made this site which provides latest updates related to space, launches, asteroids flyby, etc… i have tried to add some animation for the first time , i have added a highlights section separately which works like a slideshow ,there is also a detailed section to get more description about the news . I added a asteroid flyby informer which tells you about the asteroids that are going to pass near earth. I am not a pro but i hope you like this✨...
|
1792958044.07611
|
1793822044.07611
|
|
70103
|
my website by @halit | Stardance
|
halit
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: my website by @halit | Stardance
|
1792958047.4329739
|
1793822047.4329739
|
|
69570
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792958053.2922745
|
1793822053.2922745
|
|
69571
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792958054.1037571
|
1793822054.1037571
|
|
69572
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792958054.9177086
|
1793822054.9177086
|
|
50084
|
slack bot by @lantern | Stardance
|
lantern
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-24T07:57:07Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A basic slack bot with 3 commands , i built this using the guide as this is my first time making a slack bot .Three commands are as follows /jpbot-ping – calculates and returns the bot’s response latency. /jpbot-catfact – fetches a random cat fact via the Cat Facts API using axios. /jpbot-joke – random joke via JokeAPI.", "repo": "https://github.com/jigneshphalsawal-cloud/slack-bot", "demo": "https://hackclub.enterprise.slack.com/archives/C0BSJ1HU0TT"}]...
|
[{"post_id": 53607, "ts": "202 [{"post_id": 53607, "ts": "2026-08-24T07:41:58Z", "hours": 1.275, "text": "Added 3 commands for the slack bot!!!"}]...
|
Title: slack bot by @lantern | Stardance
Devlogs: Title: slack bot by @lantern | Stardance
Devlogs:
Added 3 commands for the slack bot!!!
Ships:
A basic slack bot with 3 commands , i built this using the guide as this is my first time making a slack bot .Three commands are as follows /jpbot-ping – calculates and returns the bot’s response latency. /jpbot-catfact – fetches a random cat fact via the Cat Facts API using axios. /jpbot-joke – random joke via JokeAPI....
|
1792958056.59357
|
1793822056.59357
|
|
51782
|
Astronaut Game by @lantern | Stardance
|
lantern
|
2
|
36.0
|
67
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T14:55:09Z", "hours": 24.0, "multiplier": 2.84, "payout": 67, "blessing": "neutral", "text": "Astronaut Game is my first full game that i actually made . I have used stardance guide throughout making this project . It has 4 minigames in it ( what else you expect from beginner) . Added some of my own assets and space pictures from nasa website ..lol. From the last ship i have made a lot of amends in this projects by cutting out my school time for this project . I firstly added animation to the collectable O2 tanks in minigame 1 , a winner and a death scene ,a score system which works on completion of each level ,a new minigame which was pretty hard to make ( also hard to play..lol..) anyway there were some complications and errors too but it turned out to be ok !!!", "repo": "https://github.com/jigneshphalsawal-cloud/astronaut-game", "demo": "https://jigneshphalsawal-cloud.itch.io/astronaut-game"}, {"ship_num": 2, "ts": "2026-08-22T08:41:58Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Astronaut Game, my very first game development project! Built using the Godot Engine, this project features 3 distinct space-themed minigames designed to challenge the player through interactive mechanics and puzzle-solving. This project was built following the Stardance Challenge Guide, which provided me roadmap for learning game development fundamentals.", "repo": "https://github.com/jigneshphalsawal-cloud/astronaut-game", "demo": "https://jigneshphalsawal-cloud.itch.io/astronaut-game"}]...
|
[{"post_id": 72225, "ts": "202 [{"post_id": 72225, "ts": "2026-09-22T14:15:09Z", "hours": 3.5689, "text": "Fixed the issues in minigame 4 , and enhanced the player experience by adding instructions and making the level more difficult , now the asteroids spawn in relative with position of the player. Also added a score system it calculates score as you complete levels . After some final verifications i will post this soon to itch.io!!"}, {"post_id": 71103, "ts": "2026-09-20T09:33:54Z", "hours": 7.6217, "text": "Working on a dodge based game , in which you have to dodge your spacecraft from asteroid falling . While working on the game the asteroid falling became a problem because while playing i realised that there was a issue with the asteroids as they were falling at one place making game less challenging . I have decided to make asteroids to actively track the player’s movement horizontally while falling, instead of just locking onto a static X position when they spawn"}, {"post_id": 69486, "ts": "2026-09-17T04:38:20Z", "hours": 6.3667, "text": "Finished Adding 2 new mini-games ✌️ first one was a simple clicker game in which we collect the O2 cylinders In second one we refill the suit by pressing the valves in a sequence next i will add a alien shooter game or smthing like that!!!"}, {"post_id": 69047, "ts": "2026-09-16T08:41:16Z", "hours": 6.0814, "text": "Working on 2 new games:- Collecting O2 Cylinder by clicking in limited time Value closer- closing the valve in sequence"}, {"post_id": 52161, "ts": "2026-08-22T08:00:09Z", "hours": 7.6769, "text": "Completed!!! Guide OP!!"}, {"post_id": 51060, "ts": "2026-08-20T15:18:51Z", "hours": 4.5164, "text": "Main Menu Done!!!!!!!!!"}]...
|
Title: Astronaut Game by @lantern | Stardance
Dev Title: Astronaut Game by @lantern | Stardance
Devlogs:
Main Menu Done!!!!!!!!!
Completed!!! Guide OP!!
Working on 2 new games:- Collecting O2 Cylinder by clicking in limited time Value closer- closing the valve in sequence
Finished Adding 2 new mini-games ✌️ first one was a simple clicker game in which we collect the O2 cylinders In second one we refill the suit by pressing the valves in a sequence next i will add a alien shooter game or smthing like that!!!
Working on a dodge based game , in which you have to dodge your spacecraft from asteroid falling . While working on the game the asteroid falling became a problem because while playing i realised that there was a issue with the asteroids as they were falling at one place making game less challenging . I have decided to make asteroids to actively track the player’s movement horizontally while falling, instead of just locking onto a static X position when they spawn
Fixed the issues in minigame 4 , and enhanced the player experience by adding instructions and making the level more difficult , now the asteroids spawn in relative with position of the player. Also added a score system it calculates score as you complete levels . After some final verifications i will post this soon to itch.io!!
Ships:
Astronaut Game, my very first game development project! Built using the Godot Engine, this project features 3 distinct space-themed minigames designed to challenge the player through interactive mechanics and puzzle-solving. This project was built following the Stardance Challenge Guide, which provided me roadmap for learning game development fundamentals.
Astronaut Game is my first full game that i actually made . I have used stardance guide throughout making this project . It has 4 minigames in it ( what else you expect from beginner) . Added some of my own assets and space pictures from nasa website ..lol. From the last ship i have made a lot of amends in this projects by cutting out my school time for this project . I firstly added animation to the collectable O2 tanks in minigame 1 , a winner and a death scene ,a score system which works on completion of each level ,a new minigame which was pretty hard to make ( also hard to play..lol..) anyway there were some complications and errors too but it turned out to be ok !!!...
|
1792958059.3161135
|
1793822059.3161135
|
|
51811
|
Personal Site by @lantern | Stardance
|
lantern
|
2
|
27.0
|
110
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-02T05:58:17Z", "hours": 25.0, "multiplier": 4.48, "payout": 110, "blessing": "neutral", "text": "Finally calling it done and shipping this project! I wanted to build a portfolio that felt like an actual interactive tool rather than just another static resume page, so I spent the last several hours(27hrs to be exact) diving deep into modern vanilla JS to pull it together. What I Built: Terminal Overlay: Built a retro-modern CLI modal from scratch. You can hit keyboard shortcuts anywhere on the site to bring up an interactive terminal to navigate sections, run commands (help, projects, skills, clear, theme), and inspect site metadata with full keyboard focus locking. Live GitHub API Integration: Connected the site directly to GitHub’s REST API to dynamically fetch and build my project cards on the fly. Added local storage caching so it won’t hit unauthenticated rate limits. Web Audio Canvas Visualizer: Embedded a custom synth engine and visualizer that renders sound frequencies in real-time. Had to refactor the typed arrays in requestAnimationFrame to fix JavaScript garbage collection lag and keep rendering locked at 60fps. Glassmorphism UI Refactor: Upgraded the whole visual layout with crisp dark/light themes, smooth backdrop blurs, dynamic card hover elevations, and responsive mobile breakpoints.", "repo": "https://github.com/jigneshphalsawal-cloud/Personal-Site", "demo": "https://jigneshphalsawal-cloud.github.io/Personal-Site/"}, {"ship_num": 2, "ts": "2026-08-20T11:46:59Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is my first site as a standalone project i used HTML and CSS to build this site with the help of the guide in hackclub i hope you will like it✨ Features:- 1 photos 2 link to my hackclub profile 3 A nav bar (i will keep updating it) 4 changing image size", "repo": "https://github.com/jigneshphalsawal-cloud/Personal-Site", "demo": "https://jigneshphalsawal-cloud.github.io/Personal-Site/"}]...
|
[{"post_id": 59767, "ts": "202 [{"post_id": 59767, "ts": "2026-09-01T18:15:56Z", "hours": 6.85, "text": "Progress….. Built a custom modal command palette from scratch in vanilla JSSupported commands include help, projects, skills, clear, theme, and contact with active autocomplete and history navigation (Up/Down arrow keys) Upgraded the static section panels to responsive glassmorphism containers utilizing backdrop-filter: blur(), dynamic hover glows, and crisp CSS variables for theme switching Added smooth scroll-triggered reveal animations for project cards, dynamic hover tilt states, and fixed mobile layout breaking points for the terminal modal .. the personal site is almost complete only a few UI modifications are left . I think i have used up all my thinking capability on adding stuff to it…I just hope this will turn out good!!"}, {"post_id": 59486, "ts": "2026-09-01T11:04:07Z", "hours": 8.5167, "text": "Progress So Far:- Built an async fetchProjects() module calling the GitHub REST API .It dynamically filters out forks, maps repo tags, and builds project cards automatically. 3)Handled GitHub’s unauthenticated rate limits (60 req/hr) by saving the payload to localStorage with a 1-hour expiration.(i actually hit GitHub’s 60-request hourly limit almost instantly because the fetch call was firing inside a component re-render) fixed it by wrapping the API call inside a strict initial load check and serving cached local JSON if rate-limited been working on this all night !!! just took last project review personally Next i want add to add a interactive terminal and make some changes to the theme"}, {"post_id": 58761, "ts": "2026-08-31T10:08:32Z", "hours": 1.5667, "text": "While reading my previous project reviews –>I found there is no value for normal project unless you have something extraordinary idea and i absolutely hate this because this program should motivate people to build projects and not demotivate them. –> Moving on (cause what can i even do) i decided do something “extraordinary “ and wanted to integrate something with my personal site as its a “basic mission”.( things i do for things i want )"}, {"post_id": 58712, "ts": "2026-08-31T07:56:42Z", "hours": 2.3167, "text": "Progress so far:- Built out a sticky top navbar with quick anchor links (About, Skills, Achievements, Projects, Contact) alongside a working dark mode toggle button. Designed custom card containers for the “Achievements & Recognition” section. Added hover shadow elevations, custom icon badges, and year tag Styled smooth scroll behavior across sections, cleaned up the overall CSS color palette"}, {"post_id": 57977, "ts": "2026-08-30T09:45:08Z", "hours": 3.2333, "text": "Developing the main page for the site!!!"}, {"post_id": 57872, "ts": "2026-08-30T06:04:54Z", "hours": 2.0833, "text": "Extending the site still in progress, so far i have added few new animations to the site and re-designed the footer with tabs"}, {"post_id": 50912, "ts": "2026-08-20T11:44:12Z", "hours": 0.3167, "text": "Personal Site Completed!!!!!"}, {"post_id": 50879, "ts": "2026-08-20T10:38:27Z", "hours": 1.8122, "text": "Html file completed for my site i added link to my profile ,a nav bar and photos"}]...
|
Title: Personal Site by @lantern | Stardance
Devl Title: Personal Site by @lantern | Stardance
Devlogs:
Html file completed for my site i added link to my profile ,a nav bar and photos
Personal Site Completed!!!!!
Extending the site still in progress, so far i have added few new animations to the site and re-designed the footer with tabs
Developing the main page for the site!!!
Progress so far:- Built out a sticky top navbar with quick anchor links (About, Skills, Achievements, Projects, Contact) alongside a working dark mode toggle button. Designed custom card containers for the “Achievements & Recognition” section. Added hover shadow elevations, custom icon badges, and year tag Styled smooth scroll behavior across sections, cleaned up the overall CSS color palette
While reading my previous project reviews –>I found there is no value for normal project unless you have something extraordinary idea and i absolutely hate this because this program should motivate people to build projects and not demotivate them. –> Moving on (cause what can i even do) i decided do something “extraordinary “ and wanted to integrate something with my personal site as its a “basic mission”.( things i do for things i want )
Progress So Far:- Built an async fetchProjects() module calling the GitHub REST API .It dynamically filters out forks, maps repo tags, and builds project cards automatically. 3)Handled GitHub’s unauthenticated rate limits (60 req/hr) by saving the payload to localStorage with a 1-hour expiration.(i actually hit GitHub’s 60-request hourly limit almost instantly because the fetch call was firing inside a component re-render) fixed it by wrapping the API call inside a strict initial load check and serving cached local JSON if rate-limited been working on this all night !!! just took last project review personally Next i want add to add a interactive terminal and make some changes to the theme
Progress….. Built a custom modal command palette from scratch in vanilla JSSupported commands include help, projects, skills, clear, theme, and contact with active autocomplete and history navigation (Up/Down arrow keys) Upgraded the static section panels to responsive glassmorphism containers utilizing backdrop-filter: blur(), dynamic hover glows, and crisp CSS variables for theme switching Added smooth scroll-triggered reveal animations for project cards, dynamic hover tilt states, and fixed mobile layout breaking points for the terminal modal .. the personal site is almost complete only a few UI modifications are left . I think i have used up all my thinking capability on adding stuff to it…I just hope this will turn out good!!
Ships:
This is my first site as a standalone project i used HTML and CSS to build this site with the help of the guide in hackclub i hope you will like it✨ Features:- 1 photos 2 link to my hackclub profile 3 A nav bar (i will keep updating it) 4 changing image size
Finally calling it done and shipping this project! I wanted to build a portfolio that felt like an actual interactive tool rather than just another static resume page, so I spent the last several hours(27hrs to be exact) diving deep into modern vanilla JS to pull it together. What I Built: Terminal Overlay: Built a retro-modern CLI modal from scratch. You can hit keyboard shortcuts anywhere on the site to bring up an interactive terminal to navigate sections, run commands (help, projects, skills, clear, theme), and inspect site metadata with full keyboard focus locking. Live GitHub API Integration: Connected the site directly to GitHub’s REST API to dynamically fetch and build my project cards on the fly. Added local storage caching so it won’t hit unauthenticated rate limits. Web Audio Canvas Visualizer: Embedded a custom synth engine and visualizer that renders sound frequencies in real-time. Had to refactor the typed arrays in requestAnimationFrame to fix JavaScript garbage collection lag and keep rendering locked at 60fps. Glassmorphism UI Refactor: Upgraded the whole visual layout with crisp dark/light themes, smooth backdrop blurs, dynamic card hover elevations, and responsive mobile breakpoints....
|
1792958060.4657242
|
1793822060.4657242
|
|
70110
|
Bullet Hell in Terminal by @daval | Stardance
|
daval
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Bullet Hell in Terminal by @daval | Stardan Title: Bullet Hell in Terminal by @daval | Stardance...
|
1792958062.4160619
|
1793822062.4160619
|
|
70114
|
madcap engine. by @madbye | Stardance
|
madbye
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: madcap engine. by @madbye | Stardance
|
1792958065.7390003
|
1793822065.7390003
|
|
69581
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792958069.3714154
|
1793822069.3714154
|
|
48727
|
GREG BOT! MY FIRST SLACK BOT (HES KINDA GRUMPY) by GREG BOT! MY FIRST SLACK BOT (HES KINDA GRUMPY) by @PYROMANIAC | Stardance...
|
PYROMANIAC
|
1
|
5.06
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-30T16:50:51Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made Greg, a multifunctional Slack bot with interactive commands for games, entertainment, utilities, and random features. I added things like Rock Paper Scissors, weather reports, achievements, coin flips, jokes, fortunes, and more. 🤖The challenging parts were deploying the daily weather reporter and fixing some glitches with RPS. I’m happy with how much smoother Greg feels now, especially the interactive features! things i which u know b4 trying him is that if u are trying to deploy/greg-weather make sure to keep space btw the location adn the command for Eg. “/greg-weather london “etc. have fun!! thanks ! good luck finding all the hidden achivements !", "repo": "https://github.com/PYROMANIAC404/greg-bot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354"}]...
|
[{"post_id": 62970, "ts": "202 [{"post_id": 62970, "ts": "2026-09-06T15:18:47Z", "hours": 2.0631, "text": "devlog#5? coded the entire thing by hand re-improved the read.me and polished greg so he doesnt take like an hour to responds"}, {"post_id": 57414, "ts": "2026-08-29T15:40:30Z", "hours": 0.2781, "text": "Greg — Devlog #4 greg is online now RPS Tweaks 🎮Made a few small but important improvements to Greg’s Rock Paper Scissors command! 1.⚡ Fixed the response delay🔘 2.Fixed the RPS buttons not appearing properly 3.🛠️ Improved the overall interaction Tiny changes, but they make RPS feel way smoother now. 🗿pls try him and let me know if theres any trouble with him"}, {"post_id": 56655, "ts": "2026-08-28T14:34:43Z", "hours": 0.4086, "text": "🗿 HES COMPLETE !!! GREG Devlog #3 — Making Him More Than Just a Bot GREG started out as a simple Slack bot with a few random commands, but I’ve been slowly turning him into something a lot more interesting. This update focused on two major things: achievements and automation. 🏆 Improved Achievement System I upgraded GREG’s achievement system so it can actually track interactions with the bot and reward users for using different features. The idea is to make discovering GREG’s commands feel a little more like a game. 📰 Daily Reporter GREG can now automatically post a daily report at 9 AM Eastern. It pulls together: 🌦️ Weather around Hack Club HQ 🐈 A fresh cat fact 🚀 A random space fact 😂 A fresh joke 🤖 Greg’s completely unnecessary take on the day I also got GREG running as a system service, so he can stay online without me having to manually start him. It’s pretty cool seeing something that started as “let’s make a funny Slack bot” slowly turn into an actual little system with APIs, automation, achievements, and its own personality. Current status: GREG is alive, online, and probably judging everyone. 🗿🤖"}, {"post_id": 55619, "ts": "2026-08-27T16:13:46Z", "hours": 1.2772, "text": "Greg — Devlog #2 Started improving Greg, my Slack bot! he is made with Node.js + Slack API and is meant to be more than just a basic utility bot.So far I’ve added:/greg-weather /greg-flip /greg-roll /greg-8ball /greg-space and **most importantly /greg-rps (so u can play rock paper scissors with him )**I’m also working on giving Greg his own personality, achievements, and some random/easter-egg features.Greg has officially entered development. 🗿"}, {"post_id": 55127, "ts": "2026-08-26T16:17:15Z", "hours": 1.0372, "text": "Introducing GREG . your slightly questionable, surprisingly useful Slack bot. GREG is designed to make everyday Slack interactions more fun while helping with useful tasks. Whether you need a quick response, a command, some automation, or just a little chaos in the workspace, GREG is ready to help.Built with Node.js and the Slack API, GREG is more than just a bot — he’s a small experiment in combining programming, automation, and a bit of humour.GREG: Because apparently your workspace needed another Greg."}]...
|
Title: GREG BOT! MY FIRST SLACK BOT (HES KINDA GRU Title: GREG BOT! MY FIRST SLACK BOT (HES KINDA GRUMPY) by @PYROMANIAC | Stardance
Devlogs:
Introducing GREG . your slightly questionable, surprisingly useful Slack bot. GREG is designed to make everyday Slack interactions more fun while helping with useful tasks. Whether you need a quick response, a command, some automation, or just a little chaos in the workspace, GREG is ready to help.Built with Node.js and the Slack API, GREG is more than just a bot — he’s a small experiment in combining programming, automation, and a bit of humour.GREG: Because apparently your workspace needed another Greg.
Greg — Devlog #2 Started improving Greg, my Slack bot! he is made with Node.js + Slack API and is meant to be more than just a basic utility bot.So far I’ve added:/greg-weather /greg-flip /greg-roll /greg-8ball /greg-space and **most importantly /greg-rps (so u can play rock paper scissors with him )**I’m also working on giving Greg his own personality, achievements, and some random/easter-egg features.Greg has officially entered development. 🗿
🗿 HES COMPLETE !!! GREG Devlog #3 — Making Him More Than Just a Bot GREG started out as a simple Slack bot with a few random commands, but I’ve been slowly turning him into something a lot more interesting. This update focused on two major things: achievements and automation. 🏆 Improved Achievement System I upgraded GREG’s achievement system so it can actually track interactions with the bot and reward users for using different features. The idea is to make discovering GREG’s commands feel a little more like a game. 📰 Daily Reporter GREG can now automatically post a daily report at 9 AM Eastern. It pulls together: 🌦️ Weather around Hack Club HQ 🐈 A fresh cat fact 🚀 A random space fact 😂 A fresh joke 🤖 Greg’s completely unnecessary take on the day I also got GREG running as a system service, so he can stay online without me having to manually start him. It’s pretty cool seeing something that started as “let’s make a funny Slack bot” slowly turn into an actual little system with APIs, automation, achievements, and its own personality. Current status: GREG is alive, online, and probably judging everyone. 🗿🤖
Greg — Devlog #4 greg is online now RPS Tweaks 🎮Made a few small but important improvements to Greg’s Rock Paper Scissors command! 1.⚡ Fixed the response delay🔘 2.Fixed the RPS buttons not appearing properly 3.🛠️ Improved the overall interaction Tiny changes, but they make RPS feel way smoother now. 🗿pls try him and let me know if theres any trouble with him
devlog#5? coded the entire thing by hand re-improved the read.me and polished greg so he doesnt take like an hour to responds
Ships:
I made Greg, a multifunctional Slack bot with interactive commands for games, entertainment, utilities, and random features. I added things like Rock Paper Scissors, weather reports, achievements, coin flips, jokes, fortunes, and more. 🤖The challenging parts were deploying the daily weather reporter and fixing some glitches with RPS. I’m happy with how much smoother Greg feels now, especially the interactive features! things i which u know b4 trying him is that if u are trying to deploy/greg-weather make sure to keep space btw the location adn the command for Eg. “/greg-weather london “etc. have fun!! thanks ! good luck finding all the hidden achivements !...
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1792958070.199233
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1793822070.199233
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46027
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RunRunRun by @arsenal4eva | Stardance
|
arsenal4eva
|
1
|
6.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-03T10:21:19Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Finally ready to ship. Had to cancel the ship last minute cos i nearly forgot the readme. Inspired by undertale, some art made by myself. Really hard to make minigame 3, especially spawning, timing, orientation and attack direction and speed. Also has settings to choose difficulty level. Inspired by Undertale!", "repo": "https://github.com/arsenal4eva/RunRunRun", "demo": "https://arsenal4eva.itch.io/run-run-run"}]...
|
[{"post_id": 76368, "ts": "202 [{"post_id": 76368, "ts": "2026-10-03T10:19:08Z", "hours": 6.2706, "text": "Oh wow didnt realise i forgot to devlog. anyways, its a warioware style game largely inspired by undertale"}]...
|
Title: RunRunRun by @arsenal4eva | Stardance
Devl Title: RunRunRun by @arsenal4eva | Stardance
Devlogs:
Oh wow didnt realise i forgot to devlog. anyways, its a warioware style game largely inspired by undertale
Ships:
Finally ready to ship. Had to cancel the ship last minute cos i nearly forgot the readme. Inspired by undertale, some art made by myself. Really hard to make minigame 3, especially spawning, timing, orientation and attack direction and speed. Also has settings to choose difficulty level. Inspired by Undertale!...
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1792958075.2244072
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1793822075.2244072
|
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57515
|
Web Beats by @lantern | Stardance
|
lantern
|
1
|
37.0
|
236
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T14:38:31Z", "hours": 37.0, "multiplier": 6.45, "payout": 236, "blessing": "neutral", "text": "An interactive, zero-latency browser synthesizer and real-time audio visualizer:- It uses uses native web midi to talk to external keyboards. Reads time-domain audio data straight from an analyser node to draw live, low-latency waveforms. It has release, and filter knobs, then save your setups locally or dump them into a json file to share", "repo": "https://github.com/jigneshphalsawal-cloud/Web-Beats", "demo": "https://jigneshphalsawal-cloud.github.io/Web-Beats/"}]...
|
[{"post_id": 66568, "ts": "202 [{"post_id": 66568, "ts": "2026-09-12T12:29:26Z", "hours": 6.2619, "text": "Progress:- Completed the style.css Made the Live visualizer work by connecting analyserNode directly into the Web Audio processing graph. Added 3 modes to change the sounds of the midi 4 effects to change the sound of midi - Volume, Filter cutoff, delay time and delay feedback"}, {"post_id": 65934, "ts": "2026-09-11T12:32:13Z", "hours": 6.2167, "text": "Working on the style.css , had to debug the script the midi buttons were not working…"}, {"post_id": 65312, "ts": "2026-09-10T11:39:47Z", "hours": 9.6836, "text": "style.css in progress"}, {"post_id": 64045, "ts": "2026-09-08T05:31:08Z", "hours": 4.0633, "text": "Finally made the script working after facing some errors , now i will design the site!!"}, {"post_id": 62731, "ts": "2026-09-06T07:10:57Z", "hours": 6.1333, "text": "Progress :- Completed the main format(index.html) of the site. Working on the audio engine script ( this is a little hard step , using online articles to learn more about writing code for this ). -next i will try to get ideas for new features that i can add to the site and style the site"}, {"post_id": 60681, "ts": "2026-09-03T06:38:12Z", "hours": 4.1833, "text": "Working on this new project , its called Web Midi . Its purpose is :- To be able to play notes like midi keyboard but using your key board Customize the tone of the sound like filter cutoff,delay, distortion…etc to be able to record and loop the beats to add more instruments to it It will have a Live visualizer which will react to sounds played"}]...
|
Title: Web Beats by @lantern | Stardance
Devlogs: Title: Web Beats by @lantern | Stardance
Devlogs:
Working on this new project , its called Web Midi . Its purpose is :- To be able to play notes like midi keyboard but using your key board Customize the tone of the sound like filter cutoff,delay, distortion…etc to be able to record and loop the beats to add more instruments to it It will have a Live visualizer which will react to sounds played
Progress :- Completed the main format(index.html) of the site. Working on the audio engine script ( this is a little hard step , using online articles to learn more about writing code for this ). -next i will try to get ideas for new features that i can add to the site and style the site
Finally made the script working after facing some errors , now i will design the site!!
style.css in progress
Working on the style.css , had to debug the script the midi buttons were not working…
Progress:- Completed the style.css Made the Live visualizer work by connecting analyserNode directly into the Web Audio processing graph. Added 3 modes to change the sounds of the midi 4 effects to change the sound of midi - Volume, Filter cutoff, delay time and delay feedback
Ships:
An interactive, zero-latency browser synthesizer and real-time audio visualizer:- It uses uses native web midi to talk to external keyboards. Reads time-domain audio data straight from an analyser node to draw live, low-latency waveforms. It has release, and filter knobs, then save your setups locally or dump them into a json file to share...
|
1792958078.904945
|
1793822078.904945
|
|
58973
|
VOID - SIGNAL by @PYROMANIAC | Stardance
|
PYROMANIAC
|
1
|
28.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-19T18:36:35Z", "hours": 28.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "VOID//SIGNAL — Final Devlog After way too many hours of coding, debugging, testing, breaking things, fixing them, and occasionally staring at the compiler wondering what I did to deserve this, I finally finished VOID//SIGNAL . What started as a simple idea turned into a much bigger project than I expected. I wanted to make a small sci-fi game about a robot trying to survive on a damaged ship, collect resources, solve problems, and eventually find a way home. Somewhere along the way, that turned into crafting, weapons, enemies, puzzles, multiple areas, hazards, salvage, terminals, dialogue, and an unhealthy amount of C++. So… what did I actually make? VOID//SIGNAL is a small sci-fi survival/exploration game built in C++ with raylib . You play as a robot whose crewship has been destroyed, leaving you stranded on a damaged ship. Your goal is to explore the different sections of the ship, recover useful resources, repair systems, deal with hazards and corrupted drones, solve puzzles, and eventually work your way toward escaping. The game has several different areas to explore, each with its own problems and objectives. There are also different resources to collect, crafting systems, weapons, salvage, environmental hazards, and interactive systems that make the ship feel less like a collection of rooms and more like something that is actively falling apart around you. I also wanted the game to have its own visual identity without relying heavily on external assets. A lot of the visuals are drawn directly through raylib, including the rooms, interfaces, effects, lights, and other environmental details. Basically, I wanted to see how far I could push a relatively simple setup and turn it into an actual game. What was challenging? Probably the hardest part wasn’t making one individual feature. It was making all of the features work together without destroying each other . At first, adding something new was pretty straightforward. Then the project got bigger. Suddenly, adding a crafting system meant thinking about inventory and resources. Adding weapons meant connecting those resources to another system. Adding enemies meant dealing with combat and waves. Adding rooms meant making sure objectives and interactions worked correctly in each area. And then C++ would occasionally remind me that I had become too confident. There were definitely moments where I would fix one error, compile the game, discover another error, fix that one, compile again, and somehow create a completely different problem. The crafting system was one of the bigger challenges because I ended up separating it into two different systems: the robot’s own crafting system and the dedicated weapons table. I wanted the two systems to feel different instead of having one giant menu that tried to do everything. The enemy wave system was another challenge because it had to work alongside the rest of the gameplay instead of just spawning enemies randomly and calling it a day. And then there were all the smaller things that nobody really notices when they work correctly: interactions, room transitions, objectives, UI, hazards, resource tracking, puzzles, game states, and making sure the player can’t accidentally break the entire game by pressing something at the wrong time. What am I most proud of? Honestly, the biggest thing I’m proud of is that I actually finished it . It’s very easy to start a game project and keep adding ideas forever. At some point, I had to stop thinking about what else I could add and actually make everything I already had work together. I’m also proud of how much of the game was made from scratch. I didn’t start with a giant game engine or a huge collection of assets. I built the systems myself and used raylib to handle the actual rendering and game functionality. I’m especially happy with how the different mechanics ended up connecting. Exploration leads", "repo": "https://github.com/PYROMANIAC404/void-signal", "demo": "https://github.com/PYROMANIAC404/void-signal/releases"}]...
|
[{"post_id": 70760, "ts": "202 [{"post_id": 70760, "ts": "2026-09-19T18:33:01Z", "hours": 2.9461, "text": "Today I finally finished VOID//SIGNAL, which honestly feels pretty crazy considering how much the project grew from the original idea.I spent a lot of time polishing the game and tying the different systems together, including the crafting, weapons, salvage, enemy waves, puzzles, and exploration and a lot of the game’s mechanics are starting to come together.First, I separated the two crafting systems. The robot has its own crafting system for general resources and upgrades, while weapons have a dedicated system through the weapons table. This gives each system a clearer purpose and makes the weapons table feel like an actual part of the gameplay.From there, I worked on weapon crafting and the enemy wave system to make combat more engaging. This also ties into the salvage system, since collecting resources now has a more direct purpose beyond just picking things up.I also started improving how salvage looks in the game. Instead of having resources randomly sitting around, I want them to feel more like actual loot crates that you discover while exploring the ship.Of course, none of this came without a few C++ errors along the way (i hate my life). A decent part of the session was basically fixing one thing, testing it, accidentally breaking something else, and then fixing that too.Overall, VOID//SIGNAL is starting to feel much more like the game I originally imagined. There’s still plenty to build, but the systems are beginning to connect instead of feeling like separate features."}, {"post_id": 69801, "ts": "2026-09-17T20:14:38Z", "hours": 8.4786, "text": "FINALLY made my very first game sprite (it was hell) its basicaly an electrical arc for an environmental hazard damage umm. made the salvage loot like like an actual crate instead of a rectangular blob , gave him a wrench as a starting tool , added more mini games thinking about a sytem where u combine parts to upgrade ur weaponary"}, {"post_id": 68123, "ts": "2026-09-14T15:40:14Z", "hours": 6.5892, "text": "new game mechanic plus , level , so i added this thingy where when u stand in steam it slowly drains ur energy and corrodes the players body , there smol mini game where press SPACE to fix the pipes and fix the steam leakage , also a wire puzzle where u have to match the correct wires, to unlock the door past the steam yay!!!"}, {"post_id": 66115, "ts": "2026-09-11T18:40:35Z", "hours": 3.5806, "text": "gave him a independence (yay! guns :D) 1.pistol 2.shotgun 3.pulse rifle , he can use the core of a spare reactor to charge up his shots at the cost of some energy also im planning on and upgrade system where u can mod ur weapons by salvaging parts from ur enemies , the water treatment plant lvl got a big softlocked but fixed it somehow heheh . pls dont judge the artstyle im working on it after i finish the game mechanics , ill try my best"}, {"post_id": 64851, "ts": "2026-09-09T15:24:27Z", "hours": 4.4808, "text": "devlog 2 , yay!!! 07 can now walk , added 5 levels , added terminals where u play a puzzle and unlock doors, current issues: somehow the movements of 07 are bugging (will fix) also hes going out of bounds T-T , for the next devlog imma make like a water treatment plant where im planning on a new mechanic based on corrsion of metal surfaces, also a new new reactor room , the games assets need to be reworked also"}, {"post_id": 62975, "ts": "2026-09-06T15:26:48Z", "hours": 1.9953, "text": "#devlog 1 #hi! im working a puzzle game callled void signal where u go around as a tiny repair/cleaning? robot called -07 and is tasked with finding the last signal left by the crewship he was on which as sadly destroyed by a black hole so on day 1 i made the start screen and made the background animation with stars twinkl and the black hole rotate? i think"}]...
|
Title: VOID - SIGNAL by @PYROMANIAC | Stardance
D Title: VOID - SIGNAL by @PYROMANIAC | Stardance
Devlogs:
#devlog 1 #hi! im working a puzzle game callled void signal where u go around as a tiny repair/cleaning? robot called -07 and is tasked with finding the last signal left by the crewship he was on which as sadly destroyed by a black hole so on day 1 i made the start screen and made the background animation with stars twinkl and the black hole rotate? i think
devlog 2 , yay!!! 07 can now walk , added 5 levels , added terminals where u play a puzzle and unlock doors, current issues: somehow the movements of 07 are bugging (will fix) also hes going out of bounds T-T , for the next devlog imma make like a water treatment plant where im planning on a new mechanic based on corrsion of metal surfaces, also a new new reactor room , the games assets need to be reworked also
gave him a independence (yay! guns :D) 1.pistol 2.shotgun 3.pulse rifle , he can use the core of a spare reactor to charge up his shots at the cost of some energy also im planning on and upgrade system where u can mod ur weapons by salvaging parts from ur enemies , the water treatment plant lvl got a big softlocked but fixed it somehow heheh . pls dont judge the artstyle im working on it after i finish the game mechanics , ill try my best
new game mechanic plus , level , so i added this thingy where when u stand in steam it slowly drains ur energy and corrodes the players body , there smol mini game where press SPACE to fix the pipes and fix the steam leakage , also a wire puzzle where u have to match the correct wires, to unlock the door past the steam yay!!!
FINALLY made my very first game sprite (it was hell) its basicaly an electrical arc for an environmental hazard damage umm. made the salvage loot like like an actual crate instead of a rectangular blob , gave him a wrench as a starting tool , added more mini games thinking about a sytem where u combine parts to upgrade ur weaponary
Today I finally finished VOID//SIGNAL, which honestly feels pretty crazy considering how much the project grew from the original idea.I spent a lot of time polishing the game and tying the different systems together, including the crafting, weapons, salvage, enemy waves, puzzles, and exploration and a lot of the game’s mechanics are starting to come together.First, I separated the two crafting systems. The robot has its own crafting system for general resources and upgrades, while weapons have a dedicated system through the weapons table. This gives each system a clearer purpose and makes the weapons table feel like an actual part of the gameplay.From there, I worked on weapon crafting and the enemy wave system to make combat more engaging. This also ties into the salvage system, since collecting resources now has a more direct purpose beyond just picking things up.I also started improving how salvage looks in the game. Instead of having resources randomly sitting around, I want them to feel more like actual loot crates that you discover while exploring the ship.Of course, none of this came without a few C++ errors along the way (i hate my life). A decent part of the session was basically fixing one thing, testing it, accidentally breaking something else, and then fixing that too.Overall, VOID//SIGNAL is starting to feel much more like the game I originally imagined. There’s still plenty to build, but the systems are beginning to connect instead of feeling like separate features.
Ships:
VOID//SIGNAL — Final Devlog After way too many hours of coding, debugging, testing, breaking things, fixing them, and occasionally staring at the compiler wondering what I did to deserve this, I finally finished VOID//SIGNAL . What started as a simple idea turned into a much bigger project than I expected. I wanted to make a small sci-fi game about a robot trying to survive on a damaged ship, collect resources, solve problems, and eventually find a way home. Somewhere along the way, that turned into crafting, weapons, enemies, puzzles, multiple areas, hazards, salvage, terminals, dialogue, and an unhealthy amount of C++. So… what did I actually make? VOID//SIGNAL is a small sci-fi survival/exploration game built in C++ with raylib . You play as a robot whose crewship has been destroyed, leaving you stranded on a damaged ship. Your goal is to explore the different sections of the ship, recover useful resources, repair systems, deal with hazards and corrupted drones, solve puzzles, and eventually work your way toward escaping. The game has several different areas to explore, each with its own problems and objectives. There are also different resources to collect, crafting systems, weapons, salvage, environmental hazards, and interactive systems that make the ship feel less like a collection of rooms and more like something that is actively falling apart around you. I also wanted the game to have its own visual identity without relying heavily on external assets. A lot of the visuals are drawn directly through raylib, including the rooms, interfaces, effects, lights, and other environmental details. Basically, I wanted to see how far I could push a relatively simple setup and turn it into an actual game. What was challenging? Probably the hardest part wasn’t making one individual feature. It was making all of the features work together without destroying each other . At first, adding something new was pretty straightforward. Then the project got bigger. Suddenly, adding a crafting system meant thinking about inventory and resources. Adding weapons meant connecting those resources to another system. Adding enemies meant dealing with combat and waves. Adding rooms meant making sure objectives and interactions worked correctly in each area. And then C++ would occasionally remind me that I had become too confident. There were definitely moments where I would fix one error, compile the game, discover another error, fix that one, compile again, and somehow create a completely different problem. The crafting system was one of the bigger challenges because I ended up separating it into two different systems: the robot’s own crafting system and the dedicated weapons table. I wanted the two systems to feel different instead of having one giant menu that tried to do everything. The enemy wave system was another challenge because it had to work alongside the rest of the gameplay instead of just spawning enemies randomly and calling it a day. And then there were all the smaller things that nobody really notices when they work correctly: interactions, room transitions, objectives, UI, hazards, resource tracking, puzzles, game states, and making sure the player can’t accidentally break the entire game by pressing something at the wrong time. What am I most proud of? Honestly, the biggest thing I’m proud of is that I actually finished it . It’s very easy to start a game project and keep adding ideas forever. At some point, I had to stop thinking about what else I could add and actually make everything I already had work together. I’m also proud of how much of the game was made from scratch. I didn’t start with a giant game engine or a huge collection of assets. I built the systems myself and used raylib to handle the actual rendering and game functionality. I’m especially happy with how the different mechanics ended up connecting. Exploration leads...
|
1792958079.720077
|
1793822079.720077
|
|
70125
|
idk by @Ankit_7 | Stardance
|
Ankit_7
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: idk by @Ankit_7 | Stardance
|
1792958083.9264371
|
1793822083.9264371
|
|
70144
|
Scholarship Tracker by @lee264 | Stardance
|
lee264
|
0
|
3.14
|
0
|
[]
|
[{"post_id": 80303, "ts": "202 [{"post_id": 80303, "ts": "2026-10-17T06:32:05Z", "hours": 3.1392, "text": "Coded very basic code to make it have a working baseline. I had some trouble since I haven’t coded in awhile because of school, but the python docs definitely helped. A problem I encountered was the complicated expressions called regex, which I asked copilot to explain and embed it into my code (used it for less than 5 minutes) . The script now has comments and try/except statements to handle errors. A problem I encountered was retaining all the information I learned prior to this project. Hopefully I’ll get it done this week."}]...
|
Title: Scholarship Tracker by @lee264 | Stardance
Title: Scholarship Tracker by @lee264 | Stardance
Devlogs:
Coded very basic code to make it have a working baseline. I had some trouble since I haven’t coded in awhile because of school, but the python docs definitely helped. A problem I encountered was the complicated expressions called regex, which I asked copilot to explain and embed it into my code (used it for less than 5 minutes) . The script now has comments and try/except statements to handle errors. A problem I encountered was retaining all the information I learned prior to this project. Hopefully I’ll get it done this week....
|
1792958104.2053924
|
1793822104.2053924
|
|
69634
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792958127.0501778
|
1793822127.0501778
|
|
70169
|
My very own WebOS by @rath_soham | Stardance
|
rath_soham
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @rath_soham | Stardanc Title: My very own WebOS by @rath_soham | Stardance...
|
1792958135.6163855
|
1793822135.6163855
|
|
69650
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792958136.4310071
|
1793822136.4310071
|
|
70170
|
SwissMaster by @rath_soham | Stardance
|
rath_soham
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: SwissMaster by @rath_soham | Stardance
|
1792958137.2477612
|
1793822137.2477612
|
|
70187
|
ichi warioware game by @rigid_valmeo | Stardance
|
rigid_valmeo
|
0
|
1.39
|
0
|
[]
|
[{"post_id": 80383, "ts": "202 [{"post_id": 80383, "ts": "2026-10-17T13:57:39Z", "hours": 1.3939, "text": "Making my warioware rn"}]...
|
Title: ichi warioware game by @rigid_valmeo | Star Title: ichi warioware game by @rigid_valmeo | Stardance
Devlogs:
Making my warioware rn...
|
1792961242.3129616
|
1793825242.3129616
|
|
69663
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792961245.5110435
|
1793825245.5110435
|
|
70196
|
ichi other pet by @rigid_valmeo | Stardance
|
rigid_valmeo
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: ichi other pet by @rigid_valmeo | Stardance
|
1792961251.3334916
|
1793825251.3334916
|
|
69685
|
NULL
|
NULL
|
0
|
0.0
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0
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[]
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[]
|
|
1792961267.0631874
|
1793825267.0631874
|
|
69688
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792961273.941282
|
1793825273.941282
|
|
70217
|
ASCI by @geeky | Stardance
|
geeky
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: ASCI by @geeky | Stardance
|
1792961274.7626982
|
1793825274.7626982
|
|
69697
|
NULL
|
NULL
|
0
|
0.0
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0
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[]
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[]
|
|
1792961283.003392
|
1793825283.003392
|
|
69698
|
NULL
|
NULL
|
0
|
0.0
|
0
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[]
|
[]
|
|
1792961284.6143813
|
1793825284.6143813
|
|
69699
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792961288.4277494
|
1793825288.4277494
|
|
69700
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792961290.411831
|
1793825290.411831
|
|
69701
|
NULL
|
NULL
|
0
|
0.0
|
0
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[]
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[]
|
|
1792961292.0535007
|
1793825292.0535007
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69702
|
NULL
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NULL
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0
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0.0
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[]
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[]
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1792961293.7170532
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69703
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1792961295.373068
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1793825295.373068
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69704
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1792961296.2012253
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1793825296.2012253
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69705
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1792961297.010356
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1792961297.8277256
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1792961298.6431913
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1792961300.2580225
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69710
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1792961301.0777655
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1792961301.894253
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1793825301.894253
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69712
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1792961302.7230344
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69713
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1792961303.5310416
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1793825303.5310416
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