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54982
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Discord-Bot by @shankkyyyy | Stardance
|
shankkyyyy
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1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-05T15:02:05Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I Have made a discord webhook library using c++, this library has classes,methods,etc for sending files,photos,videos,code to discord using this library. i am proud of building this because this is first time shipping my projects and i really proud of myself just within 2 days i have completed this work,if you trying my library make sure to have g++ compiler and cmake. go to a terminal (specifically bash or zsh any other type of terminals such as cmd or powershell will not work ig).1, go to the /src/main.cpp file and fill the blanks i have left. 2,go to the root directory and do cmake -B build, then goto build directory and do ‘make’. this will compile your code and links it with the library, and then do ‘./Send’ this will send your files or photos to discord. that’s it. the main problem with this project is that it is a messy codebase and hard to read and i am working on it. another thing is that to make this work it is really hard as need to know lot of low level stuff but i am grateful that i have learned lot of stuff in the way and please forgive me the screenshot’s and all, because i am using linux i can’t not like simply screenshot stuff there are lot of steps and i am lazy to do them and something’s in wayland is breaking so i don’t know sorry.", "repo": "https://github.com/niihhhallll/Discord-Bot", "demo": "https://github.com/niihhhallll/Discord-Bot/releases/tag/c%2B%2B"}]...
|
[{"post_id": 62246, "ts": "202 [{"post_id": 62246, "ts": "2026-09-05T14:52:21Z", "hours": 1.5122, "text": "Today i have finished this project, i have build a library where i can send messages,files,photos,videos etc through this library using webhooks, and this is a great beginning as i found my joy in c++ and programming bots as a hobby. thank you. Today i will ship this small project to hackclub."}, {"post_id": 55475, "ts": "2026-08-27T10:47:57Z", "hours": 1.2942, "text": "Good Afternoon, Today i made significant change to the Webhook Class By adding new function called sendFiles, means it can send files to discord server only using the webhook. Pretty cool right ? ik But this is kind of slow, like if i need to like send lot’s of like photos,files and all the Mime object is constructed and deconstructed everytime so tommorow i have to come up with a good solution for large scale sharing and need to add well commented code, thank you for reading my broken grammer devlog"}]...
|
Title: Discord-Bot by @shankkyyyy | Stardance
Dev Title: Discord-Bot by @shankkyyyy | Stardance
Devlogs:
Good Afternoon, Today i made significant change to the Webhook Class By adding new function called sendFiles, means it can send files to discord server only using the webhook. Pretty cool right ? ik But this is kind of slow, like if i need to like send lot’s of like photos,files and all the Mime object is constructed and deconstructed everytime so tommorow i have to come up with a good solution for large scale sharing and need to add well commented code, thank you for reading my broken grammer devlog
Today i have finished this project, i have build a library where i can send messages,files,photos,videos etc through this library using webhooks, and this is a great beginning as i found my joy in c++ and programming bots as a hobby. thank you. Today i will ship this small project to hackclub.
Ships:
I Have made a discord webhook library using c++, this library has classes,methods,etc for sending files,photos,videos,code to discord using this library. i am proud of building this because this is first time shipping my projects and i really proud of myself just within 2 days i have completed this work,if you trying my library make sure to have g++ compiler and cmake. go to a terminal (specifically bash or zsh any other type of terminals such as cmd or powershell will not work ig).1, go to the /src/main.cpp file and fill the blanks i have left. 2,go to the root directory and do cmake -B build, then goto build directory and do ‘make’. this will compile your code and links it with the library, and then do ‘./Send’ this will send your files or photos to discord. that’s it. the main problem with this project is that it is a messy codebase and hard to read and i am working on it. another thing is that to make this work it is really hard as need to know lot of low level stuff but i am grateful that i have learned lot of stuff in the way and please forgive me the screenshot’s and all, because i am using linux i can’t not like simply screenshot stuff there are lot of steps and i am lazy to do them and something’s in wayland is breaking so i don’t know sorry....
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1793144893.3238347
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1793231293.3238347
|
|
1485
|
Apply Genie by @TGStardancer | Stardance
|
TGStardancer
|
0
|
1.88
|
0
|
[]
|
[{"post_id": 285, "ts": "2026- [{"post_id": 285, "ts": "2026-06-01T14:58:50Z", "hours": 1.8767, "text": "finished working on the pipeline for careeronestop and found out that there were no scholarships that applied to me. time to see if there is something wrong with my code (i hope)."}]...
|
Title: Apply Genie by @TGStardancer | Stardance
D Title: Apply Genie by @TGStardancer | Stardance
Devlogs:
finished working on the pipeline for careeronestop and found out that there were no scholarships that applied to me. time to see if there is something wrong with my code (i hope)....
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1792626493.4123454
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1793231293.4123454
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35706
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Hackintosh by @codecraft07 | Stardance
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codecraft07
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0
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2.73
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0
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[]
|
[{"post_id": 66840, "ts": "202 [{"post_id": 66840, "ts": "2026-09-12T19:13:55Z", "hours": 0.5836, "text": "Okay so a legit crashout it actually worked on the first try the only issue it the trackpad and audio not working The only time I thought this won’t work on the first try it does. Now I have nothing to rant about. I will add a video showing stuff also High time I make a repo for this since it’s a goldmine for me my first project that worked on the first try Ignore the Russian that was a simple fix in the kext file next will be fixing the touchpad"}, {"post_id": 29157, "ts": "2026-07-15T21:19:26Z", "hours": 1.3272, "text": "Added Kext Files and updated the config.plist to include the patches for amd. Let’s see how this goes , With how simple all these steps were , I don’t think its going to boot in the first try. I feel like I am missing a lot of things that are not generated for my EFI. Also just something I forgot to inform, and this might look kind of cheating , but I have created hackintosh using open simplify for compiling a program , and while it worked, I never really understood.As such I am going blank in here , just the knowledge of my hardware from mess with Arch is pushing me through. Anyway that’s it for this hour. ├───BOOT └───OC ├───ACPI ├───Drivers ├───Kexts │ ├───AMDRyzenCPUPowerManagement.kext │ │ └───Contents │ │ ├───MacOS │ │ └───_CodeSignature │ ├───AppleALC.kext │ │ └───Contents │ │ └───MacOS │ ├───BrightnessKeys.kext │ │ └───Contents │ │ └───MacOS │ ├───HoRNDIS.kext │ │ └───Contents │ │ ├───MacOS │ │ └───Resources │ │ └───en.lproj │ ├───Lilu.kext │ │ └───Contents │ │ └───MacOS │ ├───NootedRed.kext │ │ └───Contents │ │ └───MacOS │ ├───NVMeFix.kext │ │ └───Contents │ │ └───MacOS │ ├───RealtekRTL8111.kext │ │ └───Contents │ │ ├───MacOS │ │ └───_CodeSignature │ ├───RestrictEvents.kext │ │ └───Contents │ │ └───MacOS │ ├───SMCAMDProcessor.kext │ │ └───Contents │ │ ├───MacOS │ │ └───_CodeSignature │ ├───SMCBatteryManager.kext │ │ └───Contents │ │ ├───MacOS │ │ └───Resources │ ├───SMCRadeonSensors.kext │ │ └───Contents │ │ └───MacOS │ ├───USBToolBox.kext │ │ └───Contents │ │ └───MacOS │ ├───UTBMap.kext │ │ └───Contents │ ├───VirtualSMC.kext │ │ └───Contents │ │ └───MacOS │ ├───VoodooI2C.kext │ │ └───Contents │ │ ├───MacOS │ │ └───PlugIns │ │ ├───VoodooGPIO.kext │ │ │ └───Contents │ │ │ ├───MacOS │ │ │ └───_CodeSignature │ │ ├───VoodooI2CServices.kext │ │ │ └───Contents │ │ │ ├───MacOS │ │ │ └───_CodeSignature │ │ └───VoodooInput.kext │ │ └───Contents │ │ ├───MacOS │ │ └───_CodeSignature │ ├───VoodooI2CHID.kext │ │ └───Contents │ │ ├───MacOS │ │ └───_CodeSignature │ └───VoodooPS2Controller.kext │ └───Contents │ ├───MacOS │ └───PlugIns │ ├───VoodooInput.kext │ │ └───Contents │ │ ├───MacOS │ │ └───_CodeSignature │ ├───VoodooPS2Keyboard.kext │ │ └───Contents │ │ └───MacOS │ ├───VoodooPS2Mouse.kext │ │ └───Contents │ │ └───MacOS │ └───VoodooPS2Trackpad.kext │ └───Contents │ └───MacOS ├───Resources │ ├───Audio │ ├───Font │ ├───Image │ └───Label └───Tools"}, {"post_id": 29041, "ts": "2026-07-15T18:10:07Z", "hours": 0.8142, "text": "Howdy People I Will be creating a Hackintosh, yep you read that right , a bare metal hackintosh on my Amd laptop. So what did I do in these 44 minutes: Gathering files: So I got the opencore bootloader and setuped the default release option of it. Next was prepping my hardware information, luckly SSDTtime helps you prepare it within 10 minutes The next step is gathering files called Kext (Kernel Extension) these are required by macOs to do work , they are Like Drivers I believe. Tools That I Found kext.me chefkiss.dev great for AMD Open Core Install Guide is godsend There is another but if you were to use this tool , the outcome might not be respected by the community of hackintosh but it does give you an easy way for it. opencore simplify"}]...
|
Title: Hackintosh by @codecraft07 | Stardance
Dev Title: Hackintosh by @codecraft07 | Stardance
Devlogs:
Howdy People I Will be creating a Hackintosh, yep you read that right , a bare metal hackintosh on my Amd laptop. So what did I do in these 44 minutes: Gathering files: So I got the opencore bootloader and setuped the default release option of it. Next was prepping my hardware information, luckly SSDTtime helps you prepare it within 10 minutes The next step is gathering files called Kext (Kernel Extension) these are required by macOs to do work , they are Like Drivers I believe. Tools That I Found kext.me chefkiss.dev great for AMD Open Core Install Guide is godsend There is another but if you were to use this tool , the outcome might not be respected by the community of hackintosh but it does give you an easy way for it. opencore simplify
Added Kext Files and updated the config.plist to include the patches for amd. Let’s see how this goes , With how simple all these steps were , I don’t think its going to boot in the first try. I feel like I am missing a lot of things that are not generated for my EFI. Also just something I forgot to inform, and this might look kind of cheating , but I have created hackintosh using open simplify for compiling a program , and while it worked, I never really understood.As such I am going blank in here , just the knowledge of my hardware from mess with Arch is pushing me through. Anyway that’s it for this hour. ├───BOOT └───OC ├───ACPI ├───Drivers ├───Kexts │ ├───AMDRyzenCPUPowerManagement.kext │ │ └───Contents │ │ ├───MacOS │ │ └───_CodeSignature │ ├───AppleALC.kext │ │ └───Contents │ │ └───MacOS │ ├───BrightnessKeys.kext │ │ └───Contents │ │ └───MacOS │ ├───HoRNDIS.kext │ │ └───Contents │ │ ├───MacOS │ │ └───Resources │ │ └───en.lproj │ ├───Lilu.kext │ │ └───Contents │ │ └───MacOS │ ├───NootedRed.kext │ │ └───Contents │ │ └───MacOS │ ├───NVMeFix.kext │ │ └───Contents │ │ └───MacOS │ ├───RealtekRTL8111.kext │ │ └───Contents │ │ ├───MacOS │ │ └───_CodeSignature │ ├───RestrictEvents.kext │ │ └───Contents │ │ └───MacOS │ ├───SMCAMDProcessor.kext │ │ └───Contents │ │ ├───MacOS │ │ └───_CodeSignature │ ├───SMCBatteryManager.kext │ │ └───Contents │ │ ├───MacOS │ │ └───Resources │ ├───SMCRadeonSensors.kext │ │ └───Contents │ │ └───MacOS │ ├───USBToolBox.kext │ │ └───Contents │ │ └───MacOS │ ├───UTBMap.kext │ │ └───Contents │ ├───VirtualSMC.kext │ │ └───Contents │ │ └───MacOS │ ├───VoodooI2C.kext │ │ └───Contents │ │ ├───MacOS │ │ └───PlugIns │ │ ├───VoodooGPIO.kext │ │ │ └───Contents │ │ │ ├───MacOS │ │ │ └───_CodeSignature │ │ ├───VoodooI2CServices.kext │ │ │ └───Contents │ │ │ ├───MacOS │ │ │ └───_CodeSignature │ │ └───VoodooInput.kext │ │ └───Contents │ │ ├───MacOS │ │ └───_CodeSignature │ ├───VoodooI2CHID.kext │ │ └───Contents │ │ ├───MacOS │ │ └───_CodeSignature │ └───VoodooPS2Controller.kext │ └───Contents │ ├───MacOS │ └───PlugIns │ ├───VoodooInput.kext │ │ └───Contents │ │ ├───MacOS │ │ └───_CodeSignature │ ├───VoodooPS2Keyboard.kext │ │ └───Contents │ │ └───MacOS │ ├───VoodooPS2Mouse.kext │ │ └───Contents │ │ └───MacOS │ └───VoodooPS2Trackpad.kext │ └───Contents │ └───MacOS ├───Resources │ ├───Audio │ ├───Font │ ├───Image │ └───Label └───Tools
Okay so a legit crashout it actually worked on the first try the only issue it the trackpad and audio not working The only time I thought this won’t work on the first try it does. Now I have nothing to rant about. I will add a video showing stuff also High time I make a repo for this since it’s a goldmine for me my first project that worked on the first try Ignore the Russian that was a simple fix in the kext file next will be fixing the touchpad...
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1792626494.2631936
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1793231294.2631936
|
|
36806
|
WarioWare Game by @filippine_lec | Stardance
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filippine_lec
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0
|
0.0
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0
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[]
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[]
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Title: WarioWare Game by @filippine_lec | Stardanc Title: WarioWare Game by @filippine_lec | Stardance...
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1792626495.1091437
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1793231295.1091437
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36028
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randomgenerals AI by @imrxne1 | Stardance
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imrxne1
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1
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16.93
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-09T19:42:20Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A chat, coding, image and diagram assistant running on one free Oracle VM — two ARM cores, 11.9 GB RAM, no GPU. Routes between Groq, OpenRouter and local Ollama so one channel being rate-limited is a degradation, not an outage. Includes accounts with two-factor auth, a sandboxed Python runner, web search, file and image reading, and an installable PWA.", "repo": "https://github.com/imraneadib1-dot/randomgenerals", "demo": "https://randomgenerals.com"}]...
|
[{"post_id": 72403, "ts": "202 [{"post_id": 72403, "ts": "2026-09-22T20:59:32Z", "hours": 5.9989, "text": "so far so good i am seeing some results"}, {"post_id": 66648, "ts": "2026-09-12T14:36:31Z", "hours": 0.9278, "text": "my AI may not be the best, but it is also free and good"}, {"post_id": 64994, "ts": "2026-09-09T19:23:31Z", "hours": 2.9472, "text": "need a free ai to help ya? gotchu checck random generals AI free and a good companion and also it was a pain in the abs to make, still fixing some bugs but pliz make sure to check it out :)"}, {"post_id": 64259, "ts": "2026-09-08T15:07:24Z", "hours": 6.8839, "text": "groq rate limit almost killed my whole app so i built randomgenerals.com. its an ai assistant, chat + code + image gen + diagrams. runs on a free oracle vm, 2 arm cores no gpu. flask app that does the website, the pwa and the backend for the desktop version. accounts, credits, emails, dashboard, all of it. ok so the bug. groq free tier is 8000 tokens per minute. not per request. per minute. for the entire key. every single user on my site sharing that. and it counts your prompt AND the reply you asked for as one number together. i wasnt checking that anywhere lol so if a chat got long enough (like 5400 tokens) it would just stop working. forever. you hit retry and it builds the same too big request and gets refused again. same error every time. only way out was starting a new chat and nobody knows to do that. my first idea was just make the replies shorter. bad idea. thats the thing people actually came for. so now it drops old messages first and only shortens the reply if that wasnt enough. forgetting what you said 6 messages ago is annoying. not getting an answer is worse. then i found another one. i was never checking finish_reason so when a reply hit the token limit it just stopped mid sentence and looked completely normal. and the api returned 200 every time so my logs were clean. no clue how long that had been happening ngl 126 commits so far. randomgenerals.com"}]...
|
Title: randomgenerals AI by @imrxne1 | Stardance
Title: randomgenerals AI by @imrxne1 | Stardance
Devlogs:
groq rate limit almost killed my whole app so i built randomgenerals.com. its an ai assistant, chat + code + image gen + diagrams. runs on a free oracle vm, 2 arm cores no gpu. flask app that does the website, the pwa and the backend for the desktop version. accounts, credits, emails, dashboard, all of it. ok so the bug. groq free tier is 8000 tokens per minute. not per request. per minute. for the entire key. every single user on my site sharing that. and it counts your prompt AND the reply you asked for as one number together. i wasnt checking that anywhere lol so if a chat got long enough (like 5400 tokens) it would just stop working. forever. you hit retry and it builds the same too big request and gets refused again. same error every time. only way out was starting a new chat and nobody knows to do that. my first idea was just make the replies shorter. bad idea. thats the thing people actually came for. so now it drops old messages first and only shortens the reply if that wasnt enough. forgetting what you said 6 messages ago is annoying. not getting an answer is worse. then i found another one. i was never checking finish_reason so when a reply hit the token limit it just stopped mid sentence and looked completely normal. and the api returned 200 every time so my logs were clean. no clue how long that had been happening ngl 126 commits so far. randomgenerals.com
need a free ai to help ya? gotchu checck random generals AI free and a good companion and also it was a pain in the abs to make, still fixing some bugs but pliz make sure to check it out :)
my AI may not be the best, but it is also free and good
so far so good i am seeing some results
Ships:
A chat, coding, image and diagram assistant running on one free Oracle VM — two ARM cores, 11.9 GB RAM, no GPU. Routes between Groq, OpenRouter and local Ollama so one channel being rate-limited is a degradation, not an outage. Includes accounts with two-factor auth, a sandboxed Python runner, web search, file and image reading, and an installable PWA....
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1793144895.1166584
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1793231295.1166584
|
|
7653
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My awesome macropad! by @liudarren09 | Stardance
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liudarren09
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @liudarren09 | Star Title: My awesome macropad! by @liudarren09 | Stardance...
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1792626495.9682307
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1793231295.9682307
|
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32036
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My awesome macropad! by @Hunt3r | Stardance
|
Hunt3r
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0
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0.0
|
0
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[]
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[]
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Title: My awesome macropad! by @Hunt3r | Stardance
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1792626496.8277256
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1793231296.8277256
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24990
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Fortress Fighter by @codingfreak234 | Stardance
|
codingfreak234
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2
|
12.0
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30
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-25T01:39:15Z", "hours": 0.0, "multiplier": 3.46, "payout": 2, "blessing": "neutral", "text": "I made some mistakes. Mainly, I wrote a terrible readme(oops), and completely forgot to tell anyone how to play the game. Also, I had it named as a RPG, which it is not. And now, after fixing these, I’m ready to re-release. To avoid a repeat: Use WASD to move Use L to launch a long range blast in the direction of travel Use K to launch a short range blast in the direction of travel I really hope I didn’t miss anything that needed to be fixed. Have Fun!", "repo": "https://github.com/CodingFreak234/Fortress-Fighter-Sprig-game", "demo": "https://sprig.hackclub.com/share/IgY4OhjZCEx4bOdCrc6c"}, {"ship_num": 2, "ts": "2026-09-08T02:26:07Z", "hours": 12.0, "multiplier": 2.33, "payout": 28, "blessing": "neutral", "text": "I made a basic RPG in sprig! It was really hard, especially since, this was my first real JavaScript project. I think the game turned out great, and I hope you enjoy it.", "repo": "https://github.com/CodingFreak234/Fortress-Fighter-Sprig-game", "demo": "https://sprig.hackclub.com/share/IgY4OhjZCEx4bOdCrc6c"}]...
|
[{"post_id": 72821, "ts": "202 [{"post_id": 72821, "ts": "2026-09-23T20:09:39Z", "hours": 0.4758, "text": "Mistakes were made… specifically the one were I forgot to tell anyone how to play my game. So here it is, and I will also include it in the second ship as well. Oh, and I added it to the read me as well. Plus, I changed the name, because it really isn’t an rpg. I updated the placement of the health and score displays as well because I needed time to make a devlog so I can ship again. controls are wasd to move/rotate. Use L to attack the bugs with long range blasts, and K to hit them with short range ones."}, {"post_id": 63981, "ts": "2026-09-08T02:23:44Z", "hours": 1.2344, "text": "I’M DONE!!! I finished the modifications, made a repository for the project, and I’m going to ship it. (This took me way too long…)"}, {"post_id": 56183, "ts": "2026-08-27T20:24:33Z", "hours": 1.89, "text": "Over the past week or so, I reworked the controls. I did this so I could add some sort of long range weapon. the long range weapon would be able to hit more enemies with longer range, but would also do less damage. It was a lot of trial and error, and I’m still not done. I need to add the script where the enemies get damaged, but only part way. I also need to make it so that the long range blasts get removed from the screen after a second."}, {"post_id": 38577, "ts": "2026-08-01T01:51:24Z", "hours": 1.0628, "text": "Today I fixed a bug where the enemies in my game weren’t spawning at the very top of the playing field, they were spawning a little below it. After that I fixed a potential bug about being able to move the character out of bounds, and a very real bug about the program trying to spawn an attack sprite out of bounds. In fixing that, I also restrained the player a little more, making it harder to farm the enemies. Finally, I tried to add a theme song, but either something with the software didn’t work, or I have just failed to see the exit button for three or four days strait. The problem is likely that second option."}, {"post_id": 26324, "ts": "2026-07-11T01:50:56Z", "hours": 2.5386, "text": "I worked a lot on my Sprig RPG today, and got a lot of work done. I also got the project done. For those of you who are familiar with sprig, the game will be released there soon (hopefully tommorrow). However, lets go through what I did today. First off, I updated the player character from a large blue block to a blue circle with an orange outline. second, I added a castle for the player to defend. I also made it fairly difficult for players to puppy gaurd one segment of the castle. Finnally, I made it so that the game gets progressively harder. That’s what I did today. Enjoy!"}, {"post_id": 25588, "ts": "2026-07-09T22:45:30Z", "hours": 0.5617, "text": "Today I did a lot of debugging and solved all known problems with the game. I (finally) fixed the health counter and made the blasts disappear shortly after they are fired. finally, I regulated the numbers of enemies to make them more manageable. Next time I’m going to do the final graphic design and then add some sort of castle for the player to defend. Enjoy!"}, {"post_id": 24469, "ts": "2026-07-08T01:24:56Z", "hours": 1.4217, "text": "I worked on debugging for both yesterday and today. I had one particular problem where the player could attack the enemies in the game, but the attack would do nothing to the enemy. I fixed that, and now I only have a few more bugs to fix. Right now, I still have to fix the health counter, and then I have to figure out how to make the blasts disappear about a half-second after the player brings them into existence. Enjoy!"}, {"post_id": 18862, "ts": "2026-06-30T01:59:26Z", "hours": 0.8964, "text": "I worked on fighting mechanics today for my sprig RPG. I have it so that you can blast the enemy sprites with the IJKL buttons, and then move around with the WASD buttons. There was a lot of tweaking in the code today, but it works. I haven’t fixed the health counter yet, but I think I know what’s wrong, and I plan to fix it soon. Enjoy!"}, {"post_id": 16059, "ts": "2026-06-26T02:54:05Z", "hours": 1.4053, "text": "I continued to work on the Sprig RPG today. Initially, I had planned for there to be some kind of wall building mechanic in the game, but I realized that might be a little over my head, so I put that on the shelf for now. I created an initial game loop today, and it’s working okay. The one problem I’ve run into is the health counter. In the game, you start at 10 health I tried to make it so that after every hit you go down by one, but after the first hit you go up to 90, and then it counts down by ten after that. I’m going to try and figure that out next week. Enjoy!"}, {"post_id": 14812, "ts": "2026-06-24T01:40:09Z", "hours": 0.9139, "text": "I started on a basic RPG in sprig. To start off I did preliminary graphic design, and then I coded the wasd controls."}]...
|
Title: Fortress Fighter by @codingfreak234 | Stard Title: Fortress Fighter by @codingfreak234 | Stardance
Devlogs:
I started on a basic RPG in sprig. To start off I did preliminary graphic design, and then I coded the wasd controls.
I continued to work on the Sprig RPG today. Initially, I had planned for there to be some kind of wall building mechanic in the game, but I realized that might be a little over my head, so I put that on the shelf for now. I created an initial game loop today, and it’s working okay. The one problem I’ve run into is the health counter. In the game, you start at 10 health I tried to make it so that after every hit you go down by one, but after the first hit you go up to 90, and then it counts down by ten after that. I’m going to try and figure that out next week. Enjoy!
I worked on fighting mechanics today for my sprig RPG. I have it so that you can blast the enemy sprites with the IJKL buttons, and then move around with the WASD buttons. There was a lot of tweaking in the code today, but it works. I haven’t fixed the health counter yet, but I think I know what’s wrong, and I plan to fix it soon. Enjoy!
I worked on debugging for both yesterday and today. I had one particular problem where the player could attack the enemies in the game, but the attack would do nothing to the enemy. I fixed that, and now I only have a few more bugs to fix. Right now, I still have to fix the health counter, and then I have to figure out how to make the blasts disappear about a half-second after the player brings them into existence. Enjoy!
Today I did a lot of debugging and solved all known problems with the game. I (finally) fixed the health counter and made the blasts disappear shortly after they are fired. finally, I regulated the numbers of enemies to make them more manageable. Next time I’m going to do the final graphic design and then add some sort of castle for the player to defend. Enjoy!
I worked a lot on my Sprig RPG today, and got a lot of work done. I also got the project done. For those of you who are familiar with sprig, the game will be released there soon (hopefully tommorrow). However, lets go through what I did today. First off, I updated the player character from a large blue block to a blue circle with an orange outline. second, I added a castle for the player to defend. I also made it fairly difficult for players to puppy gaurd one segment of the castle. Finnally, I made it so that the game gets progressively harder. That’s what I did today. Enjoy!
Today I fixed a bug where the enemies in my game weren’t spawning at the very top of the playing field, they were spawning a little below it. After that I fixed a potential bug about being able to move the character out of bounds, and a very real bug about the program trying to spawn an attack sprite out of bounds. In fixing that, I also restrained the player a little more, making it harder to farm the enemies. Finally, I tried to add a theme song, but either something with the software didn’t work, or I have just failed to see the exit button for three or four days strait. The problem is likely that second option.
Over the past week or so, I reworked the controls. I did this so I could add some sort of long range weapon. the long range weapon would be able to hit more enemies with longer range, but would also do less damage. It was a lot of trial and error, and I’m still not done. I need to add the script where the enemies get damaged, but only part way. I also need to make it so that the long range blasts get removed from the screen after a second.
I’M DONE!!! I finished the modifications, made a repository for the project, and I’m going to ship it. (This took me way too long…)
Mistakes were made… specifically the one were I forgot to tell anyone how to play my game. So here it is, and I will also include it in the second ship as well. Oh, and I added it to the read me as well. Plus, I changed the name, because it really isn’t an rpg. I updated the placement of the health and score displays as well because I needed time to make a devlog so I can ship again. controls are wasd to move/rotate. Use L to attack the bugs with long range blasts, and K to hit them with short range ones.
Ships:
I made a basic RPG in sprig! It was really hard, especially since, this was my first real JavaScript project. I think the game turned out great, and I hope you enjoy it.
I made some mistakes. Mainly, I wrote a terrible readme(oops), and completely forgot to tell anyone how to play the game. Also, I had it named as a RPG, which it is not. And now, after fixing these, I’m ready to re-release. To avoid a repeat: Use WASD to move Use L to launch a long range blast in the direction of travel Use K to launch a short range blast in the direction of travel I really hope I didn’t miss anything that needed to be fixed. Have Fun!...
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1793231297.1723092
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32629
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Gracu Bot by @OjasSensei | Stardance
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OjasSensei
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0.0
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0
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Title: Gracu Bot by @OjasSensei | Stardance
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1792626497.6763666
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1793231297.6763666
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17234
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Rocket, with solid fuel by @shaansha568 | Stardanc Rocket, with solid fuel by @shaansha568 | Stardance...
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shaansha568
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Title: Rocket, with solid fuel by @shaansha568 | S Title: Rocket, with solid fuel by @shaansha568 | Stardance...
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1792626498.4916165
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1793231298.4916165
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20322
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My very own WebOS by @anisia_maria | Stardance
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anisia_maria
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Title: My very own WebOS by @anisia_maria | Starda Title: My very own WebOS by @anisia_maria | Stardance...
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1792626499.31266
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1793231299.31266
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RiverFlow by @ToriYukari | Stardance
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ToriYukari
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1
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62.0
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756
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T20:40:09Z", "hours": 62.0, "multiplier": 14.42, "payout": 756, "blessing": "neutral", "text": "Here I welcome you to the very first release of RiverFlow - native macOS, resource-efficient file manager intended to be an alternative for Mac developers! This is my second project in Swift and my biggest project for now. Much of the stuff used in it I figured out on the spot, sometimes minutes before my internal deadlines. The project was developed using agile methods and strict version control along with code coverage focus. It introduces crucial functionalities that any file manager should have as well as some new, small but satisfying tweaks. It uses SwiftUI and AppKit - native Apple view libraries which makes the RiverFlow look exactly like most of the system’s apps, not requiring from user learning of the new interface cause it also resembles Finder in many ways. This is a second app being a part of The Shrimple Project - as simple as possible set of QoL apps for macOS filling the gaps that Apple left which drives people crazy. Important information before testing : This app is made for MACOS and its purpose is to work on MACOS. I am not planning to port it to Windows or Linux before I finish its main phase of development so please, do not leave one star reviews because there is no Windows version. Thank you all in advance, I sure do hope RiverFlow will help in efficient file management and you will enjoy using it!", "repo": "https://github.com/Predsu/RiverFlow", "demo": "https://github.com/Predsu/RiverFlow/releases/tag/v0.1.0"}]...
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[{"post_id": 72808, "ts": "202 [{"post_id": 72808, "ts": "2026-09-23T19:30:51Z", "hours": 10.3908, "text": "23.09 Shipping is hours away now! I must admit that I’ve been a little lazy for the last two weeks and thus the demo has not been released yet and I’m a little afraid if I will be able to get all the necessary votes before 30th Sep. I took five topics that were bothering me: go to path like url bar in windows explorer finishing basic git operations with commit modal overhauling slightly abandoned listView advanced search panel with many options settings window And yet I had so much time to figure them out I couldn’t finish more than three… well two actually. ListView overhaul went… bad. I’ll have to make it from the very beginning but I do not have time for that now. I am not very satisified that I have to ship a software that has not been brought to a state where I would originally want to release it, but I am still really happy for what have I achieved. This was my second Swift project and first that big project at all! I’ve been learning everything about native macOS programming during the development. Thus I am really proud of myself. What I’ve done goToPath modal with autocompletion based on the mechanism used in file searching (revelance tiers) git commit modal with options based on the one from vscode core of listView rework which currently serves as an entry point to every new approach I am testing to make most of functionalities from gridView work also in listView (I am never leaving such a big technical debt in any project) What I’ve learned technical debt awareness deep understanding of git CLI Difficulties Of course the already mentioned listView and more specifically: columns and their resizement, active element area (because I wanted the element to be selected only when clicked on text and the empty area acts as background), additional columns adding, sorting by column. App sandboxing which caused many problems with release version comparing to debug version which appeared to be my mistake in implementation. So I am heading back to the last checklist elements and around 11PM CEST there should appear a shipping. Oh I have to write something for a shipping message… Maybe 1AM tomorrow? I don’t know, as soon as I can so there will be time to receive and give votes. See ya then! I am so excited!"}, {"post_id": 59886, "ts": "2026-09-01T21:31:38Z", "hours": 10.2817, "text": "1.09 We are getting so close to the first demo launch! Pushed by my Git fascination I managed to integrate another two important things into the repo: CodeQL and automatic code review by CodeRabbit. However I realised I’ve been doing much more things at the repo itself and I keep forgeting I am trying to code something. So - 4 new features (and first really developer-focused) and incoming REAL readme (because the current one is really crappy). I just started my last high school year so I’ll be a little more busy but my targets still remain the same: at least 80h on stardance and first beta release until 30th September. What I’ve made Git integration with status bar, staging, discarding for directories with repos present improved navigation with folder history (go back, go forward like every normal file manager) sidebar tree view instead of Finder-like fixed bookmarks (like Windows Explorer, kinda buggy for now but actively working on it!) file collision handling with choice dialog window What I’ve learned a bit of project management (kanban, agile etc.) Git API usage in Swift handling and applying code review reports CodeQL reports analysis Difficulties I must admit that I did not write unit tests for Git integration because I kinda don’t know how to approach it. Maybe the next few days in school with my teacher will help me going through it. Apart from that I struggled with applying some responsiveness to resizable elements (such as InteractivePathView) and eventually failed and will return to this later. I promised myself that I won’t go beyond those 10h of no devlog but I failed again. My own devlog template is incoming so I will be more eager to make them more frequent. Apart from that - I am planning demo launch around 14th September so I can gather feedback before beta release around 30th September. Thank you all in advance for reading this and till next time!"}, {"post_id": 50604, "ts": "2026-08-19T20:20:46Z", "hours": 10.2542, "text": "19.08 I’ve made myself a little break, I admit. It was a good time, I came back stronger and more motivated. I’ve noticed that the project is terribly documented and tested, files orgranization was also looking bad. I decided to correct those affairs to make the further development more… amicable. There was also some time for new feature: searching. Maybe not the best but it is already better than Finder’s (modest as always, I know) because it has revelance tier sorting. Of course it is not the final version but for now It’ll work. What I’ve made extended unit tests to have code coverage level at 68% experimented with DocC documentation and found it quite usable so I’ve made documentation for plenty of structs and methods organized files into a new structure (MVVM model) tried to reduce or just identify technical debt inside the project Sounds easy right? Swift Testing framework is easy but it took me some time to learn good practics (and I’m still learning). What I’ve learned reading Develop in Swift Fundamentals, covered a lot of holes in my knowledge code review by my friend, almost 2 hours of discussion and disappointment Also I have plenty of reflections about the technical debt meant earlier. I realized that if I want to efficiently go further with the project I have to think more carefully about planning and organizing the development process. Hopefully the next school year will teach me how real programmers do the thing. That’s all in today’s Not-So-Daily. I know I say that again but maybe it’s time to try doing devlogs more frequent than 10h of work. I didn’t even realize it went that fast. Till next time!"}, {"post_id": 39560, "ts": "2026-08-02T16:28:37Z", "hours": 11.2039, "text": "02.08 I tried to write a devlog several days ago but excessive heat beat me up. To be honest last week was the hardest during the whole project. The amount of documentation and videos I’ve read and watched was enormous. My head is overload and I may be considering a little break. But let’s get to the stuff what was made. As usual the full devlog will be posted on toriyukari.neocities.org website. What I’ve made Last Stardance devlog was 21 days ago so it was basically the very beginning of the project, so I’ll just write things that are already present: fast directory loading with grid view (better functionality) and list view sidebar like that in finder (not fully functional as the finder one) toolbar with “go up” “refresh” “showhiddenfiles” “sort by” and interactive path view multi-selecting files with shift (range), drag (area) and command (specific) drag and drop files (single for now) to other apps as well as between directories inside the app right click menus on empty space and elements with the following options: open with app reveal in finder file info (opening a dedicated element info window like this in finder) copy, cut, paste elements inline rename compress to zip trash open directory in terminal/vscode create folder/file copy shell-formatted path I am currently preparing the project to move into Test Driven Development, I am trying to cover the whole existing source code with tests to go on with this coding practice. Soon I’ll start learning about UI testing in Swift Testing framework. What I’ve learned I can’t even think about how many things I’ve read about during the last 3 weeks. Maybe if I would be doing this list regularly… that is actually a good idea. But most important thing that caused me to almost destroy my repo was: DO NOT LET GITHUB COPILOT CREATE COMMITS FOR YOU. They didn’t improve anything and now I have a freaking Copilot as a contributor in the repo. Worst mistake of my life. Difficulties EVERYTHING! But seriously since I use as little AI as I can I am going through hard time during almost everything. Sometimes it drives me crazy. The biggest difficulties were: removing the freaking slopilot from contributors (failed) running my mind at full throttle to understand the crazy UI code splitting (the compiler can’t parse large elements without splitting it into separate elements) running both “drag and drop” and “drag selection” at the same time without generating errors no one have seen before setting up codecov for swift in a new way because apparently no one has thought about any different way than travis for the last 7 years writing custom EULA and source code license (it will be used for all my future project so it was worth to invest some time and money into it) And that’s all worth to mention. Storytime HEAT WAVE HEAT WAVE HEAT WAVE HEAT WAVE WHY IN POLAND IT HAS TO BE -15C OR +40C WHY IT CAN’T BE FREAKING NORMAL 20C HEEEEELP I CAN’T WORK NORMALLY!!! … i’m fine I’ll try to make devlogs more frequently but I don’t think I like doing so. I’ll have to think about some formula, maybe a simpler approach, more reusable scheme or something like that. Until that going off the air for a moment to rest. See ya!"}, {"post_id": 28603, "ts": "2026-07-14T23:04:01Z", "hours": 2.4075, "text": "Announcement Hi everyone! Little update here: I will be posting full sized devlogs for RiverFlow and any other project on my website available at this address: https://toriyukari.neocities.org/ I am an enthusiast of big, bulky devlogs where I do not only write rough code facts but I’m also sharing a whole development story and 4000 chars is not enough for me. From now on I will be making a Stardance devlog version and full devlog version. I will be attaching a link for everyone who are curious about the whole process. I hope you all understand this. Also there is a first instance of brand new idea of mine available on the website: daily where I share the status and changes of the development every day. You should check it out cause they won’t show up here. Anyways, have a great day just how I’ve had! See ya!"}, {"post_id": 27312, "ts": "2026-07-12T19:41:35Z", "hours": 17.1411, "text": "Devlog #1 Until now the project was simply a prototype to test the idea but I kind of lost track of the time and made way too much before first devlog. So here it comes: RiverFlow , native file manager alternative for MacOS, part of The Shrimple Project . Fast as river, no one can stop the flow. It uses all the best stuff Swift language has to make it more resource-efficient than Finder (at least that’s the target) and it’s currently my biggest project. It is ultimately intended to be developer-friendly and will have a lot of built-in tweaks we as programmers needed a plugin for. I also wanted it to have some Linux-feel and make it customizable in every possible way: from colors and icon sizes to custom windows and built-in plugin maker. How it actually works (I had to cut this cause of 4000 chars limit, I will post full devlogs somewhere else) How it ACTUALLY works Alright, I’ve been talking about something entirely different. So here is the flow: You run the app. First you see all the windows attacking you, begging for permissions but it’s irrevelant. The run calls loadCurrentDirectory method from FolderViewModel class. It is the heart of the app, lCD method (as I call it) is being called every time something happens (well not really automatically but I’ll get to it later). lCD creates multiple FileItem class instances. That’s your folders and files as raw data! It also sorts them by your selected method (name / size / modification date) on place. In ContentView depending on which viewType has been selected (list or grid) list/gridView is being rendered. For each FileItem it creates FileList/GridItemView, that’s a view for a single file/folder. And that’s it! If I would want to I can fit all of this in 50-100 lines of code. The real fun starts in coding user interactions with all those objects. I must admit it wasn’t the easiest challenge. The difficulties The list is long. I’ve encountered several walls on my way, some cleared up by different websites, for some I had to use AI tho. The “minor difficulties”: I’ll spare you this rant The “major difficulties”: caching thumbnails for images (and even just making them display and not eating 300 MB of RAM instantly when generating) making the full path in toolbar (the animations and proper detection) efficiently calculating folder size in Info window implementing shift and drag select (took me freaking two days to figure it out) making the SwiftUI cooperate with me and not destroy my entire GridView when adding print somewhere Features list main window listing files and folders in two views: list and grid toolbar featuring full path copying, sorting, view and hidden files options sidebar featuring most used folders resembling the one from Finder (not customizable yet) files and directories operations: copying, cutting, pasting, deleting multiple files selecting items with shift (range), command (specific), drag (area) creating empty folder and file from context menu item info window showing full path, name, icon, size, modification date There isn’t much features yet but taking into account that I am using Swift for real for the first time I am proud of myself. I hope you all will like this project and find it useful in your every day productivity when it’ll be a finished product. Until next time! I will go make myself a real dinner for the first time since two weeks."}]...
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Title: RiverFlow by @ToriYukari | Stardance
Devlo Title: RiverFlow by @ToriYukari | Stardance
Devlogs:
Devlog #1 Until now the project was simply a prototype to test the idea but I kind of lost track of the time and made way too much before first devlog. So here it comes: RiverFlow , native file manager alternative for MacOS, part of The Shrimple Project . Fast as river, no one can stop the flow. It uses all the best stuff Swift language has to make it more resource-efficient than Finder (at least that’s the target) and it’s currently my biggest project. It is ultimately intended to be developer-friendly and will have a lot of built-in tweaks we as programmers needed a plugin for. I also wanted it to have some Linux-feel and make it customizable in every possible way: from colors and icon sizes to custom windows and built-in plugin maker. How it actually works (I had to cut this cause of 4000 chars limit, I will post full devlogs somewhere else) How it ACTUALLY works Alright, I’ve been talking about something entirely different. So here is the flow: You run the app. First you see all the windows attacking you, begging for permissions but it’s irrevelant. The run calls loadCurrentDirectory method from FolderViewModel class. It is the heart of the app, lCD method (as I call it) is being called every time something happens (well not really automatically but I’ll get to it later). lCD creates multiple FileItem class instances. That’s your folders and files as raw data! It also sorts them by your selected method (name / size / modification date) on place. In ContentView depending on which viewType has been selected (list or grid) list/gridView is being rendered. For each FileItem it creates FileList/GridItemView, that’s a view for a single file/folder. And that’s it! If I would want to I can fit all of this in 50-100 lines of code. The real fun starts in coding user interactions with all those objects. I must admit it wasn’t the easiest challenge. The difficulties The list is long. I’ve encountered several walls on my way, some cleared up by different websites, for some I had to use AI tho. The “minor difficulties”: I’ll spare you this rant The “major difficulties”: caching thumbnails for images (and even just making them display and not eating 300 MB of RAM instantly when generating) making the full path in toolbar (the animations and proper detection) efficiently calculating folder size in Info window implementing shift and drag select (took me freaking two days to figure it out) making the SwiftUI cooperate with me and not destroy my entire GridView when adding print somewhere Features list main window listing files and folders in two views: list and grid toolbar featuring full path copying, sorting, view and hidden files options sidebar featuring most used folders resembling the one from Finder (not customizable yet) files and directories operations: copying, cutting, pasting, deleting multiple files selecting items with shift (range), command (specific), drag (area) creating empty folder and file from context menu item info window showing full path, name, icon, size, modification date There isn’t much features yet but taking into account that I am using Swift for real for the first time I am proud of myself. I hope you all will like this project and find it useful in your every day productivity when it’ll be a finished product. Until next time! I will go make myself a real dinner for the first time since two weeks.
Announcement Hi everyone! Little update here: I will be posting full sized devlogs for RiverFlow and any other project on my website available at this address: https://toriyukari.neocities.org/ I am an enthusiast of big, bulky devlogs where I do not only write rough code facts but I’m also sharing a whole development story and 4000 chars is not enough for me. From now on I will be making a Stardance devlog version and full devlog version. I will be attaching a link for everyone who are curious about the whole process. I hope you all understand this. Also there is a first instance of brand new idea of mine available on the website: daily where I share the status and changes of the development every day. You should check it out cause they won’t show up here. Anyways, have a great day just how I’ve had! See ya!
02.08 I tried to write a devlog several days ago but excessive heat beat me up. To be honest last week was the hardest during the whole project. The amount of documentation and videos I’ve read and watched was enormous. My head is overload and I may be considering a little break. But let’s get to the stuff what was made. As usual the full devlog will be posted on toriyukari.neocities.org website. What I’ve made Last Stardance devlog was 21 days ago so it was basically the very beginning of the project, so I’ll just write things that are already present: fast directory loading with grid view (better functionality) and list view sidebar like that in finder (not fully functional as the finder one) toolbar with “go up” “refresh” “showhiddenfiles” “sort by” and interactive path view multi-selecting files with shift (range), drag (area) and command (specific) drag and drop files (single for now) to other apps as well as between directories inside the app right click menus on empty space and elements with the following options: open with app reveal in finder file info (opening a dedicated element info window like this in finder) copy, cut, paste elements inline rename compress to zip trash open directory in terminal/vscode create folder/file copy shell-formatted path I am currently preparing the project to move into Test Driven Development, I am trying to cover the whole existing source code with tests to go on with this coding practice. Soon I’ll start learning about UI testing in Swift Testing framework. What I’ve learned I can’t even think about how many things I’ve read about during the last 3 weeks. Maybe if I would be doing this list regularly… that is actually a good idea. But most important thing that caused me to almost destroy my repo was: DO NOT LET GITHUB COPILOT CREATE COMMITS FOR YOU. They didn’t improve anything and now I have a freaking Copilot as a contributor in the repo. Worst mistake of my life. Difficulties EVERYTHING! But seriously since I use as little AI as I can I am going through hard time during almost everything. Sometimes it drives me crazy. The biggest difficulties were: removing the freaking slopilot from contributors (failed) running my mind at full throttle to understand the crazy UI code splitting (the compiler can’t parse large elements without splitting it into separate elements) running both “drag and drop” and “drag selection” at the same time without generating errors no one have seen before setting up codecov for swift in a new way because apparently no one has thought about any different way than travis for the last 7 years writing custom EULA and source code license (it will be used for all my future project so it was worth to invest some time and money into it) And that’s all worth to mention. Storytime HEAT WAVE HEAT WAVE HEAT WAVE HEAT WAVE WHY IN POLAND IT HAS TO BE -15C OR +40C WHY IT CAN’T BE FREAKING NORMAL 20C HEEEEELP I CAN’T WORK NORMALLY!!! … i’m fine I’ll try to make devlogs more frequently but I don’t think I like doing so. I’ll have to think about some formula, maybe a simpler approach, more reusable scheme or something like that. Until that going off the air for a moment to rest. See ya!
19.08 I’ve made myself a little break, I admit. It was a good time, I came back stronger and more motivated. I’ve noticed that the project is terribly documented and tested, files orgranization was also looking bad. I decided to correct those affairs to make the further development more… amicable. There was also some time for new feature: searching. Maybe not the best but it is already better than Finder’s (modest as always, I know) because it has revelance tier sorting. Of course it is not the final version but for now It’ll work. What I’ve made extended unit tests to have code coverage level at 68% experimented with DocC documentation and found it quite usable so I’ve made documentation for plenty of structs and methods organized files into a new structure (MVVM model) tried to reduce or just identify technical debt inside the project Sounds easy right? Swift Testing framework is easy but it took me some time to learn good practics (and I’m still learning). What I’ve learned reading Develop in Swift Fundamentals, covered a lot of holes in my knowledge code review by my friend, almost 2 hours of discussion and disappointment Also I have plenty of reflections about the technical debt meant earlier. I realized that if I want to efficiently go further with the project I have to think more carefully about planning and organizing the development process. Hopefully the next school year will teach me how real programmers do the thing. That’s all in today’s Not-So-Daily. I know I say that again but maybe it’s time to try doing devlogs more frequent than 10h of work. I didn’t even realize it went that fast. Till next time!
1.09 We are getting so close to the first demo launch! Pushed by my Git fascination I managed to integrate another two important things into the repo: CodeQL and automatic code review by CodeRabbit. However I realised I’ve been doing much more things at the repo itself and I keep forgeting I am trying to code something. So - 4 new features (and first really developer-focused) and incoming REAL readme (because the current one is really crappy). I just started my last high school year so I’ll be a little more busy but my targets still remain the same: at least 80h on stardance and first beta release until 30th September. What I’ve made Git integration with status bar, staging, discarding for directories with repos present improved navigation with folder history (go back, go forward like every normal file manager) sidebar tree view instead of Finder-like fixed bookmarks (like Windows Explorer, kinda buggy for now but actively working on it!) file collision handling with choice dialog window What I’ve learned a bit of project management (kanban, agile etc.) Git API usage in Swift handling and applying code review reports CodeQL reports analysis Difficulties I must admit that I did not write unit tests for Git integration because I kinda don’t know how to approach it. Maybe the next few days in school with my teacher will help me going through it. Apart from that I struggled with applying some responsiveness to resizable elements (such as InteractivePathView) and eventually failed and will return to this later. I promised myself that I won’t go beyond those 10h of no devlog but I failed again. My own devlog template is incoming so I will be more eager to make them more frequent. Apart from that - I am planning demo launch around 14th September so I can gather feedback before beta release around 30th September. Thank you all in advance for reading this and till next time!
23.09 Shipping is hours away now! I must admit that I’ve been a little lazy for the last two weeks and thus the demo has not been released yet and I’m a little afraid if I will be able to get all the necessary votes before 30th Sep. I took five topics that were bothering me: go to path like url bar in windows explorer finishing basic git operations with commit modal overhauling slightly abandoned listView advanced search panel with many options settings window And yet I had so much time to figure them out I couldn’t finish more than three… well two actually. ListView overhaul went… bad. I’ll have to make it from the very beginning but I do not have time for that now. I am not very satisified that I have to ship a software that has not been brought to a state where I would originally want to release it, but I am still really happy for what have I achieved. This was my second Swift project and first that big project at all! I’ve been learning everything about native macOS programming during the development. Thus I am really proud of myself. What I’ve done goToPath modal with autocompletion based on the mechanism used in file searching (revelance tiers) git commit modal with options based on the one from vscode core of listView rework which currently serves as an entry point to every new approach I am testing to make most of functionalities from gridView work also in listView (I am never leaving such a big technical debt in any project) What I’ve learned technical debt awareness deep understanding of git CLI Difficulties Of course the already mentioned listView and more specifically: columns and their resizement, active element area (because I wanted the element to be selected only when clicked on text and the empty area acts as background), additional columns adding, sorting by column. App sandboxing which caused many problems with release version comparing to debug version which appeared to be my mistake in implementation. So I am heading back to the last checklist elements and around 11PM CEST there should appear a shipping. Oh I have to write something for a shipping message… Maybe 1AM tomorrow? I don’t know, as soon as I can so there will be time to receive and give votes. See ya then! I am so excited!
Ships:
Here I welcome you to the very first release of RiverFlow - native macOS, resource-efficient file manager intended to be an alternative for Mac developers! This is my second project in Swift and my biggest project for now. Much of the stuff used in it I figured out on the spot, sometimes minutes before my internal deadlines. The project was developed using agile methods and strict version control along with code coverage focus. It introduces crucial functionalities that any file manager should have as well as some new, small but satisfying tweaks. It uses SwiftUI and AppKit - native Apple view libraries which makes the RiverFlow look exactly like most of the system’s apps, not requiring from user learning of the new interface cause it also resembles Finder in many ways. This is a second app being a part of The Shrimple Project - as simple as possible set of QoL apps for macOS filling the gaps that Apple left which drives people crazy. Important information before testing : This app is made for MACOS and its purpose is to work on MACOS. I am not planning to port it to Windows or Linux before I finish its main phase of development so please, do not leave one star reviews because there is no Windows version. Thank you all in advance, I sure do hope RiverFlow will help in efficient file management and you will enjoy using it!...
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stock-screener-ml by @mtanu2017 | Stardance
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mtanu2017
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Title: stock-screener-ml by @mtanu2017 | Stardance
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1792626500.1815536
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ESPValve by @hackclub_nutrient623 | Stardance
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hackclub_nutrient623
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Title: ESPValve by @hackclub_nutrient623 | Stardan Title: ESPValve by @hackclub_nutrient623 | Stardance...
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Untitled by @kasarla_tejas | Stardance
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Title: Untitled by @kasarla_tejas | Stardance
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1792626501.8250396
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My first slack bot! by @niemikyler | Stardance
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niemikyler
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Title: My first slack bot! by @niemikyler | Starda Title: My first slack bot! by @niemikyler | Stardance...
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1792626502.6496916
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Secret Knocking Message Tool by @Amanojaku | Stard Secret Knocking Message Tool by @Amanojaku | Stardance...
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Amanojaku
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1
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3.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-05T13:40:00Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Every time you search up “Can my cat eat a single blueberry?” or when you watch tutorials about how to get the rarest sprites in Fortnite: you’re ISP is there. Watching. Judging. That’s why I make sure to use NordVPN: The sponsor of my invention.", "repo": "https://github.com/zxcvbnmzxcvbnmzxcv/DoorKnockingintoMorseCode", "demo": ""}]...
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[{"post_id": 40961, "ts": "202 [{"post_id": 40961, "ts": "2026-08-04T20:27:32Z", "hours": 0.4594, "text": "Finished attaching it to a door and fine-tuning the tilt switch."}, {"post_id": 37948, "ts": "2026-07-31T00:06:27Z", "hours": 1.3722, "text": "Wiring it to a screen to display the message. It won’t be a real-time message. Just a message you leave across someone’s door."}, {"post_id": 37319, "ts": "2026-07-29T22:47:12Z", "hours": 0.7931, "text": "First code upload to convert knocking into English"}]...
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Title: Secret Knocking Message Tool by @Amanojaku Title: Secret Knocking Message Tool by @Amanojaku | Stardance
Devlogs:
First code upload to convert knocking into English
Wiring it to a screen to display the message. It won’t be a real-time message. Just a message you leave across someone’s door.
Finished attaching it to a door and fine-tuning the tilt switch.
Ships:
Every time you search up “Can my cat eat a single blueberry?” or when you watch tutorials about how to get the rarest sprites in Fortnite: you’re ISP is there. Watching. Judging. That’s why I make sure to use NordVPN: The sponsor of my invention....
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1793144903.121771
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Model Rocket Thrust Vector Control (TVC) Engine Mo Model Rocket Thrust Vector Control (TVC) Engine Mount by @mchaikou | Stardance...
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mchaikou
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Title: Model Rocket Thrust Vector Control (TVC) En Title: Model Rocket Thrust Vector Control (TVC) Engine Mount by @mchaikou | Stardance...
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1792626503.4862678
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My very own WebOS by @sanviii | Stardance
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sanviii
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Title: My very own WebOS by @sanviii | Stardance
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1792626504.3259075
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23719
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Kairos by @syntaxbrew_dev | Stardance
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syntaxbrew_dev
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4.15
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[{"post_id": 29561, "ts": "202 [{"post_id": 29561, "ts": "2026-07-16T16:08:51Z", "hours": 4.1464, "text": "Dev log #1 For the past 2-3 days I got started working on a python discord bot that I named Kairos, meant to be something that helps people (like myself) maintain or track their habits through the use of Discord pings, and streaks as a reward system. I never actually built a Discord bot before :(, so I didn’t code much of the actual features yet. My first dev log is mostly about spending my time learning new tools/libraries such as discord.py, and SQLite (for storing user data). Progress so far: I made a new application on the Discord dev portal, configured bot intents and gave it administrator access to a test server I created the initial discord bot boiler plate code, using classes and methods provided by discord.py: setup_hook, on_ready, on_message I created a .env file to securely store and load the bot token I implemented the aiosqlite library, that runs SQL commands to an SQLite database (.db file) System that currently logs in new discord users who run a Kairos bot command for the first time Created a command group for running slash commands related to managing user habits (only has 1 command currently tho) Things I learnt: Setting up a discord bot, and creating the boiler plate code Usage of asynchronous functions How bot slash commands are created and synced within discord’s command tree First time using SQL, learning database concepts and understanding each of the clauses: INSERT, SELECT, FOREIGN KEY, was a bit confusing but I feel like I’m getting more of a grasp on it"}]...
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Title: Kairos by @syntaxbrew_dev | Stardance
Devl Title: Kairos by @syntaxbrew_dev | Stardance
Devlogs:
Dev log #1 For the past 2-3 days I got started working on a python discord bot that I named Kairos, meant to be something that helps people (like myself) maintain or track their habits through the use of Discord pings, and streaks as a reward system. I never actually built a Discord bot before :(, so I didn’t code much of the actual features yet. My first dev log is mostly about spending my time learning new tools/libraries such as discord.py, and SQLite (for storing user data). Progress so far: I made a new application on the Discord dev portal, configured bot intents and gave it administrator access to a test server I created the initial discord bot boiler plate code, using classes and methods provided by discord.py: setup_hook, on_ready, on_message I created a .env file to securely store and load the bot token I implemented the aiosqlite library, that runs SQL commands to an SQLite database (.db file) System that currently logs in new discord users who run a Kairos bot command for the first time Created a command group for running slash commands related to managing user habits (only has 1 command currently tho) Things I learnt: Setting up a discord bot, and creating the boiler plate code Usage of asynchronous functions How bot slash commands are created and synced within discord’s command tree First time using SQL, learning database concepts and understanding each of the clauses: INSERT, SELECT, FOREIGN KEY, was a bit confusing but I feel like I’m getting more of a grasp on it...
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1792626505.156674
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1793231305.156674
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36350
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Frictionless by @AbdulrahmanAlmemari | Stardance
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AbdulrahmanAlmemari
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0
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0.0
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0
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[]
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[]
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Title: Frictionless by @AbdulrahmanAlmemari | Star Title: Frictionless by @AbdulrahmanAlmemari | Stardance...
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1792626506.0009332
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1793231306.0009332
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14867
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My awesome macropad! by @ali_abdelgawad2010 | Star My awesome macropad! by @ali_abdelgawad2010 | Stardance...
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ali_abdelgawad2010
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0
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0.0
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Title: My awesome macropad! by @ali_abdelgawad2010 Title: My awesome macropad! by @ali_abdelgawad2010 | Stardance...
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1792626506.8522196
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1793231306.8522196
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55042
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Monochromium by @eli | Stardance
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eli
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1
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62.44
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414
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-15T13:51:31Z", "hours": 23.0, "multiplier": 17.92, "payout": 414, "blessing": "neutral", "text": "Hi everyone! Today I am shipping Monochromium (v0.1.1) a flexible CLI note taking app for the terminal! Written in Rust its a fast app with a binary smaller than 2mb! We have a full spec for future versions and plan to keep writing more code soon! My favorite part of developing this app was probably learning the clap syntax, its quite easy and intuitive now! Thanks for reading :)", "repo": "https://github.com/Papaya-Voldemort/Monochromium", "demo": "https://crates.io/crates/monochromium"}]...
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[{"post_id": 83444, "ts": "202 [{"post_id": 83444, "ts": "2026-10-27T23:42:03Z", "hours": 2.88, "text": "Hiya! Ok everyone this could be the last devlog of Monochromium on Stardance… Stardance is almost over and so I am just doing the final polish on 0.6.1 and then its shipping time. But wait! Don’t leave! Monochromium is NOT done, in fact its FAR from finished. There is still a LOT to do. But before we get to the future lets cover the now. Here’s what I am up to: Readme updates and fixes Bug fixes Added brew tap!!!! Here is the big ones: BREW IS HERE!!! I heard it was hard to install so here is the brew install! brew tap Papaya-Voldemort/tap brew install Papaya-Voldemort/tap/monochromium Ok so I found out nb was a pretty popular competitor to Monochromium, so I just had to run a quick benchmark… And uh… I think the screenshot speaks for itself lol Ok now what after Stardance: Close open issues Get more feedback Make it better to use basically that loop forever! I actively use monochromium and so I kind of improve it for myself which should hopefully make it better for others too! So thanks for reading! And happy end of Stardance!"}, {"post_id": 82775, "ts": "2026-10-25T20:06:00Z", "hours": 2.8222, "text": "Monochromium v0.6.0 — We’re so back (with graphs!) Sorry it’s been so long since my last devlog! I have been stuck writing emails for Haven for such a long time lol! But I finally got 0.6.0 out to you guys! Yeah I know it’s super cool! Here is what got added (yeah, added ! It’s been a bit since I was not just writing polish): Sugar commands for checkin , todo , and ideas — allows you to quickly add notes with different types Value row on the db — allows you to add a value associated with the notes (as a suggestion: hype for ideas, mood for checkins, and priority for todos) And the big one… an overhauled stats command with mood graphs ! Yeah, you saw the value row and thought it was LAME right! Well, I added it so I could add these fancy graphs! Ok, quick story time: my mental health sucks (I assume it’s a common thing among programmers), so I have been adding a little score: +4 or smth to the end of my checkins from monochromium. I honestly have loved this, and it helped me get through the day just a little better… So I added that feature directly into the CLI… yeah, you don’t HAVE to use it… but I highly recommend it, even if it’s just for the pretty graphs (in the media below :) Anyways guys, have a great day <3"}, {"post_id": 81914, "ts": "2026-10-23T00:44:26Z", "hours": 2.1578, "text": "I started working through the feedback that I got from the different star interviews on my last ship because I want to make sure that the next one’s really polished for you guys! I wanted to try to be professional with this, so I made five GitHub issues, and I’ve been trying to use the CLI for most of the stuff! Here are the two I finished so far: Switch stats command to use SQL count for performance and simplicity Added Mac OS Intel release as well as a Universal binary Unrelated to the start interviews, I added some checks before you can commit your code to prevent CI fails Anyway, guys, sorry for the long time between this and the last vlog. Hopefully you guys are having a great day. Thanks for checking in. Bye :)"}, {"post_id": 81026, "ts": "2026-10-19T16:32:41Z", "hours": 3.8953, "text": "Honestly not much to share with you guys, just lots and lots of bug fixes across the board. Some of the major ones identified and fixed were: Commands breaking when parsing locked commands Code being super ugly :( Security Fixes And several I forgot… Any ways I am currently working on more security fixes so we can release 0.5.1 full release, I want to ensure that there are NO security issues for a update based entirely on making it secure… Some other planned stuff: Quick config change commands Better quick note title genration Full documentation on how to use Tutorial command? On Install helper prompt Anything else you guys want Ok bye! Changelog Fix fmt and clippy ( e839d6b ) pre security patch ( 90f155f ) QoL and code quality fixes ( a2be63e ) Bug fixes ( 9bbf71f ) Some more small polish ( 183aa5a ) 0.5.1-alpha.0: Attempt one at fixing enough bugs for a release ( 0a825ab ) PS: Make a github issue or submit a comment on any of the devlogs and I will most likely implement it within the day :)"}, {"post_id": 79342, "ts": "2026-10-13T15:47:40Z", "hours": 5.7886, "text": "I should probably be posting these devlogs significantly more… Almost 6 hours for a devlog is quite a bit… But here I am. Here’s what’s changed. Here’s what’s finished: 0.5.0 full release Official Markdown file support Quality-of-life improvements Comprehensive test suite for more things Here’s what’s in progress: The cryptography branch Basic file locking and unlocking More tests Binary optimization 0.5.1 beta release soon Here’s what’s yet to be started: Additional updates More commands Quality of life for locking and unlocking Better branding and more Anyway my first ship finally finished so I should be submitting the next one any day now, probably once 0.5.1 or 0.5.2 is completed! Thanks for reading bye! PS: Still no idea what to put for screenshots for a CLI like this so enjoy more terminal screenshots…"}, {"post_id": 77873, "ts": "2026-10-08T16:53:43Z", "hours": 5.5978, "text": "Hey guys! Sorry for the crazy long wait! I have been insanely busy lately with stuff but this project is finally mostly ready for the next release! 0.5.0-alpha.0 is done! The biggest new feature being file contents are controlled by md files not just db contents! Here is more depth: Schema changes: contents string -> file_link -> String Command Changes: Edit now uses default configured editor and also has commands to change db values (other than id!) QoL: Lots of tiny fixes for quality of life to ensure things work well More command flags: Many more flags have had added support Why still in alpha? So this update is HUGE and has tons of small bugs on migrations, editing, searching, listing files, and more… so I just want to make a few more changes before a full release! Thanks for staying with me its almost over! Bye!"}, {"post_id": 75994, "ts": "2026-10-01T22:54:09Z", "hours": 3.5514, "text": "I have been working on a big migration :) its not quite done ofc but I will get their eventually. So sorry for this tiny devlog but I am working on somthing big for you guys!"}, {"post_id": 74188, "ts": "2026-09-26T21:40:23Z", "hours": 2.2856, "text": "Hi guys! Today I worked on a new stats command! Pretty basic I know… But I was lazy ok… Also I did a few other small things: Updated CI a bit Wrote some more tests Bumped version to v0.4.3 Some other stuff Oh one bigger thing I did was fix a bug with new lines and the shell prompt bugging into stuff that did not do a new line at the end… pretty simple fix but it makes reminders and stats look much better! Sorry for the stale devlog! bye"}, {"post_id": 73152, "ts": "2026-09-24T14:25:32Z", "hours": 3.3036, "text": "No way! Stardance was extended for one more month! And it has a story! This is insane! Sorry for not keeping up with the daily scheduled… don’t worry I am back on track (for a unnumbered amount of time)… but I am totally getting some hours in so the spaceship can be rebuilt… (Do I really want that? I man the destruction particle effects are really nice…) Hopfully my past ship that is still not reviewed counts for the time for this event! Ok changes time: Added tests Unified CLI commands Added Github Actions Added Binarys for all OSes and a bunch of other stuff I forgot about :) Hopfully this media/screenshots are decent looking because I was lazy and did not put much work into them ;D thanks for tolerating me :) bye!"}, {"post_id": 72018, "ts": "2026-09-22T00:43:19Z", "hours": 3.6858, "text": "Ok my goal is to write 3 devlogs today so I can make up for some missed ones last week… Plus I have the day off. So here is the first one: This morning I worked on writing some tests for db and for utility functions just getting it prepped for the 0.3.0 release. Next I am going to work on the 0.4.0 release which will mostly be a polish run honestly :)"}, {"post_id": 71445, "ts": "2026-09-20T20:42:37Z", "hours": 3.4747, "text": "Whoah! Its been a LONG time since I made a devlog here… Honestly I had intended on never making another one…but then I found myself actually using Monochromium, and I had a lot of issues with it, and well I have a roadmap in my mind so might as well… So I may have done a few hour long rewrite… I basically did a little bit of stuff for the ship getting fixed, then updated the config and reminder timer, then updated the reminder system, then… I SWITCHED THE ENTIRE DB LIBRARY! So that took a very, very, very long time… but resulted in 75% smaller binary (again) we are looking at a very small binary now :) and that is with SQLite still bundled for compatibility! Anyway guys I am so happy to be back (not happy about my missing sticky streak…) and hope to write again soon! PS: Yes the media sucks I just ran out of time today ok… Changelog fix issue with time parsing ( 4ccff8e ) Finish refactor, ran cargo fmt, bump version number to 0.3.0 alpha ( 2825568 ) Switch everything over to rusqlite, switch to sync instead of async, add new database model, cut binary size a lot, fix minor bugs, huge refactor ( f2f318b ) V0.2.0: Moved the types system to seperate folder, fixed reminer and checkins, added toml config, and minor other fixes ( 735d4c4 ) Update reminder to use config time, updated config to support toml ( 281a6a3 ) Fix readme and demo video ( 3466ed2 )"}, {"post_id": 68287, "ts": "2026-09-14T21:08:35Z", "hours": 1.6672, "text": "Ok I am actually so tired. I have to work today and tomorrow and I am also starting third place so this is your final devlog… for now… I will inevitably come back to make more changes, small polishes and upgrades down the line, but it will be a bit. In this last update, I polished things fixed a ton of warnings and made it good enough to hopefully release. Thank you all for following me through this journey. Its tiring to look back on it now but honestly it was still worth it. Goodbye! <3"}, {"post_id": 66917, "ts": "2026-09-12T21:40:13Z", "hours": 1.2172, "text": "Sorry for missing yesterdays devlog… Figured I would save it for today :) Today/Yesterday I worked on fixing major and minor bugs, additionally I made a export command to export all of the db rows quickly. Its so close to a v1 release I just want to make sure its super duper polished before I will release it!"}, {"post_id": 65784, "ts": "2026-09-11T04:59:59Z", "hours": 1.0553, "text": "Apparently you guys like programming memes. So its late again and I don’t want to make another piece of nice looking media! So here are some more memes (I know lazy…) Anyways today I worked on more docs, fixed bugs, published to crates.io and worked on the readme. Not much really… I am working on a few small tweaks and features but nothing major. Love you guys and have a great night :)"}, {"post_id": 65154, "ts": "2026-09-10T03:08:06Z", "hours": 1.145, "text": "Hey! I am back! Today is not even that late! Today I did not do that much but I did run into a Hackatime bug again! I hate when I write human code and it gets logged as AI time :( But time logging aside I worked on the docs today, I finished up comments for each of the commands and started on the readme. Anyway for the media I found a funny rust meme I wanted to share with you, its relevant because tokio is like 0.2mb of my binary size and V2 will def remove it…"}, {"post_id": 64637, "ts": "2026-09-09T05:56:05Z", "hours": 0.9472, "text": "Sorry this is so late (A common theme among my devlogs) But I still have 20 min before tomorrow! Let me have it! Today I mostly wrote docs, added a logo, packaged it, shrunk the binary by 75% from 8mb to 2mb! Anyways its basically done, probably 3 days more of devlogs just because I am a perfectionist. Also super sorry about the media… it kind of sucks I know."}, {"post_id": 63927, "ts": "2026-09-07T23:48:22Z", "hours": 1.0564, "text": "Ok not much done today I had a 4 hour drive so I just watched some Attack on Titan :) But I did get SOME coding done! Today I implemented the reminder function and the inital set up functions. The reminder one is mostly complete but I might add a few different message types. As for the init command its iffy, I just need to change the checks and update a few things but its a pretty minimal feature. Honestly I will be honest its getting pretty close to done! My expected timeline for V1 of this project was 20 hours so its already pretty on target."}, {"post_id": 63198, "ts": "2026-09-06T21:21:33Z", "hours": 0.8339, "text": "OK we are back to daily (I hope ) devlogs. Again really sorry about last time… So I only did about an hour of work today because my Mom hates when I code on sundays… Today I started working on the reminder command, it will run when ever you open your terminal and remind you to check in (yay mental health!) Becuase this is a pretty big task I started by updating the search function to support searching for types, I am going to use this new search to find the last time a user checked in with a note. Sorry I had little time to make better looking screenshots… or a video… but hopfully they look decent. Thanks for reading! Have a wonderful day!"}, {"post_id": 62546, "ts": "2026-09-06T00:08:47Z", "hours": 3.3806, "text": "I am SOOO sorry! I completely missed 2 days in a row… And the worst part is I totally knew the whole time… So here is the story: Basically I usally work from 5 PM to 10:30 PM, but on Thursday, I got out of work at 12:00 and then on Friday (The next day) I got out at 11:30 . So I was way too tired to do much… Now I am out of my house for Labor day weekend and so I can’t make my pretty videos for a few days. So here is what I did: Updated add command with better error handling Made the edit command and fixed it a lot Add MIT LICENSE and blank readme Start shell config for future features Anyways so I did a little bit! Again super sorry for the boring image, its the logo/banner for the project!"}, {"post_id": 60551, "ts": "2026-09-02T23:30:19Z", "hours": 1.5156, "text": "Today was kind of slow :( but that does not mean I am missing a devlog! I did 3 main things, first I added a view command allowing you to see note content, second I updated the delete function logging, and finally I added the search function to let you basic search your notes! Thanks for reading and again, really sorry for bad media upload (just realizing I will probably saw that about every day), and have a great day! PS: My time logging is really odd lately, despite not using AI its logging some of it as AI and I think that lost me 20m today or smth… but idk! PPS: The video was huge so I had chatgpt edit it, let me know how you think it did…"}, {"post_id": 59921, "ts": "2026-09-01T23:04:18Z", "hours": 1.8117, "text": "Hey everyone! I am back for another daily devlog again almost nothing new to show (Sorry) But its getting better! I added a few new things: Updated list command, switch from providing full db every time to just a connection instance, and updated the delete function to be able to remove notes. So a pretty substantial day imo! Enjoy the video, hopefully its fun to watch!"}, {"post_id": 59329, "ts": "2026-09-01T01:53:03Z", "hours": 2.1469, "text": "Almost missed this one! Honestly I sometimes love writing these but after a longer day of debugging its not as much fun… Anyways, today I got some good stuff done, I finally make it kind of usable with working commands* (kind of…) Still not much to show in the media but I tried my best for you guys! Enjoy!"}, {"post_id": 58464, "ts": "2026-08-30T21:43:19Z", "hours": 0.9561, "text": "Ok we are back to the daily devlogs! So lets get into this one: Today I just did a little bit of work, I implemented a utilities folder with small helper functions for tiny things here and there. I updated the add() function and made the checkin() function. Not much else… Honestly I have no idea what to put for the picture yet… Anyways thanks for reading!"}, {"post_id": 57673, "ts": "2026-08-29T21:57:43Z", "hours": 5.3897, "text": "So I was gonna post a lot more dev logs for this project, but I accidentally had the wrong hackatime project set… Anyway, unfortunately there’s still not a whole lot more for me to show as it’s a CL hide but… Here’s a few pretty pictures from my code editor to tie you over!"}]...
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Title: Monochromium by @eli | Stardance
Devlogs:
Title: Monochromium by @eli | Stardance
Devlogs:
So I was gonna post a lot more dev logs for this project, but I accidentally had the wrong hackatime project set… Anyway, unfortunately there’s still not a whole lot more for me to show as it’s a CL hide but… Here’s a few pretty pictures from my code editor to tie you over!
Ok we are back to the daily devlogs! So lets get into this one: Today I just did a little bit of work, I implemented a utilities folder with small helper functions for tiny things here and there. I updated the add() function and made the checkin() function. Not much else… Honestly I have no idea what to put for the picture yet… Anyways thanks for reading!
Almost missed this one! Honestly I sometimes love writing these but after a longer day of debugging its not as much fun… Anyways, today I got some good stuff done, I finally make it kind of usable with working commands* (kind of…) Still not much to show in the media but I tried my best for you guys! Enjoy!
Hey everyone! I am back for another daily devlog again almost nothing new to show (Sorry) But its getting better! I added a few new things: Updated list command, switch from providing full db every time to just a connection instance, and updated the delete function to be able to remove notes. So a pretty substantial day imo! Enjoy the video, hopefully its fun to watch!
Today was kind of slow :( but that does not mean I am missing a devlog! I did 3 main things, first I added a view command allowing you to see note content, second I updated the delete function logging, and finally I added the search function to let you basic search your notes! Thanks for reading and again, really sorry for bad media upload (just realizing I will probably saw that about every day), and have a great day! PS: My time logging is really odd lately, despite not using AI its logging some of it as AI and I think that lost me 20m today or smth… but idk! PPS: The video was huge so I had chatgpt edit it, let me know how you think it did…
I am SOOO sorry! I completely missed 2 days in a row… And the worst part is I totally knew the whole time… So here is the story: Basically I usally work from 5 PM to 10:30 PM, but on Thursday, I got out of work at 12:00 and then on Friday (The next day) I got out at 11:30 . So I was way too tired to do much… Now I am out of my house for Labor day weekend and so I can’t make my pretty videos for a few days. So here is what I did: Updated add command with better error handling Made the edit command and fixed it a lot Add MIT LICENSE and blank readme Start shell config for future features Anyways so I did a little bit! Again super sorry for the boring image, its the logo/banner for the project!
OK we are back to daily (I hope ) devlogs. Again really sorry about last time… So I only did about an hour of work today because my Mom hates when I code on sundays… Today I started working on the reminder command, it will run when ever you open your terminal and remind you to check in (yay mental health!) Becuase this is a pretty big task I started by updating the search function to support searching for types, I am going to use this new search to find the last time a user checked in with a note. Sorry I had little time to make better looking screenshots… or a video… but hopfully they look decent. Thanks for reading! Have a wonderful day!
Ok not much done today I had a 4 hour drive so I just watched some Attack on Titan :) But I did get SOME coding done! Today I implemented the reminder function and the inital set up functions. The reminder one is mostly complete but I might add a few different message types. As for the init command its iffy, I just need to change the checks and update a few things but its a pretty minimal feature. Honestly I will be honest its getting pretty close to done! My expected timeline for V1 of this project was 20 hours so its already pretty on target.
Sorry this is so late (A common theme among my devlogs) But I still have 20 min before tomorrow! Let me have it! Today I mostly wrote docs, added a logo, packaged it, shrunk the binary by 75% from 8mb to 2mb! Anyways its basically done, probably 3 days more of devlogs just because I am a perfectionist. Also super sorry about the media… it kind of sucks I know.
Hey! I am back! Today is not even that late! Today I did not do that much but I did run into a Hackatime bug again! I hate when I write human code and it gets logged as AI time :( But time logging aside I worked on the docs today, I finished up comments for each of the commands and started on the readme. Anyway for the media I found a funny rust meme I wanted to share with you, its relevant because tokio is like 0.2mb of my binary size and V2 will def remove it…
Apparently you guys like programming memes. So its late again and I don’t want to make another piece of nice looking media! So here are some more memes (I know lazy…) Anyways today I worked on more docs, fixed bugs, published to crates.io and worked on the readme. Not much really… I am working on a few small tweaks and features but nothing major. Love you guys and have a great night :)
Sorry for missing yesterdays devlog… Figured I would save it for today :) Today/Yesterday I worked on fixing major and minor bugs, additionally I made a export command to export all of the db rows quickly. Its so close to a v1 release I just want to make sure its super duper polished before I will release it!
Ok I am actually so tired. I have to work today and tomorrow and I am also starting third place so this is your final devlog… for now… I will inevitably come back to make more changes, small polishes and upgrades down the line, but it will be a bit. In this last update, I polished things fixed a ton of warnings and made it good enough to hopefully release. Thank you all for following me through this journey. Its tiring to look back on it now but honestly it was still worth it. Goodbye! <3
Whoah! Its been a LONG time since I made a devlog here… Honestly I had intended on never making another one…but then I found myself actually using Monochromium, and I had a lot of issues with it, and well I have a roadmap in my mind so might as well… So I may have done a few hour long rewrite… I basically did a little bit of stuff for the ship getting fixed, then updated the config and reminder timer, then updated the reminder system, then… I SWITCHED THE ENTIRE DB LIBRARY! So that took a very, very, very long time… but resulted in 75% smaller binary (again) we are looking at a very small binary now :) and that is with SQLite still bundled for compatibility! Anyway guys I am so happy to be back (not happy about my missing sticky streak…) and hope to write again soon! PS: Yes the media sucks I just ran out of time today ok… Changelog fix issue with time parsing ( 4ccff8e ) Finish refactor, ran cargo fmt, bump version number to 0.3.0 alpha ( 2825568 ) Switch everything over to rusqlite, switch to sync instead of async, add new database model, cut binary size a lot, fix minor bugs, huge refactor ( f2f318b ) V0.2.0: Moved the types system to seperate folder, fixed reminer and checkins, added toml config, and minor other fixes ( 735d4c4 ) Update reminder to use config time, updated config to support toml ( 281a6a3 ) Fix readme and demo video ( 3466ed2 )
Ok my goal is to write 3 devlogs today so I can make up for some missed ones last week… Plus I have the day off. So here is the first one: This morning I worked on writing some tests for db and for utility functions just getting it prepped for the 0.3.0 release. Next I am going to work on the 0.4.0 release which will mostly be a polish run honestly :)
No way! Stardance was extended for one more month! And it has a story! This is insane! Sorry for not keeping up with the daily scheduled… don’t worry I am back on track (for a unnumbered amount of time)… but I am totally getting some hours in so the spaceship can be rebuilt… (Do I really want that? I man the destruction particle effects are really nice…) Hopfully my past ship that is still not reviewed counts for the time for this event! Ok changes time: Added tests Unified CLI commands Added Github Actions Added Binarys for all OSes and a bunch of other stuff I forgot about :) Hopfully this media/screenshots are decent looking because I was lazy and did not put much work into them ;D thanks for tolerating me :) bye!
Hi guys! Today I worked on a new stats command! Pretty basic I know… But I was lazy ok… Also I did a few other small things: Updated CI a bit Wrote some more tests Bumped version to v0.4.3 Some other stuff Oh one bigger thing I did was fix a bug with new lines and the shell prompt bugging into stuff that did not do a new line at the end… pretty simple fix but it makes reminders and stats look much better! Sorry for the stale devlog! bye
I have been working on a big migration :) its not quite done ofc but I will get their eventually. So sorry for this tiny devlog but I am working on somthing big for you guys!
Hey guys! Sorry for the crazy long wait! I have been insanely busy lately with stuff but this project is finally mostly ready for the next release! 0.5.0-alpha.0 is done! The biggest new feature being file contents are controlled by md files not just db contents! Here is more depth: Schema changes: contents string -> file_link -> String Command Changes: Edit now uses default configured editor and also has commands to change db values (other than id!) QoL: Lots of tiny fixes for quality of life to ensure things work well More command flags: Many more flags have had added support Why still in alpha? So this update is HUGE and has tons of small bugs on migrations, editing, searching, listing files, and more… so I just want to make a few more changes before a full release! Thanks for staying with me its almost over! Bye!
I should probably be posting these devlogs significantly more… Almost 6 hours for a devlog is quite a bit… But here I am. Here’s what’s changed. Here’s what’s finished: 0.5.0 full release Official Markdown file support Quality-of-life improvements Comprehensive test suite for more things Here’s what’s in progress: The cryptography branch Basic file locking and unlocking More tests Binary optimization 0.5.1 beta release soon Here’s what’s yet to be started: Additional updates More commands Quality of life for locking and unlocking Better branding and more Anyway my first ship finally finished so I should be submitting the next one any day now, probably once 0.5.1 or 0.5.2 is completed! Thanks for reading bye! PS: Still no idea what to put for screenshots for a CLI like this so enjoy more terminal screenshots…
Honestly not much to share with you guys, just lots and lots of bug fixes across the board. Some of the major ones identified and fixed were: Commands breaking when parsing locked commands Code being super ugly :( Security Fixes And several I forgot… Any ways I am currently working on more security fixes so we can release 0.5.1 full release, I want to ensure that there are NO security issues for a update based entirely on making it secure… Some other planned stuff: Quick config change commands Better quick note title genration Full documentation on how to use Tutorial command? On Install helper prompt Anything else you guys want Ok bye! Changelog Fix fmt and clippy ( e839d6b ) pre security patch ( 90f155f ) QoL and code quality fixes ( a2be63e ) Bug fixes ( 9bbf71f ) Some more small polish ( 183aa5a ) 0.5.1-alpha.0: Attempt one at fixing enough bugs for a release ( 0a825ab ) PS: Make a github issue or submit a comment on any of the devlogs and I will most likely implement it within the day :)
I started working through the feedback that I got from the different star interviews on my last ship because I want to make sure that the next one’s really polished for you guys! I wanted to try to be professional with this, so I made five GitHub issues, and I’ve been trying to use the CLI for most of the stuff! Here are the two I finished so far: Switch stats command to use SQL count for performance and simplicity Added Mac OS Intel release as well as a Universal binary Unrelated to the start interviews, I added some checks before you can commit your code to prevent CI fails Anyway, guys, sorry for the long time between this and the last vlog. Hopefully you guys are having a great day. Thanks for checking in. Bye :)
Monochromium v0.6.0 — We’re so back (with graphs!) Sorry it’s been so long since my last devlog! I have been stuck writing emails for Haven for such a long time lol! But I finally got 0.6.0 out to you guys! Yeah I know it’s super cool! Here is what got added (yeah, added ! It’s been a bit since I was not just writing polish): Sugar commands for checkin , todo , and ideas — allows you to quickly add notes with different types Value row on the db — allows you to add a value associated with the notes (as a suggestion: hype for ideas, mood for checkins, and priority for todos) And the big one… an overhauled stats command with mood graphs ! Yeah, you saw the value row and thought it was LAME right! Well, I added it so I could add these fancy graphs! Ok, quick story time: my mental health sucks (I assume it’s a common thing among programmers), so I have been adding a little score: +4 or smth to the end of my checkins from monochromium. I honestly have loved this, and it helped me get through the day just a little better… So I added that feature directly into the CLI… yeah, you don’t HAVE to use it… but I highly recommend it, even if it’s just for the pretty graphs (in the media below :) Anyways guys, have a great day <3
Hiya! Ok everyone this could be the last devlog of Monochromium on Stardance… Stardance is almost over and so I am just doing the final polish on 0.6.1 and then its shipping time. But wait! Don’t leave! Monochromium is NOT done, in fact its FAR from finished. There is still a LOT to do. But before we get to the future lets cover the now. Here’s what I am up to: Readme updates and fixes Bug fixes Added brew tap!!!! Here is the big ones: BREW IS HERE!!! I heard it was hard to install so here is the brew install! brew tap Papaya-Voldemort/tap brew install Papaya-Voldemort/tap/monochromium Ok so I found out nb was a pretty popular competitor to Monochromium, so I just had to run a quick benchmark… And uh… I think the screenshot speaks for itself lol Ok now what after Stardance: Close open issues Get more feedback Make it better to use basically that loop forever! I actively use monochromium and so I kind of improve it for myself which should hopefully make it better for others too! So thanks for reading! And happy end of Stardance!
Ships:
Hi everyone! Today I am shipping Monochromium (v0.1.1) a flexible CLI note taking app for the terminal! Written in Rust its a fast app with a binary smaller than 2mb! We have a full spec for future versions and plan to keep writing more code soon! My favorite part of developing this app was probably learning the clap syntax, its quite easy and intuitive now! Thanks for reading :)...
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Untitled by @Shuflduf | Stardance
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Title: Untitled by @Shuflduf | Stardance
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Coda by @TheLazyCat00 | Stardance
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Title: Coda by @TheLazyCat00 | Stardance
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Untitled project by @mahmudovna | Stardance
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Title: Untitled project by @mahmudovna | Stardance
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Roblox Minigolf by @ThatRandomMaker | Stardance
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-13T09:33:14Z", "hours": 167.0, "multiplier": 15.65, "payout": 2416, "blessing": "neutral", "text": "I’ve made a minigolf game in Roblox studio, featuring 3 maps and 22 stages in total, with cosmetics that can be bought for your golf club or golf ball, and some nice QoL features like a music menu, or a hide UI hotkey In my opinion, the main challenging thing was building all the maps. I’m not a great map builder, so making even one map or all stages took a lot of time, plus taking on the task of making 3 maps for the first release was, admittedly, a not-so-thought-through idea. Of course, this doesn’t mean that there was just 1 challenge, this was just the main one for me. Please note: due to the Roblox guideline changes, you must have an account that is 16+ Facial Age Estimation or ID verified to play the game. This can only be changed if the game reaches 250 “active” players. There are alternatives, which is either setting up the game yourself in Roblox Studio (takes some time), or just by watching the small feature demo. These restrictions/alternatives are mentioned in the README. (written per default questions)", "repo": "https://github.com/ThatRandomMaker/Roblox-Minigolf", "demo": "https://www.roblox.com/games/11200475351/Minigolf"}]...
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[{"post_id": 76096, "ts": "202 [{"post_id": 76096, "ts": "2026-10-02T09:52:34Z", "hours": 2.2314, "text": "Finished the first room in the new Factory map! What lighting style do you think is better? Realistic or soft? (shadowmap) Realistic is img 1-2, soft is 3-4 At the moment, there won’t be any minigolf courses, as I’d rather finish the building first. Also, I had a few new ideas for the game that may make it a bit more “immersive” to say the least.. Will experiment with them and post something in the future if it works out."}, {"post_id": 72599, "ts": "2026-09-23T09:50:33Z", "hours": 1.4561, "text": "After a few prototypes, (a lot) I’ve decided to make another map, which a factory/warehouse type of map. So far, I’ve made these props: Conveyor Structual beam Light Unloading zones At the moment, I’m not really sure how I’ll make the stages in the map, but I have an idea of making them more interactive (somewhat similar to the arcade map.) One small mention, the map will likely be in beta or not fully finished (when or if I ship again), as Stardance is likely going to end soon."}, {"post_id": 67234, "ts": "2026-09-13T09:16:00Z", "hours": 4.0808, "text": "FINALLY shipping! (after this devlog) After likely losing a few hairs here and there (/j) after these 3 (almost 3 and 1/2) months, I deem minigolf to be done. I’m kind of suprised myself that the project took so long. I believe that this, by far is the longest project I’ve ever made. During the process, I’ve learned A LOT more about studio and luau overall, which will definetly help make better games (with better implementations). I have to admit, coming closer to the end there was a bit of burnout, but the result, in my opinion, was definetly worth it. I also want to say thank you to everyone that has supported me and this project, it means a lot :) Since the last devlog, I fixed and updated the few rough edges left in the game, GitHub repository and Stardance which are: Stardance: Making a new banner (old one didn’t even match the style of the game anymore) Adding a demo link & github repository link GitHub repository: Made a README that, in my opinion, is nice. It follows the requirements that the shipping guide/README guide Stardance mentions (controls, images, demo link, features, etc) Game: Changing the teleport screen to one that blends in during teleport Changed badges for new ones (icons) and requirements (now 1, 10 and 22 stages) Made the maze in stage 8 (grass map) harder to complete, was too easy before Changed all loading music Removed the funFacts moduleScript (not needed anymore) Stage 9 sign fixed to show status for Arcade_9 instead of Arcade_3 Updated desertMap particles to be thinner Changed loadUI to have fake shadow text instead of a thick UIStroke"}, {"post_id": 65465, "ts": "2026-09-10T16:40:51Z", "hours": 1.6436, "text": "Desert map complete! Well.. that was way faster compared to the other maps, which makes sense due to a desert.. well, being a desert. Anyway, now that the main game is done*, I’ve also made thumbnails and an icon for the game. I still need to make a README and a proper description for the game, to ship , of course. *Will likely rework the tutorial gui a bit and the ui shown when teleporting between maps Anyway, look forward to seeing a few more updates soon, as the aforementioned updates/additions shouldn’t take a while"}, {"post_id": 64885, "ts": "2026-09-09T16:18:59Z", "hours": 1.3189, "text": "Started work on the “Desert” map. All stages are now built! There are only 5 stages due to school taking most of my time, as usual. (and, there’s already 2 other maps in the game, so that’s that)"}, {"post_id": 64261, "ts": "2026-09-08T15:10:07Z", "hours": 8.0694, "text": "Arcade map complete! New: the outside has now been fully finished (instead of just being a baseplate) Smaller changes/additions: the arcade map now has seats , shapes on the floor and ambiance zones. As the second map is done, I’m getting closer to (finally) shipping this project, and (hopefully) getting good enough reviews to get my goal from SD. The “Desert” map will likely be a bit shorter compared to the arcade map (or even grass map, undecided.), as I don’t have that much time anymore due to school starting."}, {"post_id": 61466, "ts": "2026-09-04T12:15:21Z", "hours": 10.2056, "text": "Arcade map update The indoor area is close to being finished! It still, of course needs a few things to be completed (for example, the food area, filling the empty space, etcetera.) Next step is, of course, the outdoors! I assume it shouldn’t take as long to make as the interior was, but who knows Another thing the game still needs is ambiance zones. (and a new ambiance sound for the indoors, of course) I’m thinking of implementing this with just 2 parts for the indoors and outdoors, which should do the trick. Every day this project is (hopefully) coming a bit closer to being shipped, but progress will slow down a bit due to school starting. In an ideal situation this’ll likely be shipped in a week, or atleast I hope to get it sort-of-ship ready by that time."}, {"post_id": 54531, "ts": "2026-08-25T15:39:57Z", "hours": 4.0231, "text": "Arcade Machines They have interactable buttons (which do nothing, except move up and down) Nothing else to say about them, really.. Changes/additions: Changed song2 (main menu) due to likely being made by AI (cover seems to be aigen) Light mode setting now also changes the main menu Changed buttonFrame in-game to have wrapper frames, in result being affected by the UIListLayout, and now they don’t clip together when using smaller screens, but they can still be animated."}, {"post_id": 51588, "ts": "2026-08-21T11:08:56Z", "hours": 8.1239, "text": "Overhauled main menu GUI including new songs and animations! Demo is in the attached video as usual! So, I’ve spent a bit of time reworking the main menu , since the old one looked “temporary” instead of finished. In my opinion, the result seems to be pretty nice . I’ve made/added/reworked: Esentially every menu New animations when moving pages or when going in-game Added hover effects for buttons Icons for the main buttons Added fake shadows to text instead of the bad-looking UIStroke like before Added image backgrounds Replaced (most) old songs! (song 1, song 3-5) It still isn’t fully finished, as I need to implement a light mode for it, but otherwise it’s fully functional! When light mode for the main menu and (maybe) loadUI is done, the focus will likely shift back to building the arcade map. Every time I test the game I somehow find bugs on accident, whoops! Anyway, there were a “few” fixes/updates that were made during development of this overhaul: Fixed spinnyCamera (script) to not repeat points Updated generateNumber for spinnyCamera (script) to go through all the points instead of randomly pick one and look repetitive Fixed autosaveUI appearing in the main menu Fixed hideUIHotkey setting (a lot of things which I won’t describe as this post isn’t meant to be a wall of text) Fixed mainMenuButton UIScale bug by resetting UIScale on click Updated both cameraFolder(s) to be models instead of folders, with ModelStreamingMode to be set to Atomic (fixes delay or infinite yielding on slower devices) Updated mainMenuUI image background transparency to 0.5 for settingsFrame, cameraModeFrame and creditsFrame Updated hideHotkey setting textColor3 when text is “Set Keybind” and added UIPadding to the button for text not to clip Fixed soundLogic volume bug that didn’t reset audio volume when going back to the main menu, in result making the song silent Updated soundLogic to fade in song volume instead of immediately start playing it at full volume And a lot more… (these are just ones found after the overhaul)"}, {"post_id": 48935, "ts": "2026-08-17T14:30:42Z", "hours": 4.1728, "text": "New camera mode for the main menu! Demo is in the video! Before remaking/overhauling the main menu UI into light/dark mode (and, to look nice, of course), I’ve decided to rework the camera as it’s a bit of a weak point in the menu. It features: Camera sway Camera switching between points 15 different points for the camera Now, this has also reminded me that the main menu needs a little bit different of a song selection, as drum and bass for a gentle camera sway obviously doesn’t work. Miscellanous changes/fixes: Flying trees fixed statsGui (naming fix soonTM) bgcolor and background transparency changed in light mode to that of the old UI."}, {"post_id": 48115, "ts": "2026-08-16T12:28:38Z", "hours": 9.935, "text": "In-game UI revamp is complete! *and a few miscellaneous fixes have been made The settings menu has been revamped to add the light mode setting, now featuring page 1 and 2, and a few other settings which are currently in progress of being made. In my opinion, light mode looks decent but I still prefer dark mode. A new setting that is still a bit of a work in progress, but mostly finished is a hide UI hotkey , which as the name states, hides ui (in-game only). I still need to implement that the setting saves, but overall it works just fine. It’s made to only apply a keybind if you’re playing on PC, though. Fixes: autosaveUI loading/saving icon was still spinning when not visible. Fixed by seeing if the frame is actually visible (instead of if the frame exists, small typo) Shadow button now just changes immediately instead of waiting for the server to change the variable, now it just fires the remoteEvent only to save the setting autosaveUI UIstroke clipping fixed by changing it to apply inner instead of outer Tree sway intensity has been changed to be a bit lower, otherwise it’d look unnatural. Tree pivots fixed to be on the bottom for tree sway (this was a pain) Tree pivot issues: Changing tree pivots manually always broke for some reason. It took a few hours to fix them, then when I dragged the trees down it reset them. Upon pressing undo the pivots were still reset, not like they were before. Then, I tried fixing them without dragging anything, and the next time I opened studio it reset again. I found that ctrl+l may work, but that didn’t work either. Had to end up cloning everything over again, which somehow has made the shadows more intense in the dense tree areas, even though nothing changed between the two. This was NOT fun When writing this devlog, I found out that the oak trees have decided to fly in the air, so that’s great"}, {"post_id": 41247, "ts": "2026-08-05T10:30:05Z", "hours": 9.6728, "text": "UI Revamp (W.I.P) I’ve started reworking the main UI for the game because well.. the old one is to say the least - not good. So far I’ve reworked basically everything in-game (except the tutorial, but it won’t be reworked anyway as it can only be seen one time) I’ve also experimented a bit with hover tweens (button getting larger on hover) and sound effects, which have been implemented now. Another thing I’ve experimented a bit with is viewport frames , which are now used in the shop to show golf balls and clubs/“sticks” spinning. I’d want to possibly implement a “Are you sure you want to buy (x) item for (x) amount” in the shop, but that’s not planned at the moment. Things still unfinished that I want to complete (for UIs): Setting to enable/disable dark mode Light mode UI (as at the moment it’s dark mode only) Sound changes: “song2” in the main menu has been replaced due to it being striked by Roblox (not sure why!) Sound in the tutorial UI before accepting/declining the tutorial has been changed (same issue)"}, {"post_id": 37696, "ts": "2026-07-30T16:22:40Z", "hours": 4.7486, "text": "Every stage in the Arcade (map) has been built! The arcade now consists of 9 stages in total! New thing is that some are a bit more.. interactive , and a few are a bit difficult or tedious .. to say the least. (example of changing stages the attached video) Now that the stages are done, the game is inching a bit closer to completion! Now, of course, there may be ~15 or more things to still complete in the roadmap , but any progress is great. You may (or may not) be wondering how I made all of these in 4 hours. Well, I only have one explanation. I uhh… forgot to enable the plugin after making something else. Oops! (factory gambler prototype) Anyway, during this time a few small misc changes have been done: stageLogic (new script) has been added to well.. control the stages. (Stage 5, 7 and 9.) Shop UI trail naming has been changed a little. Blinking activity on stage signs has been removed. Note: Video player in SD is bugged. You have to click on the devlog, then go and click on the video for it to play."}, {"post_id": 35256, "ts": "2026-07-26T15:40:53Z", "hours": 8.5958, "text": "Hello again! I’ve started working on the arcade map, as the grass map is pretty much complete (just need to fix the ui a bit) I’ve decided to rewrite the playSound script a bit to not be hardcoded and play a different sound (depending on what string is received from the remoteEvent) instead of creating a remoteEvent and a new script for each one For example, now it can play either the golfhole sound or the sound for the ball disappearing in stage 2. Also, for the new automated door, I’ve experimented a little with spatial-ish sound. Turns out it’s really easy (for what I need, atleast) So far I’ve made a few things in-game and outlined a few ideas and a roadmap. Currently built: First three stages (which are glow-in-the-dark!) mostly complete parking lot Front of the building (although unfinished) A road leading up to the parking lot with a small grass patch. Automated door There may not be as much devlogs now, but the game is still in development!"}, {"post_id": 30623, "ts": "2026-07-18T10:46:31Z", "hours": 6.6422, "text": "Devlog 7 Additions: Grass map is now complete! Added lamp scenery to the stages, so you can actually complete them during the night Tutorial is complete with music! Shop UI now has shadows behind the buttons Added an invisible hitbox extension to the golfstick (mainly fixes issue, although still may need to switch to r6 due to animation packs) UI with stats (Cash, stages won) and sounds + cash counting up/down The tutorial now has animations for hitting the ball Changes: Tutorial made more visually similar overall First tutorial animation changed to: Move the golfstick not as far back/forward Move the golfstick a bit faster when hitting the ball Tutorial second animation changed to: Not rotate the golfstick as far (60 degrees instead of 90) Fixes: Stats UI centering on screen Before starting to work on the next map which is the Arcade, a few other settings will be added to the settings menu. Music UI may also change."}, {"post_id": 27248, "ts": "2026-07-12T17:13:40Z", "hours": 10.0919, "text": "Small update/Devlog 6 New additions: A tutorial has been added and is fully working! (still needs sounds but otherwise fully complete) Main menu disallows the player to join the Arcade and Desert map if they haven’t completed the tutorial yet. Map scenery is done! Only need the stages now A boost pad has been added (and a golf ball loop will be made!) Colorcorrectioneffect has been added to make the game brighter in terms of colors instead of dull. Fixes: Trees were optimized a little in blender (the fir tree originally had 6.6k faces when I opened the file.. oof) Renderfidelity on leaf parts for trees was changed to automatic (otherwise the trees would look like twigs from far away) Lights turn off when daytime cycle setting gets turned off Daytime cycle script fixed to turn off after turning off the nighttime setting Changes: Lighting from invisible walls on stages removed (will use lights that the player can see instead) Main menu UI has been changed to have shadows on the buttons. Main menu UI text also has a “manual” shadow on the “Choose your destination!” text UIStroke on stage signs is now a bit thicker (text is easier to read) Need to add/fix: UI that shows your current leaderboard stats instead of the default one Arm swinging the golfstick when moving with it (will probably either switch to R6 or just make an invisible hitbox for the tool) Note: Ignore the last map building update. The upload system completely broke for me. I can’t add an attachment to the devlog (so I can’t edit it) and deleting it just results in an error."}, {"post_id": 25189, "ts": "2026-07-09T08:12:53Z", "hours": 21.9158, "text": "Map development update #2 I’ve developed the map and it’s outer scenery a lot , although I’m running into optimization regarding te trees. (haven’t worked on a lot of stages though, only added the 4th one) Maybe the tree has a lot of vertices and I could somehow optimize it in blender? If so, that could be the main factor why the game ran better with less trees. Sunrays, bloom and a shorter range detpth of field have been added And a small experiment for a tutorial cutscene has been added too. In the process of this “devlog” I’ve also lost 11h of work Also, a new loading screen has been added and the one from TP has been fixed!"}, {"post_id": 19276, "ts": "2026-06-30T15:27:41Z", "hours": 4.4606, "text": "Map development update I’ve been working on a few ideas recently and have been attempting to build something “decent”. With a bit of trial and error so far I’ve made A tree And 3 stages 🤞 Perfect development pace, isn’t it? Anyway, here are the images showing stages and the tree."}, {"post_id": 17522, "ts": "2026-06-28T10:34:21Z", "hours": 10.4989, "text": "Small update/Devlog 5.5 I’ve been working on a few things for the game before starting to build the map and in result wanted to share these. Changes: “New” spawnPad and clearBall models, both now display their cooldowns with text and colors (locally for the player) I’ve replaced the low quality music in the main menu and added a “few” more songs, instead of just 11 songs now the game has.. 87! Now the main menu is also controlled by one script only, instead of having one in each button (in result also making porting easier to the other places) Also, the side buttons have been redesigned! Now they have a collapse menu button, and a button for returning to the main menu. This is so that more of the screen is available for mobile players (and a bit of the screen on PC, too). Returning to the main menu will be useful for example, if the player completes every stage in the Grass “destination”/Environment and wants to continue to the next one. Also the music UI has been fixed to work on 4K (didn’t properly implement scale on the buttons) And, a very special thing in my opinion is that the shop is finally complete ! Consisting of golf balls, trails, effects and different golf clubs (for a visual representation, go to the video after reading this post) The Golf club preview image on the tool changes per the equipped cosmetic too!"}, {"post_id": 15173, "ts": "2026-06-24T17:30:12Z", "hours": 10.3753, "text": "Devlog 5! New fixes and additions also shown in the video Features: Parts now spin the same speed at any fps, and one main script is now controlling them all using CollectionService The GolfStick now has customization added in the shop! Autosave has been added (saves every 60sec with visual UI) Completed levels and main menu settings get saved Main menu now has transitions! Fixes: Shop and music menu now finally properly scale on ALL resolutions! Shop buttons fixed with scale instead of sizing Disabled the back button when attempting to teleport to a different place Lights are fixed for the nightTime setting (didn’t turn on/off before) Ambiance now plays with the nightTime setting on A saved table is now used instead of searching for lamp parts each time the alpha tween runs (dynamic lighting on/off tween), in result saving performance. Fixed golf ball trail and effect visibility (now you don’t see other player trails and effects, which reduced visibility before.) Main menu play button fixed to not start volume fade out from volume 1, instead now uses the current volume of the sound Commented out debug prints that aren’t needed anymore (kept incase something breaks though) Fixed saves when altf4-ing from the game or the server shutting down. PlayerRemoving and BindToClose double saving upon shutdown Still need to replace: Placeholder images and items in the shop UI. After that, time to start building!"}, {"post_id": 11863, "ts": "2026-06-19T09:53:37Z", "hours": 8.5456, "text": "Devlog 4 fixes and additions New additions and fixes also shown in the video Features: Added badge rewards on milestones (5 badges so far, 1-1000 stages won) Setting for daytime cycle in main menu Dynamic lighting system Replaced placeholder images in the main menu (main menu is fully complete now) Seperate play UI instead of one button Spinning parts Loading screen Day and night ambiance Fixes: Dynamic lighting fixed to not depend the animation on ClockTime, instead make a tween and play it in a certain time range. Dynamic lighting fixed to not read ClockTime every time it changes (inefficient) Teleport handler fixed to handle any errors with servers and re-enable the menu incase of an unsuccesful teleport. Music UI fixed to show volume slider properly (not to combine the button to stop the current song playing in the same line) Implemented proper join song rng (otherwise it’d usually pick the first or the 4th song) Credit menu scaling Needs fixing: Shop and music menu scaling on 1440p screens (Credit to ShootingCat for finding this bug, since I don’t have a 1440p monitor) Disabling the back button when attempting to teleport to a different place When enabling night time, to turn the lights on, since the current dynamic lighting system only checks 2 timeframes, and doesn’t turn on otherwise. Still need to add/replace: Replace placeholder items and images in the shop frame Adding customization options for the golf club (or as it’s named, golfstick) 3. Finally start building the map (if nothing else comes up that needs fixing, or another idea that needs to be implemented)"}, {"post_id": 10585, "ts": "2026-06-17T12:07:24Z", "hours": 7.51, "text": "Devlog 3, game additions and hotfixes New additions shown in the video Additions: Implemented most of the main menu. Includes: Credits, settings (shadows and night time) Camera spinning around a specific (target) part for main menu Button to stop current song in the music menu. Replaced placeholder images and sounds in the music menu Spinning parts using tween(s) Fixes: Menu proper scaling for devices Player input and backpack UI disabling when in main menu Shop has an error sound (instead of purchase sound) when not having enough money for an item. Added default/none options to the shop for disabling trails and effects. Still need to add: Badge rewards on a milestone (changed from reward per stage) Volume slider or manual volume entering for the music menu Replacing placeholder items and images in the shop frame Images for the buttons, separate play UI in the main menu"}, {"post_id": 9284, "ts": "2026-06-15T16:15:08Z", "hours": 6.1644, "text": "Devlog 2, a lot has changed! Project demo available in the video Features: Shop UI has now been fully implemented and saving works Golf balls are now customizable by buying cosmetics from the shop (with in-game cash), cosmetics consist of golf ball colors, trails and effects Music UI has been added to the game for listening songs during gameplay Now there was one bad thing, which is that I somehow accidentally deleted the whole shop UI and had to remake it since autosave (of course) had to save in that exact moment.. Still need to implement: Badge rewards when winning a stage Main menu with setting(s) Spinning and moving parts (for unique stages) Volume control for music UI Replacing placeholder sounds in the music frame Replacing placeholder items and images in the shop frame Adding materials as a customization option for golf balls"}, {"post_id": 7945, "ts": "2026-06-13T07:59:58Z", "hours": 6.6408, "text": "Hello, Minigolf! Implemented the core mechanics for the game to work which are: Custom collisiongroups to prevent griefing (for example, your golf ball hitting one that’s owned by another player, or the golf club hitting the ground making it hard to play) Transparency on different clients, to know which golf ball you own Working goal with a sound effect and tween to fade out the ball before destroying it Side mechanics added: Barebones datastore implementation, now rewards cash and golf hole scored/won UI test for music selection menu and shop (to get trails, custom golf ball colors, etc), full implementation soonTM Still working on to implement: Working shop with equippable cosmetics Working music selection Main menu"}]...
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Title: Roblox Minigolf by @ThatRandomMaker | Stard Title: Roblox Minigolf by @ThatRandomMaker | Stardance
Devlogs:
Hello, Minigolf! Implemented the core mechanics for the game to work which are: Custom collisiongroups to prevent griefing (for example, your golf ball hitting one that’s owned by another player, or the golf club hitting the ground making it hard to play) Transparency on different clients, to know which golf ball you own Working goal with a sound effect and tween to fade out the ball before destroying it Side mechanics added: Barebones datastore implementation, now rewards cash and golf hole scored/won UI test for music selection menu and shop (to get trails, custom golf ball colors, etc), full implementation soonTM Still working on to implement: Working shop with equippable cosmetics Working music selection Main menu
Devlog 2, a lot has changed! Project demo available in the video Features: Shop UI has now been fully implemented and saving works Golf balls are now customizable by buying cosmetics from the shop (with in-game cash), cosmetics consist of golf ball colors, trails and effects Music UI has been added to the game for listening songs during gameplay Now there was one bad thing, which is that I somehow accidentally deleted the whole shop UI and had to remake it since autosave (of course) had to save in that exact moment.. Still need to implement: Badge rewards when winning a stage Main menu with setting(s) Spinning and moving parts (for unique stages) Volume control for music UI Replacing placeholder sounds in the music frame Replacing placeholder items and images in the shop frame Adding materials as a customization option for golf balls
Devlog 3, game additions and hotfixes New additions shown in the video Additions: Implemented most of the main menu. Includes: Credits, settings (shadows and night time) Camera spinning around a specific (target) part for main menu Button to stop current song in the music menu. Replaced placeholder images and sounds in the music menu Spinning parts using tween(s) Fixes: Menu proper scaling for devices Player input and backpack UI disabling when in main menu Shop has an error sound (instead of purchase sound) when not having enough money for an item. Added default/none options to the shop for disabling trails and effects. Still need to add: Badge rewards on a milestone (changed from reward per stage) Volume slider or manual volume entering for the music menu Replacing placeholder items and images in the shop frame Images for the buttons, separate play UI in the main menu
Devlog 4 fixes and additions New additions and fixes also shown in the video Features: Added badge rewards on milestones (5 badges so far, 1-1000 stages won) Setting for daytime cycle in main menu Dynamic lighting system Replaced placeholder images in the main menu (main menu is fully complete now) Seperate play UI instead of one button Spinning parts Loading screen Day and night ambiance Fixes: Dynamic lighting fixed to not depend the animation on ClockTime, instead make a tween and play it in a certain time range. Dynamic lighting fixed to not read ClockTime every time it changes (inefficient) Teleport handler fixed to handle any errors with servers and re-enable the menu incase of an unsuccesful teleport. Music UI fixed to show volume slider properly (not to combine the button to stop the current song playing in the same line) Implemented proper join song rng (otherwise it’d usually pick the first or the 4th song) Credit menu scaling Needs fixing: Shop and music menu scaling on 1440p screens (Credit to ShootingCat for finding this bug, since I don’t have a 1440p monitor) Disabling the back button when attempting to teleport to a different place When enabling night time, to turn the lights on, since the current dynamic lighting system only checks 2 timeframes, and doesn’t turn on otherwise. Still need to add/replace: Replace placeholder items and images in the shop frame Adding customization options for the golf club (or as it’s named, golfstick) 3. Finally start building the map (if nothing else comes up that needs fixing, or another idea that needs to be implemented)
Devlog 5! New fixes and additions also shown in the video Features: Parts now spin the same speed at any fps, and one main script is now controlling them all using CollectionService The GolfStick now has customization added in the shop! Autosave has been added (saves every 60sec with visual UI) Completed levels and main menu settings get saved Main menu now has transitions! Fixes: Shop and music menu now finally properly scale on ALL resolutions! Shop buttons fixed with scale instead of sizing Disabled the back button when attempting to teleport to a different place Lights are fixed for the nightTime setting (didn’t turn on/off before) Ambiance now plays with the nightTime setting on A saved table is now used instead of searching for lamp parts each time the alpha tween runs (dynamic lighting on/off tween), in result saving performance. Fixed golf ball trail and effect visibility (now you don’t see other player trails and effects, which reduced visibility before.) Main menu play button fixed to not start volume fade out from volume 1, instead now uses the current volume of the sound Commented out debug prints that aren’t needed anymore (kept incase something breaks though) Fixed saves when altf4-ing from the game or the server shutting down. PlayerRemoving and BindToClose double saving upon shutdown Still need to replace: Placeholder images and items in the shop UI. After that, time to start building!
Small update/Devlog 5.5 I’ve been working on a few things for the game before starting to build the map and in result wanted to share these. Changes: “New” spawnPad and clearBall models, both now display their cooldowns with text and colors (locally for the player) I’ve replaced the low quality music in the main menu and added a “few” more songs, instead of just 11 songs now the game has.. 87! Now the main menu is also controlled by one script only, instead of having one in each button (in result also making porting easier to the other places) Also, the side buttons have been redesigned! Now they have a collapse menu button, and a button for returning to the main menu. This is so that more of the screen is available for mobile players (and a bit of the screen on PC, too). Returning to the main menu will be useful for example, if the player completes every stage in the Grass “destination”/Environment and wants to continue to the next one. Also the music UI has been fixed to work on 4K (didn’t properly implement scale on the buttons) And, a very special thing in my opinion is that the shop is finally complete ! Consisting of golf balls, trails, effects and different golf clubs (for a visual representation, go to the video after reading this post) The Golf club preview image on the tool changes per the equipped cosmetic too!
Map development update I’ve been working on a few ideas recently and have been attempting to build something “decent”. With a bit of trial and error so far I’ve made A tree And 3 stages 🤞 Perfect development pace, isn’t it? Anyway, here are the images showing stages and the tree.
Map development update #2 I’ve developed the map and it’s outer scenery a lot , although I’m running into optimization regarding te trees. (haven’t worked on a lot of stages though, only added the 4th one) Maybe the tree has a lot of vertices and I could somehow optimize it in blender? If so, that could be the main factor why the game ran better with less trees. Sunrays, bloom and a shorter range detpth of field have been added And a small experiment for a tutorial cutscene has been added too. In the process of this “devlog” I’ve also lost 11h of work Also, a new loading screen has been added and the one from TP has been fixed!
Small update/Devlog 6 New additions: A tutorial has been added and is fully working! (still needs sounds but otherwise fully complete) Main menu disallows the player to join the Arcade and Desert map if they haven’t completed the tutorial yet. Map scenery is done! Only need the stages now A boost pad has been added (and a golf ball loop will be made!) Colorcorrectioneffect has been added to make the game brighter in terms of colors instead of dull. Fixes: Trees were optimized a little in blender (the fir tree originally had 6.6k faces when I opened the file.. oof) Renderfidelity on leaf parts for trees was changed to automatic (otherwise the trees would look like twigs from far away) Lights turn off when daytime cycle setting gets turned off Daytime cycle script fixed to turn off after turning off the nighttime setting Changes: Lighting from invisible walls on stages removed (will use lights that the player can see instead) Main menu UI has been changed to have shadows on the buttons. Main menu UI text also has a “manual” shadow on the “Choose your destination!” text UIStroke on stage signs is now a bit thicker (text is easier to read) Need to add/fix: UI that shows your current leaderboard stats instead of the default one Arm swinging the golfstick when moving with it (will probably either switch to R6 or just make an invisible hitbox for the tool) Note: Ignore the last map building update. The upload system completely broke for me. I can’t add an attachment to the devlog (so I can’t edit it) and deleting it just results in an error.
Devlog 7 Additions: Grass map is now complete! Added lamp scenery to the stages, so you can actually complete them during the night Tutorial is complete with music! Shop UI now has shadows behind the buttons Added an invisible hitbox extension to the golfstick (mainly fixes issue, although still may need to switch to r6 due to animation packs) UI with stats (Cash, stages won) and sounds + cash counting up/down The tutorial now has animations for hitting the ball Changes: Tutorial made more visually similar overall First tutorial animation changed to: Move the golfstick not as far back/forward Move the golfstick a bit faster when hitting the ball Tutorial second animation changed to: Not rotate the golfstick as far (60 degrees instead of 90) Fixes: Stats UI centering on screen Before starting to work on the next map which is the Arcade, a few other settings will be added to the settings menu. Music UI may also change.
Hello again! I’ve started working on the arcade map, as the grass map is pretty much complete (just need to fix the ui a bit) I’ve decided to rewrite the playSound script a bit to not be hardcoded and play a different sound (depending on what string is received from the remoteEvent) instead of creating a remoteEvent and a new script for each one For example, now it can play either the golfhole sound or the sound for the ball disappearing in stage 2. Also, for the new automated door, I’ve experimented a little with spatial-ish sound. Turns out it’s really easy (for what I need, atleast) So far I’ve made a few things in-game and outlined a few ideas and a roadmap. Currently built: First three stages (which are glow-in-the-dark!) mostly complete parking lot Front of the building (although unfinished) A road leading up to the parking lot with a small grass patch. Automated door There may not be as much devlogs now, but the game is still in development!
Every stage in the Arcade (map) has been built! The arcade now consists of 9 stages in total! New thing is that some are a bit more.. interactive , and a few are a bit difficult or tedious .. to say the least. (example of changing stages the attached video) Now that the stages are done, the game is inching a bit closer to completion! Now, of course, there may be ~15 or more things to still complete in the roadmap , but any progress is great. You may (or may not) be wondering how I made all of these in 4 hours. Well, I only have one explanation. I uhh… forgot to enable the plugin after making something else. Oops! (factory gambler prototype) Anyway, during this time a few small misc changes have been done: stageLogic (new script) has been added to well.. control the stages. (Stage 5, 7 and 9.) Shop UI trail naming has been changed a little. Blinking activity on stage signs has been removed. Note: Video player in SD is bugged. You have to click on the devlog, then go and click on the video for it to play.
UI Revamp (W.I.P) I’ve started reworking the main UI for the game because well.. the old one is to say the least - not good. So far I’ve reworked basically everything in-game (except the tutorial, but it won’t be reworked anyway as it can only be seen one time) I’ve also experimented a bit with hover tweens (button getting larger on hover) and sound effects, which have been implemented now. Another thing I’ve experimented a bit with is viewport frames , which are now used in the shop to show golf balls and clubs/“sticks” spinning. I’d want to possibly implement a “Are you sure you want to buy (x) item for (x) amount” in the shop, but that’s not planned at the moment. Things still unfinished that I want to complete (for UIs): Setting to enable/disable dark mode Light mode UI (as at the moment it’s dark mode only) Sound changes: “song2” in the main menu has been replaced due to it being striked by Roblox (not sure why!) Sound in the tutorial UI before accepting/declining the tutorial has been changed (same issue)
In-game UI revamp is complete! *and a few miscellaneous fixes have been made The settings menu has been revamped to add the light mode setting, now featuring page 1 and 2, and a few other settings which are currently in progress of being made. In my opinion, light mode looks decent but I still prefer dark mode. A new setting that is still a bit of a work in progress, but mostly finished is a hide UI hotkey , which as the name states, hides ui (in-game only). I still need to implement that the setting saves, but overall it works just fine. It’s made to only apply a keybind if you’re playing on PC, though. Fixes: autosaveUI loading/saving icon was still spinning when not visible. Fixed by seeing if the frame is actually visible (instead of if the frame exists, small typo) Shadow button now just changes immediately instead of waiting for the server to change the variable, now it just fires the remoteEvent only to save the setting autosaveUI UIstroke clipping fixed by changing it to apply inner instead of outer Tree sway intensity has been changed to be a bit lower, otherwise it’d look unnatural. Tree pivots fixed to be on the bottom for tree sway (this was a pain) Tree pivot issues: Changing tree pivots manually always broke for some reason. It took a few hours to fix them, then when I dragged the trees down it reset them. Upon pressing undo the pivots were still reset, not like they were before. Then, I tried fixing them without dragging anything, and the next time I opened studio it reset again. I found that ctrl+l may work, but that didn’t work either. Had to end up cloning everything over again, which somehow has made the shadows more intense in the dense tree areas, even though nothing changed between the two. This was NOT fun When writing this devlog, I found out that the oak trees have decided to fly in the air, so that’s great
New camera mode for the main menu! Demo is in the video! Before remaking/overhauling the main menu UI into light/dark mode (and, to look nice, of course), I’ve decided to rework the camera as it’s a bit of a weak point in the menu. It features: Camera sway Camera switching between points 15 different points for the camera Now, this has also reminded me that the main menu needs a little bit different of a song selection, as drum and bass for a gentle camera sway obviously doesn’t work. Miscellanous changes/fixes: Flying trees fixed statsGui (naming fix soonTM) bgcolor and background transparency changed in light mode to that of the old UI.
Overhauled main menu GUI including new songs and animations! Demo is in the attached video as usual! So, I’ve spent a bit of time reworking the main menu , since the old one looked “temporary” instead of finished. In my opinion, the result seems to be pretty nice . I’ve made/added/reworked: Esentially every menu New animations when moving pages or when going in-game Added hover effects for buttons Icons for the main buttons Added fake shadows to text instead of the bad-looking UIStroke like before Added image backgrounds Replaced (most) old songs! (song 1, song 3-5) It still isn’t fully finished, as I need to implement a light mode for it, but otherwise it’s fully functional! When light mode for the main menu and (maybe) loadUI is done, the focus will likely shift back to building the arcade map. Every time I test the game I somehow find bugs on accident, whoops! Anyway, there were a “few” fixes/updates that were made during development of this overhaul: Fixed spinnyCamera (script) to not repeat points Updated generateNumber for spinnyCamera (script) to go through all the points instead of randomly pick one and look repetitive Fixed autosaveUI appearing in the main menu Fixed hideUIHotkey setting (a lot of things which I won’t describe as this post isn’t meant to be a wall of text) Fixed mainMenuButton UIScale bug by resetting UIScale on click Updated both cameraFolder(s) to be models instead of folders, with ModelStreamingMode to be set to Atomic (fixes delay or infinite yielding on slower devices) Updated mainMenuUI image background transparency to 0.5 for settingsFrame, cameraModeFrame and creditsFrame Updated hideHotkey setting textColor3 when text is “Set Keybind” and added UIPadding to the button for text not to clip Fixed soundLogic volume bug that didn’t reset audio volume when going back to the main menu, in result making the song silent Updated soundLogic to fade in song volume instead of immediately start playing it at full volume And a lot more… (these are just ones found after the overhaul)
Arcade Machines They have interactable buttons (which do nothing, except move up and down) Nothing else to say about them, really.. Changes/additions: Changed song2 (main menu) due to likely being made by AI (cover seems to be aigen) Light mode setting now also changes the main menu Changed buttonFrame in-game to have wrapper frames, in result being affected by the UIListLayout, and now they don’t clip together when using smaller screens, but they can still be animated.
Arcade map update The indoor area is close to being finished! It still, of course needs a few things to be completed (for example, the food area, filling the empty space, etcetera.) Next step is, of course, the outdoors! I assume it shouldn’t take as long to make as the interior was, but who knows Another thing the game still needs is ambiance zones. (and a new ambiance sound for the indoors, of course) I’m thinking of implementing this with just 2 parts for the indoors and outdoors, which should do the trick. Every day this project is (hopefully) coming a bit closer to being shipped, but progress will slow down a bit due to school starting. In an ideal situation this’ll likely be shipped in a week, or atleast I hope to get it sort-of-ship ready by that time.
Arcade map complete! New: the outside has now been fully finished (instead of just being a baseplate) Smaller changes/additions: the arcade map now has seats , shapes on the floor and ambiance zones. As the second map is done, I’m getting closer to (finally) shipping this project, and (hopefully) getting good enough reviews to get my goal from SD. The “Desert” map will likely be a bit shorter compared to the arcade map (or even grass map, undecided.), as I don’t have that much time anymore due to school starting.
Started work on the “Desert” map. All stages are now built! There are only 5 stages due to school taking most of my time, as usual. (and, there’s already 2 other maps in the game, so that’s that)
Desert map complete! Well.. that was way faster compared to the other maps, which makes sense due to a desert.. well, being a desert. Anyway, now that the main game is done*, I’ve also made thumbnails and an icon for the game. I still need to make a README and a proper description for the game, to ship , of course. *Will likely rework the tutorial gui a bit and the ui shown when teleporting between maps Anyway, look forward to seeing a few more updates soon, as the aforementioned updates/additions shouldn’t take a while
FINALLY shipping! (after this devlog) After likely losing a few hairs here and there (/j) after these 3 (almost 3 and 1/2) months, I deem minigolf to be done. I’m kind of suprised myself that the project took so long. I believe that this, by far is the longest project I’ve ever made. During the process, I’ve learned A LOT more about studio and luau overall, which will definetly help make better games (with better implementations). I have to admit, coming closer to the end there was a bit of burnout, but the result, in my opinion, was definetly worth it. I also want to say thank you to everyone that has supported me and this project, it means a lot :) Since the last devlog, I fixed and updated the few rough edges left in the game, GitHub repository and Stardance which are: Stardance: Making a new banner (old one didn’t even match the style of the game anymore) Adding a demo link & github repository link GitHub repository: Made a README that, in my opinion, is nice. It follows the requirements that the shipping guide/README guide Stardance mentions (controls, images, demo link, features, etc) Game: Changing the teleport screen to one that blends in during teleport Changed badges for new ones (icons) and requirements (now 1, 10 and 22 stages) Made the maze in stage 8 (grass map) harder to complete, was too easy before Changed all loading music Removed the funFacts moduleScript (not needed anymore) Stage 9 sign fixed to show status for Arcade_9 instead of Arcade_3 Updated desertMap particles to be thinner Changed loadUI to have fake shadow text instead of a thick UIStroke
After a few prototypes, (a lot) I’ve decided to make another map, which a factory/warehouse type of map. So far, I’ve made these props: Conveyor Structual beam Light Unloading zones At the moment, I’m not really sure how I’ll make the stages in the map, but I have an idea of making them more interactive (somewhat similar to the arcade map.) One small mention, the map will likely be in beta or not fully finished (when or if I ship again), as Stardance is likely going to end soon.
Finished the first room in the new Factory map! What lighting style do you think is better? Realistic or soft? (shadowmap) Realistic is img 1-2, soft is 3-4 At the moment, there won’t be any minigolf courses, as I’d rather finish the building first. Also, I had a few new ideas for the game that may make it a bit more “immersive” to say the least.. Will experiment with them and post something in the future if it works out.
Ships:
I’ve made a minigolf game in Roblox studio, featuring 3 maps and 22 stages in total, with cosmetics that can be bought for your golf club or golf ball, and some nice QoL features like a music menu, or a hide UI hotkey In my opinion, the main challenging thing was building all the maps. I’m not a great map builder, so making even one map or all stages took a lot of time, plus taking on the task of making 3 maps for the first release was, admittedly, a not-so-thought-through idea. Of course, this doesn’t mean that there was just 1 challenge, this was just the main one for me. Please note: due to the Roblox guideline changes, you must have an account that is 16+ Facial Age Estimation or ID verified to play the game. This can only be changed if the game reaches 250 “active” players. There are alternatives, which is either setting up the game yourself in Roblox Studio (takes some time), or just by watching the small feature demo. These restrictions/alternatives are mentioned in the README. (written per default questions)...
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My awesome macropad! by @Rachelle | Stardance
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Rachelle
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0
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Title: My awesome macropad! by @Rachelle | Stardan Title: My awesome macropad! by @Rachelle | Stardance...
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ASH by @AMBUSH | Stardance
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AMBUSH
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Title: ASH by @AMBUSH | Stardance
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1792626511.0401666
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Kinetic AHRS by @someonelse | Stardance
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someonelse
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T16:08:31Z", "hours": 71.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is an algorithm to get orientation (roll, pitch and yaw) from raw sensor data. The underlying math was pretty difficult but I’m proud that I got it at least mostly working. Since this is very low level and hardware heavy it was hard to make a demo website for it. But if you have a spare mpu6050 or something give it a try!", "repo": "https://github.com/someonelse20/kinetic", "demo": "https://kinetic.someonelse.net"}]...
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[{"post_id": 75197, "ts": "202 [{"post_id": 75197, "ts": "2026-09-29T13:44:03Z", "hours": 2.9275, "text": "Finishing up project info To complete the project I started with filling out a readme. I then got my website up and running at kinetic.someonelse.net. I still plan to work on this after I submit it but for now I just want to submit my work."}, {"post_id": 74132, "ts": "2026-09-26T18:47:23Z", "hours": 1.8086, "text": "Added docs I looked into ways of adding documentation for this project and found that doxygen was exactly what I wanted. I went through the quick start and got it running a bit. Then I used my ai to write inline comments for all the functions. I went through all of them and fixed any errors that it made. Then when generating the config with doxygen I ran into the problem where it only made docs for structs and not for functions. After tweaking everything it now works. I changed so much I don’t really know what individual tweak actually fixed it."}, {"post_id": 73110, "ts": "2026-09-24T12:38:09Z", "hours": 8.0983, "text": "Started demo website Since the due date for stardance it coming up quick I shifted to finishing the project and making a demo website for Kinetic. I tried having my ai just try to do it all from scratch but it fell flat on its face. It made a website where the buttons didn’t work and after looking at the source code it merely tried to rewrite the EKF code rather that run the actual library. So I then went to create a python wrapper with pybind11 myself. After reading the docs and fixing countless compiler errors I got it to compile correctly. I then asked my ai to create it from the c++ python wrapper file which it also failed at. I took the bad code it wrote and modified it myself to use the actual python wrapper so it could have a pure python reference. It was finally able to successfully make a website from that. There was a few errors which I then fixed to create a working website. I haven’t started hosting it yet though."}, {"post_id": 68320, "ts": "2026-09-14T22:44:36Z", "hours": 4.2158, "text": "Wrote calibration suite I went to make a calibration python script. I tried using ai pretty heavily for this. At first I directed it to fill out stub files first to get structure and go step by step. Since I’m using dumb self-hosted models it got confused when I asked it to do all of it at once. I got it to write the helper scripts pretty well but it fell flat on its face with the main executable. I copied it over and rewrote pretty much everything except the parsing logic. Even then some of the flags are unused. After writing the core logic myself the script works with a static reference I recorded a bit back. To use it point it at a directory with recording files and it will calibrate as much as it can with the data it gets. I’m using jsonl for the recording format and a ai generated script that reads serial data or just a file and converts it over to the jsonl format. I noticed that comparing with old sensor recordings some of the raw sensor values have changed so I will go through getting all the calibration data next."}, {"post_id": 63579, "ts": "2026-09-07T14:30:04Z", "hours": 0.6919, "text": "Tested against actual implementation I tested the real data I recorded with an actual working implementation of an extended kalman filter , the one I’m roughly following as a guide for my own. I used ai a lot which worked pretty well, the code is very ugly but its just for testing so it doesn’t really matter. After my ai had got it working I went in and tuned the parameters for my dataset and it actually performed kinda worse than my own code! This really encouraged me because it means that my core code works and the errors are with the data processing. Next I think I’ll go through the gauntlet of calibrating my IMU which shouldn’t be too hard because I already did for a very similar project a while ago."}, {"post_id": 62391, "ts": "2026-09-05T18:43:14Z", "hours": 7.2383, "text": "Improved performance with real data Overall most of what I did here was bang my head against a wall trying to make it work. I made a lot of small changes but as you can see with the video still a lot to go. The biggest change I made was originally I used a NED or north east down corresponding to x y z and I switched over for ENU or east north up. I though originally I could just choose at a whim which one to use but different sensors use different reference frames and converting it over is more trouble than its worth. Now the output is a good bit better and I think I can improve it a lot by calibrating the sensor, currently the gyro outputs 3 deg/s when stationary. Next I will also be comparing against a much better kalman filter implementation in python to see how much of it is processing the raw data or the core algorithm."}, {"post_id": 53438, "ts": "2026-08-23T23:55:30Z", "hours": 2.4714, "text": "Finally fixed all memory leaks After running on the rp2040 again after I thought I fixed the memory leaks it still panicked with an out of memory error. So I went to take another look. The main problem is that all the basic matrix math functions allocated a new matrix for their returns. I had an idea of restructuring them to instead input another matrix to store the result and only return an error code. In practice this didn’t do much since I needed to allocate memory most of the time anyway. This did help a little bit but was probably more trouble than it was worth. Along the way of doing this I noticed a few more memory leaks and fixed them as I went. When I was done I got compile error after compile error but I eventually worked through all of them. But once the compiler errors went away it gave an output that was just slightly off. I narrowed it down to being in the math file and I sent my ai of to find the bug. After a long wait the error was simply that I forgot to uncomment some code when I was debugging the compiler errors. After poking around at a few more memory leaks it now gives the same output without losing any memory at all!"}, {"post_id": 51367, "ts": "2026-08-21T00:19:35Z", "hours": 1.3608, "text": "Tested with recorded data Since the hardware I setup spat out gibberish when I first tried running kinetic on it I thought to record the raw imu output and test that on my computer instead. To do this I modified my rp2040 script to print the data to a serial output with a 10ms delay. I then asked my ai to make a script to record the data and save it to a csv file which it was able to do pretty well. On the kinetic side I made a new file that opens a csv file and pipes the data into kinetic which a little more help from ai. I ran it and to my surprise it actually outputted what I would expect. The picture below is the kinetic output from when the imu was sitting on my desk. I did run it again with a few different datasets I recorded and for some reason the angle never went above 1 deg which is a little weird and still wrong but definitely not the erratic output I first saw."}, {"post_id": 49303, "ts": "2026-08-18T01:22:37Z", "hours": 2.9925, "text": "Fixed memory leaks (mostly) This is a bit of a tangent from running on my rp2040 but it’s important. When I did run it on my board it threw an out of memory panic so I began to look for ways to fix that. I found valgrind which is a tool to check for memory leaks in c/c++ programs which was exactly what I need. Running it revealed that my test suite alone ate up ~600 kilobytes of extra memory which is very not good. I began to go through all the errors valgrind gave me and finding ways to free memory. I created a few functions to help with this, mainly for the core functions such as add/sub_matrix and mul_matrix, that run the base function but then free the first argument to make the code a little cleaner. In the end I was able to solve all but two memory leaks in the kinetic code. One I think is a false positive where the error is when the kalman filter state is updated. There were a few more in the simulation code. I tried to fix some but gave up since it doesn’t really mater if that leaks memory."}, {"post_id": 48551, "ts": "2026-08-17T00:09:31Z", "hours": 2.0058, "text": "Got running on real hardware After getting the IMU up and running I went and grabbed an oled display I had kicking around and plugged the whole thing into a breadboard. There is example oled driver code in the pico sdk so I took that and modified it to work for this. I then copied in my kinetic project and had to mess around a lot with cmake to get it to import right. I ended up making a new cmake file to help with this. But when it actually started running the output was nowhere near to correct and had an out of memory panic. I’ll probably figure out how to run it though a linter or something next."}, {"post_id": 48497, "ts": "2026-08-16T21:21:48Z", "hours": 2.6944, "text": "Setting up to test on real hardware So far the project looks good in my simulations, but now I want to move on to testing in real applications on real hardware. To this I grabbed some parts I had laying around including a custom devboard I made for a previous hackclub project. I am using the LSM9DS1 because it has a gyroscope, accelerometer, and a magnetometer in one chip and I happen to have one. I created a new git repo called imu-prototype to store all the files in. In there I set up a raspberry pi pico project and coded a very simple driver for the IMU."}, {"post_id": 46624, "ts": "2026-08-14T00:30:19Z", "hours": 1.1403, "text": "Fixed Initial State Bug As soon as I plugged the kalman filter to the new sin wave tests I noticed that the output was way off. I put off fixing it until first fixing the error function first. To find the bug I first tried asking my ai and it halucinated something that had nothing to do with the problem. I started to look for the bug myself and noticed that for the initial state the y axis had the wrong sign. When it should have had about 57 degrees it had -57 ish. So I went to the code that calculates that and couldn’t find an obvious bug. Since I couldn’t fix the existing code I replaced it with a different method to do the same thing. The old code calculated a rotation matrix with the accelerometer and magnetometer and the new code calculates the euler angles. I’m hoping that because it starts with a static state I won’t run into gimble lock but that’s a future me problem."}, {"post_id": 46567, "ts": "2026-08-13T21:46:57Z", "hours": 1.4194, "text": "Improved error calculation I noticed the error calculation didn’t seem to behave as expected so I did a little research and found an equation to find the angle between two quaternions and I’m using that angle as an error. I had to write two new functions, one to get the conjugate of a quaternion which was pretty simple and one to get the inverse of a quaternion which wasn’t to hard either."}, {"post_id": 45446, "ts": "2026-08-11T22:05:12Z", "hours": 1.2792, "text": "Added new tests Previously I only had one test that linearly integrates between two orientations. Now there are two more, one that’s x axis is a sin wave, and another where all axes are sin waves with an offset."}, {"post_id": 44960, "ts": "2026-08-11T02:09:38Z", "hours": 4.8144, "text": "Put a lot of work into improving tests and simulations I probably put too much effort into the simulations and tests and should work more on the actual code but having good tests is pretty nice. I added some simple alternate orientation algorithms, one that simply inegrates the gyro measurement and another that it a complementary filter. I revamped the simulation code to work with any number of algorithms as long as they have the same format. I then spent a while making a nice error sort of tui that changes based on how many algorithms are being used."}, {"post_id": 44746, "ts": "2026-08-10T18:27:34Z", "hours": 1.3661, "text": "Found bug in simulation, now results are a lot better After a little debugging I noticed a bug in the function in the simulation that calculates the rate of change between orientations used to simulate gyro measurements. After fixing that the kalman filter works almost perfectly from the graph!"}, {"post_id": 44690, "ts": "2026-08-10T16:55:09Z", "hours": 4.4683, "text": "ITS ALMOST WORKING! So much better that before. After I wrote the code to abstract the kalman filter logic, there was still the rest of the algorithm to reimplement. I copied over what I could and for some of the functions I changed the way they worked. The guide I am following went through most of the calculations with the general matrix math and then at the end gave the full calculations to get the final matrix with single numbers. Following the spirit of my rewrite I decided to instead use the matrix math where I could. After this I hoked it up to my graphing program and it almost sorta kinda works! I have no idea what changed that makes it work but I’m not complaining."}, {"post_id": 43294, "ts": "2026-08-08T14:01:56Z", "hours": 3.2003, "text": "Abstracted Kalman filter logic I decided that since the code I already wrote wasn’t working, why not just try again? In all seriousness there was a few reasons for the rewrite, that other parts of the program might need their own kalman filter and it would be easier to understand and maintain but mostly I was sick of the code not working and not knowing why. So I found the basic equations for the extended kalman filter and went to implement that. At first I was using a struct of function pointers to get the input for the ekf (extended kalman filter) but was able to rewrite it to input static matrices instead which was way less clunky."}, {"post_id": 39655, "ts": "2026-08-02T19:38:25Z", "hours": 3.1517, "text": "Still debugging but at least there’s a pretty graph I hooked the kinetic output up to the graph program which only showed that the kinetic part doesn’t work."}, {"post_id": 36767, "ts": "2026-07-29T01:08:26Z", "hours": 2.3639, "text": "Ditched ai code and wrote a better plotting script and a few bug fixes After my ai couldn’t create the graph program I wanted and with calling python from c being so hard I went looking for alternatives. I found gnuplot which isn’t a c library but can be called fairly easily from c using pipes which I still don’t understand completely. I did find some code though that already works so I was able to modify it to what I wanted."}, {"post_id": 35408, "ts": "2026-07-26T19:49:48Z", "hours": 3.9044, "text": "Used Hermes agent to write gnuplot program which still doesn’t work. I’m going back an editing all my devlogs to more than just one line from this devlog to the one titled “Improved error calculation”. I wanted to create a way to visualize what was going on. I initially tried to go with using matplotlib and calling the python from c. I thought this was something my ai could handle. It couldn’t. I don’t think it could make anything that could even compile. To the ai’s credit I was running it myself on my computer so it’s a lot dumber than most but it turned out to be harder than I thought."}, {"post_id": 29227, "ts": "2026-07-16T00:25:01Z", "hours": 0.5828, "text": "Found out my inverse function works, the matrix I’m putting in is invalid"}, {"post_id": 27306, "ts": "2026-07-12T19:25:48Z", "hours": 7.2469, "text": "Getting Kalman Implementation Working Project Overview I’ve done a lot of work here on spare time and I got really behind on making journals so sorry for that. Since this is my first devlog I’ll start with an overview of this project. This is a sensor fusion algorithm (and a full flight controller if I have time) to obtain orientation, speed, direction, and position from raw sensor data. What I Worked On The bulk of the work here was getting the extended kalman filter for the imu working (which it still doesn’t) . I had a lot of trouble getting the initialization function working and after banging my head against a wall most of the problems were in the underlying matrix math functions and the weirdness of the matrix library I’m using. I also had a little side tangent of getting the initial orientation through an easier method but I eventually got it to work. To test all of this I wrote some code to generate fake gyrometer, accelerometer, and magnetometer data with some random rotations. Somewhere here I also decided to convert all doubles to floats and all size_t to uint_8 because this will be running on very minimal hardware. Once I got the init function working I then went on to the main loop function where I realized I did not know matrix math. A lot of my math functions were completely wrong or not the right ones. After fixing this I also did some restructuring to make the code flow better and I got the first half of the kalman filter mostly working. I then stumbled onto my atrocious matrix inversion function where I was just dividing all the elements under 1 which is definitely not how that works and after some research I added a few helper functions and that’s about the point I stopped, with the full inversion function still not working of course."}]...
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Title: Kinetic AHRS by @someonelse | Stardance
De Title: Kinetic AHRS by @someonelse | Stardance
Devlogs:
Getting Kalman Implementation Working Project Overview I’ve done a lot of work here on spare time and I got really behind on making journals so sorry for that. Since this is my first devlog I’ll start with an overview of this project. This is a sensor fusion algorithm (and a full flight controller if I have time) to obtain orientation, speed, direction, and position from raw sensor data. What I Worked On The bulk of the work here was getting the extended kalman filter for the imu working (which it still doesn’t) . I had a lot of trouble getting the initialization function working and after banging my head against a wall most of the problems were in the underlying matrix math functions and the weirdness of the matrix library I’m using. I also had a little side tangent of getting the initial orientation through an easier method but I eventually got it to work. To test all of this I wrote some code to generate fake gyrometer, accelerometer, and magnetometer data with some random rotations. Somewhere here I also decided to convert all doubles to floats and all size_t to uint_8 because this will be running on very minimal hardware. Once I got the init function working I then went on to the main loop function where I realized I did not know matrix math. A lot of my math functions were completely wrong or not the right ones. After fixing this I also did some restructuring to make the code flow better and I got the first half of the kalman filter mostly working. I then stumbled onto my atrocious matrix inversion function where I was just dividing all the elements under 1 which is definitely not how that works and after some research I added a few helper functions and that’s about the point I stopped, with the full inversion function still not working of course.
Found out my inverse function works, the matrix I’m putting in is invalid
Used Hermes agent to write gnuplot program which still doesn’t work. I’m going back an editing all my devlogs to more than just one line from this devlog to the one titled “Improved error calculation”. I wanted to create a way to visualize what was going on. I initially tried to go with using matplotlib and calling the python from c. I thought this was something my ai could handle. It couldn’t. I don’t think it could make anything that could even compile. To the ai’s credit I was running it myself on my computer so it’s a lot dumber than most but it turned out to be harder than I thought.
Ditched ai code and wrote a better plotting script and a few bug fixes After my ai couldn’t create the graph program I wanted and with calling python from c being so hard I went looking for alternatives. I found gnuplot which isn’t a c library but can be called fairly easily from c using pipes which I still don’t understand completely. I did find some code though that already works so I was able to modify it to what I wanted.
Still debugging but at least there’s a pretty graph I hooked the kinetic output up to the graph program which only showed that the kinetic part doesn’t work.
Abstracted Kalman filter logic I decided that since the code I already wrote wasn’t working, why not just try again? In all seriousness there was a few reasons for the rewrite, that other parts of the program might need their own kalman filter and it would be easier to understand and maintain but mostly I was sick of the code not working and not knowing why. So I found the basic equations for the extended kalman filter and went to implement that. At first I was using a struct of function pointers to get the input for the ekf (extended kalman filter) but was able to rewrite it to input static matrices instead which was way less clunky.
ITS ALMOST WORKING! So much better that before. After I wrote the code to abstract the kalman filter logic, there was still the rest of the algorithm to reimplement. I copied over what I could and for some of the functions I changed the way they worked. The guide I am following went through most of the calculations with the general matrix math and then at the end gave the full calculations to get the final matrix with single numbers. Following the spirit of my rewrite I decided to instead use the matrix math where I could. After this I hoked it up to my graphing program and it almost sorta kinda works! I have no idea what changed that makes it work but I’m not complaining.
Found bug in simulation, now results are a lot better After a little debugging I noticed a bug in the function in the simulation that calculates the rate of change between orientations used to simulate gyro measurements. After fixing that the kalman filter works almost perfectly from the graph!
Put a lot of work into improving tests and simulations I probably put too much effort into the simulations and tests and should work more on the actual code but having good tests is pretty nice. I added some simple alternate orientation algorithms, one that simply inegrates the gyro measurement and another that it a complementary filter. I revamped the simulation code to work with any number of algorithms as long as they have the same format. I then spent a while making a nice error sort of tui that changes based on how many algorithms are being used.
Added new tests Previously I only had one test that linearly integrates between two orientations. Now there are two more, one that’s x axis is a sin wave, and another where all axes are sin waves with an offset.
Improved error calculation I noticed the error calculation didn’t seem to behave as expected so I did a little research and found an equation to find the angle between two quaternions and I’m using that angle as an error. I had to write two new functions, one to get the conjugate of a quaternion which was pretty simple and one to get the inverse of a quaternion which wasn’t to hard either.
Fixed Initial State Bug As soon as I plugged the kalman filter to the new sin wave tests I noticed that the output was way off. I put off fixing it until first fixing the error function first. To find the bug I first tried asking my ai and it halucinated something that had nothing to do with the problem. I started to look for the bug myself and noticed that for the initial state the y axis had the wrong sign. When it should have had about 57 degrees it had -57 ish. So I went to the code that calculates that and couldn’t find an obvious bug. Since I couldn’t fix the existing code I replaced it with a different method to do the same thing. The old code calculated a rotation matrix with the accelerometer and magnetometer and the new code calculates the euler angles. I’m hoping that because it starts with a static state I won’t run into gimble lock but that’s a future me problem.
Setting up to test on real hardware So far the project looks good in my simulations, but now I want to move on to testing in real applications on real hardware. To this I grabbed some parts I had laying around including a custom devboard I made for a previous hackclub project. I am using the LSM9DS1 because it has a gyroscope, accelerometer, and a magnetometer in one chip and I happen to have one. I created a new git repo called imu-prototype to store all the files in. In there I set up a raspberry pi pico project and coded a very simple driver for the IMU.
Got running on real hardware After getting the IMU up and running I went and grabbed an oled display I had kicking around and plugged the whole thing into a breadboard. There is example oled driver code in the pico sdk so I took that and modified it to work for this. I then copied in my kinetic project and had to mess around a lot with cmake to get it to import right. I ended up making a new cmake file to help with this. But when it actually started running the output was nowhere near to correct and had an out of memory panic. I’ll probably figure out how to run it though a linter or something next.
Fixed memory leaks (mostly) This is a bit of a tangent from running on my rp2040 but it’s important. When I did run it on my board it threw an out of memory panic so I began to look for ways to fix that. I found valgrind which is a tool to check for memory leaks in c/c++ programs which was exactly what I need. Running it revealed that my test suite alone ate up ~600 kilobytes of extra memory which is very not good. I began to go through all the errors valgrind gave me and finding ways to free memory. I created a few functions to help with this, mainly for the core functions such as add/sub_matrix and mul_matrix, that run the base function but then free the first argument to make the code a little cleaner. In the end I was able to solve all but two memory leaks in the kinetic code. One I think is a false positive where the error is when the kalman filter state is updated. There were a few more in the simulation code. I tried to fix some but gave up since it doesn’t really mater if that leaks memory.
Tested with recorded data Since the hardware I setup spat out gibberish when I first tried running kinetic on it I thought to record the raw imu output and test that on my computer instead. To do this I modified my rp2040 script to print the data to a serial output with a 10ms delay. I then asked my ai to make a script to record the data and save it to a csv file which it was able to do pretty well. On the kinetic side I made a new file that opens a csv file and pipes the data into kinetic which a little more help from ai. I ran it and to my surprise it actually outputted what I would expect. The picture below is the kinetic output from when the imu was sitting on my desk. I did run it again with a few different datasets I recorded and for some reason the angle never went above 1 deg which is a little weird and still wrong but definitely not the erratic output I first saw.
Finally fixed all memory leaks After running on the rp2040 again after I thought I fixed the memory leaks it still panicked with an out of memory error. So I went to take another look. The main problem is that all the basic matrix math functions allocated a new matrix for their returns. I had an idea of restructuring them to instead input another matrix to store the result and only return an error code. In practice this didn’t do much since I needed to allocate memory most of the time anyway. This did help a little bit but was probably more trouble than it was worth. Along the way of doing this I noticed a few more memory leaks and fixed them as I went. When I was done I got compile error after compile error but I eventually worked through all of them. But once the compiler errors went away it gave an output that was just slightly off. I narrowed it down to being in the math file and I sent my ai of to find the bug. After a long wait the error was simply that I forgot to uncomment some code when I was debugging the compiler errors. After poking around at a few more memory leaks it now gives the same output without losing any memory at all!
Improved performance with real data Overall most of what I did here was bang my head against a wall trying to make it work. I made a lot of small changes but as you can see with the video still a lot to go. The biggest change I made was originally I used a NED or north east down corresponding to x y z and I switched over for ENU or east north up. I though originally I could just choose at a whim which one to use but different sensors use different reference frames and converting it over is more trouble than its worth. Now the output is a good bit better and I think I can improve it a lot by calibrating the sensor, currently the gyro outputs 3 deg/s when stationary. Next I will also be comparing against a much better kalman filter implementation in python to see how much of it is processing the raw data or the core algorithm.
Tested against actual implementation I tested the real data I recorded with an actual working implementation of an extended kalman filter , the one I’m roughly following as a guide for my own. I used ai a lot which worked pretty well, the code is very ugly but its just for testing so it doesn’t really matter. After my ai had got it working I went in and tuned the parameters for my dataset and it actually performed kinda worse than my own code! This really encouraged me because it means that my core code works and the errors are with the data processing. Next I think I’ll go through the gauntlet of calibrating my IMU which shouldn’t be too hard because I already did for a very similar project a while ago.
Wrote calibration suite I went to make a calibration python script. I tried using ai pretty heavily for this. At first I directed it to fill out stub files first to get structure and go step by step. Since I’m using dumb self-hosted models it got confused when I asked it to do all of it at once. I got it to write the helper scripts pretty well but it fell flat on its face with the main executable. I copied it over and rewrote pretty much everything except the parsing logic. Even then some of the flags are unused. After writing the core logic myself the script works with a static reference I recorded a bit back. To use it point it at a directory with recording files and it will calibrate as much as it can with the data it gets. I’m using jsonl for the recording format and a ai generated script that reads serial data or just a file and converts it over to the jsonl format. I noticed that comparing with old sensor recordings some of the raw sensor values have changed so I will go through getting all the calibration data next.
Started demo website Since the due date for stardance it coming up quick I shifted to finishing the project and making a demo website for Kinetic. I tried having my ai just try to do it all from scratch but it fell flat on its face. It made a website where the buttons didn’t work and after looking at the source code it merely tried to rewrite the EKF code rather that run the actual library. So I then went to create a python wrapper with pybind11 myself. After reading the docs and fixing countless compiler errors I got it to compile correctly. I then asked my ai to create it from the c++ python wrapper file which it also failed at. I took the bad code it wrote and modified it myself to use the actual python wrapper so it could have a pure python reference. It was finally able to successfully make a website from that. There was a few errors which I then fixed to create a working website. I haven’t started hosting it yet though.
Added docs I looked into ways of adding documentation for this project and found that doxygen was exactly what I wanted. I went through the quick start and got it running a bit. Then I used my ai to write inline comments for all the functions. I went through all of them and fixed any errors that it made. Then when generating the config with doxygen I ran into the problem where it only made docs for structs and not for functions. After tweaking everything it now works. I changed so much I don’t really know what individual tweak actually fixed it.
Finishing up project info To complete the project I started with filling out a readme. I then got my website up and running at kinetic.someonelse.net. I still plan to work on this after I submit it but for now I just want to submit my work.
Ships:
This is an algorithm to get orientation (roll, pitch and yaw) from raw sensor data. The underlying math was pretty difficult but I’m proud that I got it at least mostly working. Since this is very low level and hardware heavy it was hard to make a demo website for it. But if you have a spare mpu6050 or something give it a try!...
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My awesome macropad! by @gajjarkuldip | Stardance
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gajjarkuldip
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0
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Title: My awesome macropad! by @gajjarkuldip | Sta Title: My awesome macropad! by @gajjarkuldip | Stardance...
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1792626511.8759942
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1793231311.8759942
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Untitled project by @mateusm | Stardance
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mateusm
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0
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0.0
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0
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Title: Untitled project by @mateusm | Stardance
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1792626512.7287178
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1793231312.7287178
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Hall of Jokes by @j311yb34n | Stardance
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j311yb34n
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0
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0.0
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Title: Hall of Jokes by @j311yb34n | Stardance
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1792626513.5446825
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1793231313.5446825
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ThecybersecurityGame by @eli_27 | Stardance
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eli_27
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1
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19.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-10T18:55:33Z", "hours": 19.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is a website that allows you to immerse yourself in the world of investigations, you can review suspect case files, view evidence folders and ultimately you can determine who you think committed the crime. The biggest struggle with this project was making sure that all of the evidence and the clues led to the right person whilst making sure that there was enough room for you to make your own decision.", "repo": "https://github.com/elivickery27/mystery", "demo": "https://elivickery27.github.io/mystery/"}]...
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[{"post_id": 65535, "ts": "202 [{"post_id": 65535, "ts": "2026-09-10T18:51:31Z", "hours": 0.3775, "text": "adding the final tab the the heading bar, allowing you to select what case you want to pick."}, {"post_id": 64854, "ts": "2026-09-09T15:28:41Z", "hours": 2.3708, "text": "Finally finished both part and tidied up the css."}, {"post_id": 62442, "ts": "2026-09-05T19:47:34Z", "hours": 3.8411, "text": "added a case selection page, allowing the user to pick different options."}, {"post_id": 61603, "ts": "2026-09-04T16:19:14Z", "hours": 12.1931, "text": "making a website and designing the face of it"}]...
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Title: ThecybersecurityGame by @eli_27 | Stardance Title: ThecybersecurityGame by @eli_27 | Stardance
Devlogs:
making a website and designing the face of it
added a case selection page, allowing the user to pick different options.
Finally finished both part and tidied up the css.
adding the final tab the the heading bar, allowing you to select what case you want to pick.
Ships:
This is a website that allows you to immerse yourself in the world of investigations, you can review suspect case files, view evidence folders and ultimately you can determine who you think committed the crime. The biggest struggle with this project was making sure that all of the evidence and the clues led to the right person whilst making sure that there was enough room for you to make your own decision....
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55067
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Word Chains by @Chicken502 | Stardance
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Chicken502
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3
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49.0
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945
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-24T20:47:52Z", "hours": 19.0, "multiplier": 19.82, "payout": 444, "blessing": "neutral", "text": "WordChains V0.5b is here! I’ve added a lot of new features since the last ship! Its been a fun couple of months since I started this project, and I’ve learned a lot. New Features : Timed mode, 200 more puzzles, Dictionary look up feature, level reset, and lots of bug fixes. One feature that was highly requested from the last ship was the level reset feature, so players didn’t have to spam the undo button, which is what I figured they would do, so I didn’t bother adding it. But so many people mentioned it would be nice, I went ahead and added it. How to play Word Chains is very simple: drag a letter onto the current word to change it into a new word. Your trying to get to the target word. (if this sounds a bit complicated don’t worry there is a tutorial) Lastly… Thanks for play, and I hope you have fun! If you want to follow the project after stardance ends, go follow on itch.io !", "repo": "https://github.com/Chiken502/WordChains", "demo": "https://chicken502.itch.io/word-chains"}, {"ship_num": 2, "ts": "2026-09-24T21:13:23Z", "hours": 22.0, "multiplier": 18.45, "payout": 403, "blessing": "neutral", "text": "Word Chains V0.4b is out! Since the last ship I’ve been working very hard to add a whole slew of features. There is now 200 new levels, daily puzzles and a tutorial (very requested last ship!). I had a lot of fun making this, and I hope you have a lot of fun playing it! The main part of this ship was rewriting the level loading code, and generating files for levels. I didn’t want to write 200 puzzles by hand. I found did some research and wrote a small script to generate the puzzles for me. I do eventually want to add more to Word Chains after this ship but it probably won’t be for a little while as I have other projects I want to work on. But the end goal is to get Word Chains onto a app store. Last Note: When reviewing please do not feel like you need to complete all the levels, and have fun!", "repo": "https://github.com/Chiken502/WordChains", "demo": "https://chicken502.itch.io/word-chains"}, {"ship_num": 3, "ts": "2026-09-06T14:26:12Z", "hours": 8.0, "multiplier": 12.68, "payout": 98, "blessing": "neutral", "text": "I just finished making a small word puzzle game called Word Chains. To play, you drag letters to change your current word one letter at a time! There are 15 different levels with a wide range of difficulty. This game was originally intended to be played on a phone, but getting it on to the app stores is a little out of my league right now, although you can still play the itch version on your phone, but maybe next year Ill get it onto a app store! I had a lot of fun making this project and I might add some more things later like daily puzzles or more color options. I started this project before I found hack club so sadly not all my hours are accounted for. This was really fun to work on this project and show it of to my friends. I learned more about marketing my games with devlogs, and learned that after 5 years of making games with Godot, I’ve been exporting them to the web wrong this whole time! Thanks so much for taking the time to check this project out! Can’t wait to see what everyone thinks!", "repo": "https://github.com/Chiken502/WordChains", "demo": "https://chicken502.itch.io/word-chains"}]...
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[{"post_id": 82339, "ts": "202 [{"post_id": 82339, "ts": "2026-10-24T16:29:37Z", "hours": 0.6861, "text": "Readme Updates and another +200 Puzzles This is the final devlog for WordChains v0.5b! Only a couple things were changed, one of which being adding another 200 Puzzles! This brings us up to 400 Puzzles in total (not including daily puzzles). Other than that I just made some small README updates and officially changed the version number to v0.5b! Thanks to everyone following the project so far! If you want to continue to follow this project after stardance ends, you can go follow it on itch.io ! Thanks for everyone’s feedback and support! WordChains will be shipped latter today!"}, {"post_id": 81908, "ts": "2026-10-22T23:04:41Z", "hours": 1.9497, "text": "New Hint Mechanic and BUGS! As I’m nearing the end of this project (or at least this version) I’ve been doing a lot of bug fixing . This time around I squashed a major bug that has been annoying me for some time now. For some reason, Godot doesn’t have native keyboard support for IOS devices, unless you go into the advanced export settings and turn them on. And since there are text boxes for writing your nickname, this is kinda needed. Hint rewarding changed This is a feature that I’ve been intending to add for a couple weeks now. In the past every time you complete a level, you gain an new hint. Now you get hints after completing a set number of puzzles. Each difficulty has a different value for this as well. So it takes less completed puzzles on difficult puzzles than on easy puzzles to earn hints. With this I also added a small animation to show that you got a new hint! Secret Solutions This was not an intended feature that I meant to add. But its hear to stay! Recently I changed how puzzles are generated , by using a cleaned up dictionary, that only has more frequently used words. But I still let the user make connections with less frequent words, so sometimes its possible to find shorter solutions then intended . This used to leave the leftover letters behind to use on the next puzzle which messed everything up. I have now fixed this issue , and added a little message telling you that you have “Found a Secret Solution!” What’s next? Things are wrapping up , both with Stardance and WordChains. I only have two items left on my todo list , the first being to add more puzzles, which will only take a couple of minutes, and the second is a bug which I’m not sure I can even start to debug since I think it only happens on my phone, where I can’t see the console. Once I add these things, WordChains is ready to ship! I’m expecting to ship on Tuesday or Wednesday, but It might even happen over the weekend. Once Stardance is over, WordChains will still continue development. If you want to follow the devlopment, go follow it over on itch.io"}, {"post_id": 80845, "ts": "2026-10-19T00:18:28Z", "hours": 3.6275, "text": "Stats and game reset. Finally got around to making the stats page. You can now see stats like how many puzzles you have completed, how many hints you’ve used and even how many times you have dragged a letter. This wasn’t to hard to add although it did take a little while. Reset game Now you can wipe your save file to replay levels. The also wasn’t anything to difficult to do but it ended up take about an hour to figure out how to style the confirmation pop up. This did show me a couple things that needed fixing regarding the tutorial, and even some stat tracking that I coded in wrong. What’s next! We have some small bug fixes that need to be made, and some other small features like adding more settings, compressing the puzzle files so they don’t get to big later on, and some small sound design changes. From there all that needs to be done is some formatting and spelling checks (cause I am terrible at spelling) and updating the README, then we are ready to SHIP!!!"}, {"post_id": 80156, "ts": "2026-10-16T13:17:16Z", "hours": 1.2933, "text": "Puzzle Generation Overhaul Not a lot to say about this other than there are 200 new puzzles (just changed them out though)! I created a new python script that uses python libraries wordfreq and better_profanity , to clean up the generation dictionary. What this does is takes out words that are to infrequently used or are marked as profanity. One thing to note is that this is not the dictionary in game that this cleans. It just cleans the dictionary that I use to generate puzzles . So in game it is still possible to spell obscure words, which opens the opportunity to find alternant solutions. Another thing that I added to my puzzle selector script was the ability to append new puzzles to a file allowing me to later add more puzzles very easily. What’s next? I plan on doing some more puzzle generation tweaks , as well as adding in a stats page! That’s most of what’s on the timeline, so were getting near the end!"}, {"post_id": 78868, "ts": "2026-10-11T20:18:16Z", "hours": 3.7161, "text": "New UI! The main menu has been changed, and some new features are coming soon! Dictionary Polishing I added in some much needed polishing to the dictionary panel that added in yesterday. I added a loading panel as it used to just show the previous term you looked up, then jumped to the new one when it loaded. Currently its just a progress bar with a small animation to it, but it works for now. I’m also thinking about reusing it in other areas too. New Credit Screen! I’ve been wanting to change the credits screen for a while now, as its just been a static wall of text. For right now it mostly still is a static wall of text. But with more stuff! I have some tweens when you hover over the text which was missing in the old version. I’m not entirely happy with this one, but its still much better. New Main Menu Buttons! What are those about? Added two new buttons. One for level select, and one for a stats page (not added yet! but soon). Now when you press the big play button you go to the last level you were playing, instead of level select. What’s next for Word Chains I have some plans for what’s next for Word Chains, like a stats page! I’m also planning some new puzzles."}, {"post_id": 78421, "ts": "2026-10-10T19:19:56Z", "hours": 4.1831, "text": "#New Dictionary Feature & Bug Fixes! We are back! School finally caught up to me so things slowed down over the last week, but I think I’m back! So lets get started! New Dictionary Feature One thing I’ve wanted to add for a while was a way to look up the definition for the current word . So now using a this free API I added this feature. It still has some small polishing things that need to be done but overall it pretty much done. Bug Fixes I also took some time todo some bug fixing. Most of them originated from added the Timed Mode like leaderboards displaying scores incorrectly and medium difficulty level progress being saved in timed mode. Another bug that I fixed was UI scaling . When you play WordChains on a phone, the buttons and everything can be really small. It only took some changes to the project settings but it was very needed as the end goal is for WordChains to be on the app store! ##Puzzle Generation One small thing that I also worked on was making levels more normal. The way levels are generated is by picking random words from the dictionary that I’m using, and seeing if they connect. This gets us to have some really weird words. I wrote a little program in python to clean up the words but checking if the word use frequency was above a certain level. This hasn’t been implemented yet but it hopefully will be in the coming week. Thanks for reading! I’ve been trying to put more effort into these devlogs , plus I haven’t posted in over a week so wanted to let everyone know what’s going on with WordChains! If you want to play it you can do so here although this version doesn’t have all the new features yet . You can follow the project to be notifed when it does though!"}, {"post_id": 75232, "ts": "2026-09-29T15:20:11Z", "hours": 1.5033, "text": "Timed Mode What’s new Added new timed mode , where you have 90 seconds to complete as many medium difficulty levels as you can. Then your score gets submitted to a leaderboard . This was not very difficult to add but I didn’t have a lot of time, so it’s very unpolished right now. I need some balancing and some tweens to add to it. There is also a lot of bugs that I think I introduce that I get to go hunt for later today. YIPPEE! Whats coming up soon Puzzle generation rehaul. The way I created all 200 levels for WordChains is through a algorithm that hunts through every possible puzzle combination that could be made from the dictionary that I’m using. This worked for the last shift but It wont work in the long run as some puzzles just have completely random words that don’t seem like they are really words. In other words I think I need to update the dictionary that the algorithm takes from."}, {"post_id": 74604, "ts": "2026-09-27T19:09:55Z", "hours": 1.6953, "text": "Level Reset Button Just shipped! I just got the reviews in for the last ship, and things were very positive! There were a couple little bugs that people found as well as a lot of people wanting one feature: a level reset button! So I added one! What’s coming up in the future Based on recent feedback, I want to continue working on this game with the end goal of publishing WordChains into the Apple App Store . So here are some of the features that are coming soonish: Timed Mode : See how many levels you can complete in a set amount of time. Daily Streak and Personal Records : Keep track of everything. EVEN MORE PUZZLES : But also working on condensing the puzzle files, and imporving the quality of the puzzles, as currently some of the words are really random, which make the puzzle a bit tricky Better Credits Screen(?) : I want to improve the current credits screen, to add more personality so its not just a wall of text. This isn’t a necessary feature but something that I would like to add."}, {"post_id": 72901, "ts": "2026-09-24T00:02:32Z", "hours": 1.2467, "text": "Last touches! Planning on shipping tomorrow, so finished up some small things. I added a label to the top of the game screen to tell you what level you are currently on. The other big thing I did was update the README with all the updates in the new version. All I have to do tomorrow is hit ship!"}, {"post_id": 72457, "ts": "2026-09-23T00:46:57Z", "hours": 2.2489, "text": "Documentation Took some time to update/add documentation to most of the scripts. I haven’t done this for a very long time, and since the project will likely be shipped very soon, they should be intelligible. Also took some time to update some images in the README to reflect recent updates."}, {"post_id": 71531, "ts": "2026-09-21T00:48:06Z", "hours": 6.2325, "text": "200 NEW LEVELS! Yes you are reading that right folks! 200 new levels (and the ability to easily add tons more) have been added to Word Chains! A while ago for the daily puzzle creation I created some algorithms to create a list of puzzles from all the words in the dictionary that I’m using, and then randomly select some. I ended up generating 4,125,015 puzzles with word lengths of 4-8 letters . I then generated difficulties and selected 50 per each difficulty. I then created this new UI for the level select screen . I then wasted an hour trying to find a very small bug that was caused by my over complicated code! Where in the home stretch now and word chains is almost ready to be shipped!"}, {"post_id": 69418, "ts": "2026-09-17T00:42:52Z", "hours": 1.68, "text": "New Settings and Color! Added Teal as a color! I want to add more colors, but I’ve used most of the rainbow now so don’t know how many more will be coming. I also added the ability to change your leaderboard display name , and the ability to replay the tutorial . These can both be found in the settings page. Getting the leaderboard display name to change was actually more challenging than I thought it would be due to a bug in the Godot CheddaBoard SDK that I was using, but the updated Github had a version that worked! One thing to note about changing the display name: The change will not appear on the leaderboard until the next time you submit a score, or in other words till the next day."}, {"post_id": 68375, "ts": "2026-09-15T00:59:59Z", "hours": 2.6225, "text": "Leaderboard and Daily Puzzles Complete! Got the leaderboard to work and finished up some polishing touches to this leaderboard screen. The big challenge today was getting the chosen nickname to save and be used , then not prompt for it again (although I’m planning on being able to change it in settings later). I also changed my API that I was using to get the time, so I could get the correct daily puzzle, to UTC to align with CheddaBoards daily reset for my leaderboard. Another big thing was you can now only play the daily puzzle once ! This took a bit longer than I would have liked, but oh well!"}, {"post_id": 67742, "ts": "2026-09-13T23:45:07Z", "hours": 5.4233, "text": "Daily Puzzle and Leaderboard(kinda) Today was all about the daily puzzles. I generated a list of about 360 puzzles, then used an API to fetch the day of the year, and got the puzzle at that index. All in all that part was super easy! But the leaderboards, not so much. They are still being worked on in fact! I’m trying to use a service called CheddaBoards but I keep running into random issues that shouldn’t be issues. I think I’m just going to switch my leaderboard service, and rewrite all the code. But I need a break today, as 5 hours is a lot of coding for me."}, {"post_id": 66015, "ts": "2026-09-11T15:31:23Z", "hours": 1.6583, "text": "Tutorial and New Color One piece of feedback that I got from playtesting was to add a tutorial . So I made it so when you first play the game, the tutorial mode is activated. This shows a hand that will show you how to drag the letters. If you need the animation to replay you can use the hint button at no cost. Another quick thing I added was a new color, Green ! It might be tweeked in the future but for now I’m happy with it."}, {"post_id": 65611, "ts": "2026-09-10T21:06:12Z", "hours": 0.7383, "text": "Updated Repo Organization and README Last week I shipped Word Chains, and the reviews are back! People seem to like it and even 4 minuets before logged on to post this devlog, Word Chains was given a Super Star! Wow! Thanks everyone! Feedback from the ship was amazing, although there were some comments about a couple things, like the repo being messy. This is what I worked on today was cleaning up the repo and adding some more stuff to the README like update notes, and the project’s file structure. In the near future I plan on adding a couple things like… daily puzzles with leaderboards, a actual tutorial, new colors and more!"}, {"post_id": 62935, "ts": "2026-09-06T14:09:04Z", "hours": 0.5508, "text": "v0.3b Finished! I just uploaded the v0.3b builds to by itch page so you can play with all the new updates here ! This update added the new level select screen and the 5 new levels. I added a couple little tweeks this morning before finally uploading everything to itch.io. And for the first time I created a Windows and Linux builds, which went much smoother than I thought."}, {"post_id": 62534, "ts": "2026-09-05T23:22:18Z", "hours": 3.0839, "text": "Level Select Screen Finally took the time to create a working level select screen! This was one of the last big features that I have to add to this game before I ship it. In order to make this, I had to redo the way I saved the game, and needed to change some stuff on my color changing code. If you haven’t noticed from my devlogs, One of the options in the settings, is to change the games color. That was made before I came across HackClub so sadly I don’t get credit for the multiple hours that it took to make that feature."}, {"post_id": 58165, "ts": "2026-08-30T15:01:32Z", "hours": 1.7544, "text": "Bug fixes and new levels! Added 5 new levels into the game, but a little concerned with the difficulty scaling so far. I’ve also added some squash and stretch to the letters when you drag them, which was a bit tricky to figure out how to do with my code base so far. If you want to check it you you can do so here ."}, {"post_id": 57616, "ts": "2026-08-29T20:31:48Z", "hours": 1.6956, "text": "Bug Fixing plus new splash screen audio! One big issue I had was that the icons in the web build weren’t rendering correctly. If you look in the screenshot, the icons I’m talking about are the check box, the slider grabbers, etc.. The big problem I had was I was trying to read a file that was not able to be read at runtime on the web build due to them being compressed into a .pck file by Godot. The way I got around this is by adding .txt to the end of the file. I also found some sound effects for the splash screen that I’m using, so I added that today as well. If you want to play this game the beta version is on itch.io at https://chicken502.itch.io/word-chains"}, {"post_id": 56293, "ts": "2026-08-28T00:35:53Z", "hours": 0.7311, "text": "First update to my game! I just found out about HackClub, and ive been working on this project for a couple of weeks. This is my first update here! I just added fullscreen support for my game WordChains! I made everything auto scale to the window size, and when the window is resized, letters that are now off the screen get respawned instead of just snaping to the edge."}]...
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Title: Word Chains by @Chicken502 | Stardance
Dev Title: Word Chains by @Chicken502 | Stardance
Devlogs:
First update to my game! I just found out about HackClub, and ive been working on this project for a couple of weeks. This is my first update here! I just added fullscreen support for my game WordChains! I made everything auto scale to the window size, and when the window is resized, letters that are now off the screen get respawned instead of just snaping to the edge.
Bug Fixing plus new splash screen audio! One big issue I had was that the icons in the web build weren’t rendering correctly. If you look in the screenshot, the icons I’m talking about are the check box, the slider grabbers, etc.. The big problem I had was I was trying to read a file that was not able to be read at runtime on the web build due to them being compressed into a .pck file by Godot. The way I got around this is by adding .txt to the end of the file. I also found some sound effects for the splash screen that I’m using, so I added that today as well. If you want to play this game the beta version is on itch.io at https://chicken502.itch.io/word-chains
Bug fixes and new levels! Added 5 new levels into the game, but a little concerned with the difficulty scaling so far. I’ve also added some squash and stretch to the letters when you drag them, which was a bit tricky to figure out how to do with my code base so far. If you want to check it you you can do so here .
Level Select Screen Finally took the time to create a working level select screen! This was one of the last big features that I have to add to this game before I ship it. In order to make this, I had to redo the way I saved the game, and needed to change some stuff on my color changing code. If you haven’t noticed from my devlogs, One of the options in the settings, is to change the games color. That was made before I came across HackClub so sadly I don’t get credit for the multiple hours that it took to make that feature.
v0.3b Finished! I just uploaded the v0.3b builds to by itch page so you can play with all the new updates here ! This update added the new level select screen and the 5 new levels. I added a couple little tweeks this morning before finally uploading everything to itch.io. And for the first time I created a Windows and Linux builds, which went much smoother than I thought.
Updated Repo Organization and README Last week I shipped Word Chains, and the reviews are back! People seem to like it and even 4 minuets before logged on to post this devlog, Word Chains was given a Super Star! Wow! Thanks everyone! Feedback from the ship was amazing, although there were some comments about a couple things, like the repo being messy. This is what I worked on today was cleaning up the repo and adding some more stuff to the README like update notes, and the project’s file structure. In the near future I plan on adding a couple things like… daily puzzles with leaderboards, a actual tutorial, new colors and more!
Tutorial and New Color One piece of feedback that I got from playtesting was to add a tutorial . So I made it so when you first play the game, the tutorial mode is activated. This shows a hand that will show you how to drag the letters. If you need the animation to replay you can use the hint button at no cost. Another quick thing I added was a new color, Green ! It might be tweeked in the future but for now I’m happy with it.
Daily Puzzle and Leaderboard(kinda) Today was all about the daily puzzles. I generated a list of about 360 puzzles, then used an API to fetch the day of the year, and got the puzzle at that index. All in all that part was super easy! But the leaderboards, not so much. They are still being worked on in fact! I’m trying to use a service called CheddaBoards but I keep running into random issues that shouldn’t be issues. I think I’m just going to switch my leaderboard service, and rewrite all the code. But I need a break today, as 5 hours is a lot of coding for me.
Leaderboard and Daily Puzzles Complete! Got the leaderboard to work and finished up some polishing touches to this leaderboard screen. The big challenge today was getting the chosen nickname to save and be used , then not prompt for it again (although I’m planning on being able to change it in settings later). I also changed my API that I was using to get the time, so I could get the correct daily puzzle, to UTC to align with CheddaBoards daily reset for my leaderboard. Another big thing was you can now only play the daily puzzle once ! This took a bit longer than I would have liked, but oh well!
New Settings and Color! Added Teal as a color! I want to add more colors, but I’ve used most of the rainbow now so don’t know how many more will be coming. I also added the ability to change your leaderboard display name , and the ability to replay the tutorial . These can both be found in the settings page. Getting the leaderboard display name to change was actually more challenging than I thought it would be due to a bug in the Godot CheddaBoard SDK that I was using, but the updated Github had a version that worked! One thing to note about changing the display name: The change will not appear on the leaderboard until the next time you submit a score, or in other words till the next day.
200 NEW LEVELS! Yes you are reading that right folks! 200 new levels (and the ability to easily add tons more) have been added to Word Chains! A while ago for the daily puzzle creation I created some algorithms to create a list of puzzles from all the words in the dictionary that I’m using, and then randomly select some. I ended up generating 4,125,015 puzzles with word lengths of 4-8 letters . I then generated difficulties and selected 50 per each difficulty. I then created this new UI for the level select screen . I then wasted an hour trying to find a very small bug that was caused by my over complicated code! Where in the home stretch now and word chains is almost ready to be shipped!
Documentation Took some time to update/add documentation to most of the scripts. I haven’t done this for a very long time, and since the project will likely be shipped very soon, they should be intelligible. Also took some time to update some images in the README to reflect recent updates.
Last touches! Planning on shipping tomorrow, so finished up some small things. I added a label to the top of the game screen to tell you what level you are currently on. The other big thing I did was update the README with all the updates in the new version. All I have to do tomorrow is hit ship!
Level Reset Button Just shipped! I just got the reviews in for the last ship, and things were very positive! There were a couple little bugs that people found as well as a lot of people wanting one feature: a level reset button! So I added one! What’s coming up in the future Based on recent feedback, I want to continue working on this game with the end goal of publishing WordChains into the Apple App Store . So here are some of the features that are coming soonish: Timed Mode : See how many levels you can complete in a set amount of time. Daily Streak and Personal Records : Keep track of everything. EVEN MORE PUZZLES : But also working on condensing the puzzle files, and imporving the quality of the puzzles, as currently some of the words are really random, which make the puzzle a bit tricky Better Credits Screen(?) : I want to improve the current credits screen, to add more personality so its not just a wall of text. This isn’t a necessary feature but something that I would like to add.
Timed Mode What’s new Added new timed mode , where you have 90 seconds to complete as many medium difficulty levels as you can. Then your score gets submitted to a leaderboard . This was not very difficult to add but I didn’t have a lot of time, so it’s very unpolished right now. I need some balancing and some tweens to add to it. There is also a lot of bugs that I think I introduce that I get to go hunt for later today. YIPPEE! Whats coming up soon Puzzle generation rehaul. The way I created all 200 levels for WordChains is through a algorithm that hunts through every possible puzzle combination that could be made from the dictionary that I’m using. This worked for the last shift but It wont work in the long run as some puzzles just have completely random words that don’t seem like they are really words. In other words I think I need to update the dictionary that the algorithm takes from.
#New Dictionary Feature & Bug Fixes! We are back! School finally caught up to me so things slowed down over the last week, but I think I’m back! So lets get started! New Dictionary Feature One thing I’ve wanted to add for a while was a way to look up the definition for the current word . So now using a this free API I added this feature. It still has some small polishing things that need to be done but overall it pretty much done. Bug Fixes I also took some time todo some bug fixing. Most of them originated from added the Timed Mode like leaderboards displaying scores incorrectly and medium difficulty level progress being saved in timed mode. Another bug that I fixed was UI scaling . When you play WordChains on a phone, the buttons and everything can be really small. It only took some changes to the project settings but it was very needed as the end goal is for WordChains to be on the app store! ##Puzzle Generation One small thing that I also worked on was making levels more normal. The way levels are generated is by picking random words from the dictionary that I’m using, and seeing if they connect. This gets us to have some really weird words. I wrote a little program in python to clean up the words but checking if the word use frequency was above a certain level. This hasn’t been implemented yet but it hopefully will be in the coming week. Thanks for reading! I’ve been trying to put more effort into these devlogs , plus I haven’t posted in over a week so wanted to let everyone know what’s going on with WordChains! If you want to play it you can do so here although this version doesn’t have all the new features yet . You can follow the project to be notifed when it does though!
New UI! The main menu has been changed, and some new features are coming soon! Dictionary Polishing I added in some much needed polishing to the dictionary panel that added in yesterday. I added a loading panel as it used to just show the previous term you looked up, then jumped to the new one when it loaded. Currently its just a progress bar with a small animation to it, but it works for now. I’m also thinking about reusing it in other areas too. New Credit Screen! I’ve been wanting to change the credits screen for a while now, as its just been a static wall of text. For right now it mostly still is a static wall of text. But with more stuff! I have some tweens when you hover over the text which was missing in the old version. I’m not entirely happy with this one, but its still much better. New Main Menu Buttons! What are those about? Added two new buttons. One for level select, and one for a stats page (not added yet! but soon). Now when you press the big play button you go to the last level you were playing, instead of level select. What’s next for Word Chains I have some plans for what’s next for Word Chains, like a stats page! I’m also planning some new puzzles.
Puzzle Generation Overhaul Not a lot to say about this other than there are 200 new puzzles (just changed them out though)! I created a new python script that uses python libraries wordfreq and better_profanity , to clean up the generation dictionary. What this does is takes out words that are to infrequently used or are marked as profanity. One thing to note is that this is not the dictionary in game that this cleans. It just cleans the dictionary that I use to generate puzzles . So in game it is still possible to spell obscure words, which opens the opportunity to find alternant solutions. Another thing that I added to my puzzle selector script was the ability to append new puzzles to a file allowing me to later add more puzzles very easily. What’s next? I plan on doing some more puzzle generation tweaks , as well as adding in a stats page! That’s most of what’s on the timeline, so were getting near the end!
Stats and game reset. Finally got around to making the stats page. You can now see stats like how many puzzles you have completed, how many hints you’ve used and even how many times you have dragged a letter. This wasn’t to hard to add although it did take a little while. Reset game Now you can wipe your save file to replay levels. The also wasn’t anything to difficult to do but it ended up take about an hour to figure out how to style the confirmation pop up. This did show me a couple things that needed fixing regarding the tutorial, and even some stat tracking that I coded in wrong. What’s next! We have some small bug fixes that need to be made, and some other small features like adding more settings, compressing the puzzle files so they don’t get to big later on, and some small sound design changes. From there all that needs to be done is some formatting and spelling checks (cause I am terrible at spelling) and updating the README, then we are ready to SHIP!!!
New Hint Mechanic and BUGS! As I’m nearing the end of this project (or at least this version) I’ve been doing a lot of bug fixing . This time around I squashed a major bug that has been annoying me for some time now. For some reason, Godot doesn’t have native keyboard support for IOS devices, unless you go into the advanced export settings and turn them on. And since there are text boxes for writing your nickname, this is kinda needed. Hint rewarding changed This is a feature that I’ve been intending to add for a couple weeks now. In the past every time you complete a level, you gain an new hint. Now you get hints after completing a set number of puzzles. Each difficulty has a different value for this as well. So it takes less completed puzzles on difficult puzzles than on easy puzzles to earn hints. With this I also added a small animation to show that you got a new hint! Secret Solutions This was not an intended feature that I meant to add. But its hear to stay! Recently I changed how puzzles are generated , by using a cleaned up dictionary, that only has more frequently used words. But I still let the user make connections with less frequent words, so sometimes its possible to find shorter solutions then intended . This used to leave the leftover letters behind to use on the next puzzle which messed everything up. I have now fixed this issue , and added a little message telling you that you have “Found a Secret Solution!” What’s next? Things are wrapping up , both with Stardance and WordChains. I only have two items left on my todo list , the first being to add more puzzles, which will only take a couple of minutes, and the second is a bug which I’m not sure I can even start to debug since I think it only happens on my phone, where I can’t see the console. Once I add these things, WordChains is ready to ship! I’m expecting to ship on Tuesday or Wednesday, but It might even happen over the weekend. Once Stardance is over, WordChains will still continue development. If you want to follow the devlopment, go follow it over on itch.io
Readme Updates and another +200 Puzzles This is the final devlog for WordChains v0.5b! Only a couple things were changed, one of which being adding another 200 Puzzles! This brings us up to 400 Puzzles in total (not including daily puzzles). Other than that I just made some small README updates and officially changed the version number to v0.5b! Thanks to everyone following the project so far! If you want to continue to follow this project after stardance ends, you can go follow it on itch.io ! Thanks for everyone’s feedback and support! WordChains will be shipped latter today!
Ships:
I just finished making a small word puzzle game called Word Chains. To play, you drag letters to change your current word one letter at a time! There are 15 different levels with a wide range of difficulty. This game was originally intended to be played on a phone, but getting it on to the app stores is a little out of my league right now, although you can still play the itch version on your phone, but maybe next year Ill get it onto a app store! I had a lot of fun making this project and I might add some more things later like daily puzzles or more color options. I started this project before I found hack club so sadly not all my hours are accounted for. This was really fun to work on this project and show it of to my friends. I learned more about marketing my games with devlogs, and learned that after 5 years of making games with Godot, I’ve been exporting them to the web wrong this whole time! Thanks so much for taking the time to check this project out! Can’t wait to see what everyone thinks!
Word Chains V0.4b is out! Since the last ship I’ve been working very hard to add a whole slew of features. There is now 200 new levels, daily puzzles and a tutorial (very requested last ship!). I had a lot of fun making this, and I hope you have a lot of fun playing it! The main part of this ship was rewriting the level loading code, and generating files for levels. I didn’t want to write 200 puzzles by hand. I found did some research and wrote a small script to generate the puzzles for me. I do eventually want to add more to Word Chains after this ship but it probably won’t be for a little while as I have other projects I want to work on. But the end goal is to get Word Chains onto a app store. Last Note: When reviewing please do not feel like you need to complete all the levels, and have fun!
WordChains V0.5b is here! I’ve added a lot of new features since the last ship! Its been a fun couple of months since I started this project, and I’ve learned a lot. New Features : Timed mode, 200 more puzzles, Dictionary look up feature, level reset, and lots of bug fixes. One feature that was highly requested from the last ship was the level reset feature, so players didn’t have to spam the undo button, which is what I figured they would do, so I didn’t bother adding it. But so many people mentioned it would be nice, I went ahead and added it. How to play Word Chains is very simple: drag a letter onto the current word to change it into a new word. Your trying to get to the target word. (if this sounds a bit complicated don’t worry there is a tutorial) Lastly… Thanks for play, and I hope you have fun! If you want to follow the project after stardance ends, go follow on itch.io !...
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1793144916.7425523
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1793231316.7425523
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36763
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Dancing Elephant by @nejenabinupa | Stardance
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nejenabinupa
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1
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7.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-04T22:55:08Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is my 3D modle of dancing elephant that I make in blender as an high quality sculpture , and it was little slow to make and sculpture became my hardware was slow and I still make it pretty good and it can use in a 3D project or to 3d print and use it. :D", "repo": "https://github.com/binupax6699/Dancing-Elephent-3D/blob/main/README.md", "demo": "https://sketchfab.com/3d-models/elephant-2cfe4597e1894d19b66a156b0b348732"}]...
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[{"post_id": 76886, "ts": "202 [{"post_id": 76886, "ts": "2026-10-04T22:44:29Z", "hours": 0.3058, "text": "The modle is really now"}, {"post_id": 47932, "ts": "2026-08-16T06:15:50Z", "hours": 1.7197, "text": "Finsh and give sum materials"}, {"post_id": 33135, "ts": "2026-07-22T19:19:34Z", "hours": 4.5203, "text": "Progress in the video, this is make for to put in my mistral video as a cool object to put its around 469k fesses and I will make one with low poly and with with normal map to keep the details"}]...
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Title: Dancing Elephant by @nejenabinupa | Stardan Title: Dancing Elephant by @nejenabinupa | Stardance
Devlogs:
Progress in the video, this is make for to put in my mistral video as a cool object to put its around 469k fesses and I will make one with low poly and with with normal map to keep the details
Finsh and give sum materials
The modle is really now
Ships:
This is my 3D modle of dancing elephant that I make in blender as an high quality sculpture , and it was little slow to make and sculpture became my hardware was slow and I still make it pretty good and it can use in a 3D project or to 3d print and use it. :D...
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1793144918.8874788
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1793231318.8874788
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29789
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slackernot by @miminstrels | Stardance
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miminstrels
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1
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3.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-25T09:59:56Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hello! I made a slackbot named Slackernot and frankly it’s really random. There are a few commands you can try out on the channel: /slackernot-ping (checks bot latency) /slackernot-catfact (for a cat fact) /slackernot-dadjoke (for a dad joke) /slackernot-joke - (for a random regular joke) /slackernot-duck - (gets a random duck image) /slackernot-fox - (gets a random fox image) This was only for jokes and giggles so don’t expect too much. But I’m really glad the random image command works yaeyyy.", "repo": "https://github.com/miminstrels/slackernot", "demo": "https://hackclub.enterprise.slack.com/archives/C0CBHD51QBH"}]...
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[{"post_id": 82577, "ts": "202 [{"post_id": 82577, "ts": "2026-10-25T09:15:30Z", "hours": 0.7603, "text": "replaced a command with a random fox image one, the request on the former was a lil confusing"}, {"post_id": 71691, "ts": "2026-09-21T10:02:41Z", "hours": 0.3972, "text": "fixed this command.. cus i realised that image commands are different."}, {"post_id": 70514, "ts": "2026-09-19T09:39:09Z", "hours": 0.4058, "text": "uploaded on github cus now it kinda works ddhsfa"}, {"post_id": 56660, "ts": "2026-08-28T14:46:30Z", "hours": 0.9728, "text": "added some api commands but apparently the app is having problems so.."}, {"post_id": 36965, "ts": "2026-07-29T12:12:56Z", "hours": 0.5267, "text": "fixed it and now it works!! turns out socket mode wasn’t on. i was pretty busy so i haven’t the chance to tackle this, but now i was able to."}, {"post_id": 22138, "ts": "2026-07-04T13:13:41Z", "hours": 0.2581, "text": "working on the .js. honestly confused about the signingsecret or wtv it’s called."}]...
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Title: slackernot by @miminstrels | Stardance
Dev Title: slackernot by @miminstrels | Stardance
Devlogs:
working on the .js. honestly confused about the signingsecret or wtv it’s called.
fixed it and now it works!! turns out socket mode wasn’t on. i was pretty busy so i haven’t the chance to tackle this, but now i was able to.
added some api commands but apparently the app is having problems so..
uploaded on github cus now it kinda works ddhsfa
fixed this command.. cus i realised that image commands are different.
replaced a command with a random fox image one, the request on the former was a lil confusing
Ships:
Hello! I made a slackbot named Slackernot and frankly it’s really random. There are a few commands you can try out on the channel: /slackernot-ping (checks bot latency) /slackernot-catfact (for a cat fact) /slackernot-dadjoke (for a dad joke) /slackernot-joke - (for a random regular joke) /slackernot-duck - (gets a random duck image) /slackernot-fox - (gets a random fox image) This was only for jokes and giggles so don’t expect too much. But I’m really glad the random image command works yaeyyy....
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1793144919.793097
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1793231319.793097
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9003
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My first slack bot! by @zayd_ashfer | Stardance
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zayd_ashfer
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0
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0.0
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0
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[]
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[]
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Title: My first slack bot! by @zayd_ashfer | Stard Title: My first slack bot! by @zayd_ashfer | Stardance...
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1792626520.0216124
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1793231320.0216124
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3812
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A phone by @naitik_n_bhutaiya | Stardance
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naitik_n_bhutaiya
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0
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0.0
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0
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[]
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[]
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Title: A phone by @naitik_n_bhutaiya | Stardance
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1792626520.9557097
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1793231320.9557097
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35278
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Chess Bot by @akshayK | Stardance
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akshayK
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1
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26.0
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192
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T02:24:30Z", "hours": 26.0, "multiplier": 7.28, "payout": 192, "blessing": "neutral", "text": "This is a browser based chess engine, where you can play against a bot that I made. You can play with both the white and the black pieces. One challenge that was hard to fix was making the chessboard appear. I spend well over 2 hours trying to make it appear, and I finally got it to work because my CDN was not properly configured, and the one I downloaded was not the right version. I am proud of actually getting the chess bot to work, let alone making it to the point where it can actually beat me, and other bots on chess.com. You can play against this by going to the releases page and downloading the zip file. The index.html file houses the webpage where you can play against the chess bot. Good luck on beating my chess bot! (and don’t use stockfish :) )", "repo": "https://github.com/AkshayK-960/chessbot/", "demo": "https://chessbot-pi.vercel.app/"}]...
|
[{"post_id": 78925, "ts": "202 [{"post_id": 78925, "ts": "2026-10-12T02:05:25Z", "hours": 1.7031, "text": "Devlog #8 I finally implemented playing both white and black for the chess bot! So, I think it is pretty much done. I also updated the README.md on Github so it aligns more with what actual readme files look like, and i polished some code so it is easier to tweak in case anyone wanted to do that. (everything is in script.js) Overall, I think this was a really fun journey and I definitely learned a lot about javascript, and about creating something efficient and fast. So, that’s pretty much it, you can play the bot on github, and I published a release for the chess bot. Have fun!"}, {"post_id": 73826, "ts": "2026-09-26T03:25:31Z", "hours": 1.2069, "text": "Devlog 7 I am finishing up the HTML layout and the content for my project, and I just now realized that the chessbot is broken again ;( So for the weekend, my first task will be to fix that (probably by getting the code from previous versions of the chess bot) and maybe some finshing touches on the CSS. I still haven’t writtin the README file yet. I will get to it soon. By the time I’m posting this, there are about 5 days until the deadline, so that would probably be one of the final things to add. PS: if you are close to done with your project, this is your reminder to lock in and ship the project, good luck :) Also the image is the website not working 😢"}, {"post_id": 66852, "ts": "2026-09-12T19:36:32Z", "hours": 1.5772, "text": "DEVLOG 6 I changed the CSS around a little bit, because it looked basic. Now, the website has a paper theme, so it looks easier on the eyes. I really like this theme because it looks polished (the chess board isn’t working in the picture, i’m working on fixing it.) The analysis link now works, and by clicking it, it redirects you to a lichess analysis board of the current game. The page looks plain, so if there is something I should add, you can tell me below. the only things I really need to add now is an option to play with the black pieces AND maybe add more in the “how it works’ section."}, {"post_id": 63645, "ts": "2026-09-07T15:51:35Z", "hours": 5.2158, "text": "Devlog 5 I finished implementing a new bitboard engine, since the old chess.js library was really slow, and it froze the screen. ALSO, the github link was not displaying the chessboard, and i spent well over 2 hours trying to debug this. But in the end, the chess bot would not work correctly if the board appears in the github website. So, for now, if you want to test the chess bot, you can click releases in the github and download & run the HTML file. I plan to let the player play the black side too, instead of only white. (I will update the github repo soon so there is an option to download) P.S. You can change the background image in the code, and I might make an option to change the image in the website soon)"}, {"post_id": 46658, "ts": "2026-08-14T02:43:57Z", "hours": 6.5964, "text": "Devlog #4 It’s been a while, but I’ve finally (mostly) finished with coding the chess bot. I might go back to it soon, but I want to focus more on the visuals, so I made a simple UI based on the chess.com/lichess layout. I also made it so you can customize the background by entering the image URL. I also implemented an evaluation engine (with a low depth) for a numerical value of the position on board. I wanted a higher evaluation depth, but it lags whenever it calculates the score. So, it should be either depth 2 or 3, even if the actual bot is thinking deeper. If you have any suggestions, you can comment them, and I will try to add them."}, {"post_id": 42290, "ts": "2026-08-06T22:35:01Z", "hours": 3.2325, "text": "Devlog 3: By now, I’ve realized that the github pages doesn’t work. :( But, I’m trying to fix it as of now. (You can download the github project and it works that way though) As for the actual game, I have improved it so that instead of a set depth, it searches for the best move for a set amount of time, and if there is still time left over from the search, it increases its depth by 1, and searches one more move deep. It normally searches 3-5 moves deep on my PC and ~3 moves on my chromebook. I tested it against the chess.com bots, and it beats the beginner and intermediate bots pretty consistently. I also played it against Wendy bot (1500 elo) and it won! (I did not expect it to win) Here’s the game, if anyone wants to analyze it themselves: [Event “Play vs Bot”] [Site “Chess.com”] [Date “2026.08.06”] [Round “-”] [White “Wendy-BOT”] [Black “Chess-Bot(Stardance)”] [Result “0-1”] [CurrentPosition “5k2/pp4R1/6P1/3pB3/4b2P/7K/1P4q1/8 w - - 11 52”] [Timezone “UTC”] [ECO “C61”] [ECOUrl “https://www.chess.com/openings/Ruy-Lopez-Opening-Birds-Defense-4.Nxd4-exd4-5.O-O”] [UTCDate “2026.08.06”] [UTCTime “21:56:10”] [WhiteElo “1500”] [BlackElo “172”] [TimeControl “?”] [Termination “Akshay Kommoju won by checkmate”] [StartTime “21:56:10”] [EndDate “2026.08.06”] [EndTime “22:16:01”] [Link “https://www.chess.com/analysis/game/computer/1894651872/review?move=27”] [WhiteUrl “https://images.chesscomfiles.com/uploads/v1/user/66746050.adfcf725.50x50o.d52666e0e879.png”] [WhiteCountry “3”] [WhiteTitle “”] [BlackUrl “https://www.chess.com/bundles/web/images/noavatar_l.84a92436.gif”] [BlackCountry “69”] [BlackTitle “”] e4 e5 2. Nf3 Nc6 3. Bb5 Nd4 4. Nxd4 exd4 5. O-O Qg5 6. Bd3 Nf6 7. f4 Qh4 8. e5 Nd5 9. Qf3 Nb6 10. c3 dxc3 11. Nxc3 Bc5+ 12. Kh1 O-O 13. Ne4 Bd4 14. g3 Qe7 15. Ng5 h6 16. Qe4 f5 17. Qxd4 hxg5 18. fxg5 c5 19. Qf4 Nd5 20. Bc4 Qe6 21. Bxd5 Qxd5+ 22. Rf3 Re8 23. d4 cxd4 24. Qxf5 d6 25. e6 Bxe6 26. Qd3 Bg4 27. Kg2 Bxf3+ 28. Kf2 Bh1 29. Qb3 Qxb3 30. axb3 d5 31. Bf4 Be4 32. Rd1 d3 33. h4 Re6 34. Rc1 Rb6 35. Ke3 Rxb3 36. Be5 Rf8 37. Rc7 Rf3+ 38. Kd2 Rf2+ 39. Ke1 d2+ 40. Kxf2 d1=Q 41. Rxg7+ Kf8 42. g6 Rf3+ 43. Kg2 Rf4+ 44. Kh3 Qf1+ 45. Kh2 Rxh4+ 46. gxh4 Qh1+ 47. Kg3 Qf3+ 48. Kh2 Qh1+ 49. Kg3 Qf3+ 50. Kh2 Qf2+ 51. Kh3 Qg2# 0-1"}, {"post_id": 36613, "ts": "2026-07-28T20:41:36Z", "hours": 4.7978, "text": "I finally coding a basic bot that plays against you. This plays legal moves, and has a move depth of 3. I implemented minimax and piece square tables, so it would play better moves quickly. There is also an option to export the game as a pgn or fen, so you can evaluate the chess bot as well as your accuracy. currently, even with move depth 3, it is slow, especially when there are a lot of moves it has to sort through, and I want to make it so the algorithm works faster, even on lower end devices. Also, the algorithm is pretty bad, (it got about 75% accuracy on chess.com analysis) so I also plan on improving it in the future."}, {"post_id": 28656, "ts": "2026-07-15T01:20:40Z", "hours": 2.0831, "text": "Devlog #1 My first goal in building a chess bot is to code the board and defining the rules. I used chessboard.js to make the board, and I will later implement rules, so both sides can only play legal moves, and also castling, en passant, etc."}]...
|
Title: Chess Bot by @akshayK | Stardance
Devlogs: Title: Chess Bot by @akshayK | Stardance
Devlogs:
Devlog #1 My first goal in building a chess bot is to code the board and defining the rules. I used chessboard.js to make the board, and I will later implement rules, so both sides can only play legal moves, and also castling, en passant, etc.
I finally coding a basic bot that plays against you. This plays legal moves, and has a move depth of 3. I implemented minimax and piece square tables, so it would play better moves quickly. There is also an option to export the game as a pgn or fen, so you can evaluate the chess bot as well as your accuracy. currently, even with move depth 3, it is slow, especially when there are a lot of moves it has to sort through, and I want to make it so the algorithm works faster, even on lower end devices. Also, the algorithm is pretty bad, (it got about 75% accuracy on chess.com analysis) so I also plan on improving it in the future.
Devlog 3: By now, I’ve realized that the github pages doesn’t work. :( But, I’m trying to fix it as of now. (You can download the github project and it works that way though) As for the actual game, I have improved it so that instead of a set depth, it searches for the best move for a set amount of time, and if there is still time left over from the search, it increases its depth by 1, and searches one more move deep. It normally searches 3-5 moves deep on my PC and ~3 moves on my chromebook. I tested it against the chess.com bots, and it beats the beginner and intermediate bots pretty consistently. I also played it against Wendy bot (1500 elo) and it won! (I did not expect it to win) Here’s the game, if anyone wants to analyze it themselves: [Event “Play vs Bot”] [Site “Chess.com”] [Date “2026.08.06”] [Round “-”] [White “Wendy-BOT”] [Black “Chess-Bot(Stardance)”] [Result “0-1”] [CurrentPosition “5k2/pp4R1/6P1/3pB3/4b2P/7K/1P4q1/8 w - - 11 52”] [Timezone “UTC”] [ECO “C61”] [ECOUrl “https://www.chess.com/openings/Ruy-Lopez-Opening-Birds-Defense-4.Nxd4-exd4-5.O-O”] [UTCDate “2026.08.06”] [UTCTime “21:56:10”] [WhiteElo “1500”] [BlackElo “172”] [TimeControl “?”] [Termination “Akshay Kommoju won by checkmate”] [StartTime “21:56:10”] [EndDate “2026.08.06”] [EndTime “22:16:01”] [Link “https://www.chess.com/analysis/game/computer/1894651872/review?move=27”] [WhiteUrl “https://images.chesscomfiles.com/uploads/v1/user/66746050.adfcf725.50x50o.d52666e0e879.png”] [WhiteCountry “3”] [WhiteTitle “”] [BlackUrl “https://www.chess.com/bundles/web/images/noavatar_l.84a92436.gif”] [BlackCountry “69”] [BlackTitle “”] e4 e5 2. Nf3 Nc6 3. Bb5 Nd4 4. Nxd4 exd4 5. O-O Qg5 6. Bd3 Nf6 7. f4 Qh4 8. e5 Nd5 9. Qf3 Nb6 10. c3 dxc3 11. Nxc3 Bc5+ 12. Kh1 O-O 13. Ne4 Bd4 14. g3 Qe7 15. Ng5 h6 16. Qe4 f5 17. Qxd4 hxg5 18. fxg5 c5 19. Qf4 Nd5 20. Bc4 Qe6 21. Bxd5 Qxd5+ 22. Rf3 Re8 23. d4 cxd4 24. Qxf5 d6 25. e6 Bxe6 26. Qd3 Bg4 27. Kg2 Bxf3+ 28. Kf2 Bh1 29. Qb3 Qxb3 30. axb3 d5 31. Bf4 Be4 32. Rd1 d3 33. h4 Re6 34. Rc1 Rb6 35. Ke3 Rxb3 36. Be5 Rf8 37. Rc7 Rf3+ 38. Kd2 Rf2+ 39. Ke1 d2+ 40. Kxf2 d1=Q 41. Rxg7+ Kf8 42. g6 Rf3+ 43. Kg2 Rf4+ 44. Kh3 Qf1+ 45. Kh2 Rxh4+ 46. gxh4 Qh1+ 47. Kg3 Qf3+ 48. Kh2 Qh1+ 49. Kg3 Qf3+ 50. Kh2 Qf2+ 51. Kh3 Qg2# 0-1
Devlog #4 It’s been a while, but I’ve finally (mostly) finished with coding the chess bot. I might go back to it soon, but I want to focus more on the visuals, so I made a simple UI based on the chess.com/lichess layout. I also made it so you can customize the background by entering the image URL. I also implemented an evaluation engine (with a low depth) for a numerical value of the position on board. I wanted a higher evaluation depth, but it lags whenever it calculates the score. So, it should be either depth 2 or 3, even if the actual bot is thinking deeper. If you have any suggestions, you can comment them, and I will try to add them.
Devlog 5 I finished implementing a new bitboard engine, since the old chess.js library was really slow, and it froze the screen. ALSO, the github link was not displaying the chessboard, and i spent well over 2 hours trying to debug this. But in the end, the chess bot would not work correctly if the board appears in the github website. So, for now, if you want to test the chess bot, you can click releases in the github and download & run the HTML file. I plan to let the player play the black side too, instead of only white. (I will update the github repo soon so there is an option to download) P.S. You can change the background image in the code, and I might make an option to change the image in the website soon)
DEVLOG 6 I changed the CSS around a little bit, because it looked basic. Now, the website has a paper theme, so it looks easier on the eyes. I really like this theme because it looks polished (the chess board isn’t working in the picture, i’m working on fixing it.) The analysis link now works, and by clicking it, it redirects you to a lichess analysis board of the current game. The page looks plain, so if there is something I should add, you can tell me below. the only things I really need to add now is an option to play with the black pieces AND maybe add more in the “how it works’ section.
Devlog 7 I am finishing up the HTML layout and the content for my project, and I just now realized that the chessbot is broken again ;( So for the weekend, my first task will be to fix that (probably by getting the code from previous versions of the chess bot) and maybe some finshing touches on the CSS. I still haven’t writtin the README file yet. I will get to it soon. By the time I’m posting this, there are about 5 days until the deadline, so that would probably be one of the final things to add. PS: if you are close to done with your project, this is your reminder to lock in and ship the project, good luck :) Also the image is the website not working 😢
Devlog #8 I finally implemented playing both white and black for the chess bot! So, I think it is pretty much done. I also updated the README.md on Github so it aligns more with what actual readme files look like, and i polished some code so it is easier to tweak in case anyone wanted to do that. (everything is in script.js) Overall, I think this was a really fun journey and I definitely learned a lot about javascript, and about creating something efficient and fast. So, that’s pretty much it, you can play the bot on github, and I published a release for the chess bot. Have fun!
Ships:
This is a browser based chess engine, where you can play against a bot that I made. You can play with both the white and the black pieces. One challenge that was hard to fix was making the chessboard appear. I spend well over 2 hours trying to make it appear, and I finally got it to work because my CDN was not properly configured, and the one I downloaded was not the right version. I am proud of actually getting the chess bot to work, let alone making it to the point where it can actually beat me, and other bots on chess.com. You can play against this by going to the releases page and downloading the zip file. The index.html file houses the webpage where you can play against the chess bot. Good luck on beating my chess bot! (and don’t use stockfish :) )...
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1793144920.993376
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1793231320.993376
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4256
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My awesome macropad! by @Siddhesh | Stardance
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Siddhesh
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @Siddhesh | Stardan Title: My awesome macropad! by @Siddhesh | Stardance...
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1792626522.1292434
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1793231322.1292434
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39538
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WarioWare Game by @yabu | Stardance
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yabu
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0
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0.0
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0
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[]
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[]
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Title: WarioWare Game by @yabu | Stardance
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1792626522.9785838
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1793231322.9785838
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46660
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Cosmic Gravity Jumper by @sadman | Stardance
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sadman
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1
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11.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T10:51:40Z", "hours": 11.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Created “Cosmic Gravity Jumper”- a website that lets you calculate your weight on different cosmic bodies by simply inputting your weight on Earth (the one you measure on a weight machine). It also lets you visualize relative gravitational forces in real time by jumping across the celestial bodies! As this was my first project, the most challenging bit was definitely learning how to code and how physics and numbers correlate with it. Formatting dynamic physics calculations cleanly while keeping the UI looking fresh, minimalistic and responsive was a pain in the butt for sure. Ran into a lot of problems while trying to make the UI look beautiful. Oh and also incorporating the sounds was tough work! though it might seem quite simple but it was honestly giving me headaches while working on it. I am really proud of how the end product came out to be for my first ever coding project. I love how you can jump on different planets and the moon and compare that to the jump on the earth. Also another thing im quite proud of is the shareable canvas card that you can download to share on social media. It looks really clean and visually pleasing. To test the project, you just need to simply enter your weight, pick a unit, click calculate and voila! now you can see what you weigh on different celestial bodies! Click on any of the planets/moon to see how high you’d jump on there.", "repo": "https://github.com/sadman137/cosmic-weight-calculator", "demo": "https://cosmic-gravity-jumper.vercel.app/"}]...
|
[{"post_id": 73962, "ts": "202 [{"post_id": 73962, "ts": "2026-09-26T12:29:02Z", "hours": 10.9492, "text": "Initial Release Built the core gravity calculator, interactive jumping simulator with Web Audio sound effects, dynamic starfield canvas background, and social poster generator. Added responsive mobile touch fixes and documented everything through commits and in the README. Live on Vercel!"}]...
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Title: Cosmic Gravity Jumper by @sadman | Stardanc Title: Cosmic Gravity Jumper by @sadman | Stardance
Devlogs:
Initial Release Built the core gravity calculator, interactive jumping simulator with Web Audio sound effects, dynamic starfield canvas background, and social poster generator. Added responsive mobile touch fixes and documented everything through commits and in the README. Live on Vercel!
Ships:
Created “Cosmic Gravity Jumper”- a website that lets you calculate your weight on different cosmic bodies by simply inputting your weight on Earth (the one you measure on a weight machine). It also lets you visualize relative gravitational forces in real time by jumping across the celestial bodies! As this was my first project, the most challenging bit was definitely learning how to code and how physics and numbers correlate with it. Formatting dynamic physics calculations cleanly while keeping the UI looking fresh, minimalistic and responsive was a pain in the butt for sure. Ran into a lot of problems while trying to make the UI look beautiful. Oh and also incorporating the sounds was tough work! though it might seem quite simple but it was honestly giving me headaches while working on it. I am really proud of how the end product came out to be for my first ever coding project. I love how you can jump on different planets and the moon and compare that to the jump on the earth. Also another thing im quite proud of is the shareable canvas card that you can download to share on social media. It looks really clean and visually pleasing. To test the project, you just need to simply enter your weight, pick a unit, click calculate and voila! now you can see what you weigh on different celestial bodies! Click on any of the planets/moon to see how high you’d jump on there....
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1793144923.0871332
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1793231323.0871332
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31424
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Frictionless by @vandana_girme | Stardance
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vandana_girme
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0
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0.0
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0
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[]
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[]
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Title: Frictionless by @vandana_girme | Stardance
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1792626523.9518642
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1793231323.9518642
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39954
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Vostek by @Stvk17 | Stardance
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Stvk17
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0
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0.0
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0
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[]
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[]
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Title: Vostek by @Stvk17 | Stardance
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1792626524.7986462
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1793231324.7986462
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3697
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Emoji Bot by @butterlabs | Stardance
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butterlabs
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1
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3.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T03:03:25Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Slack bot with the main goal of letting you play around with emojis! The project took 3 hours over the course of 5 days coinciding with my high school work. Apart from that, the main struggle was trying to write a good readme as this is my first proper one! For people testing my project, in #bot-spam in Slack, you can use any of the following commands /emoji-bot-ping - Checks the bots latency /emoji-bot-cat-fact - Get a cat fact from the https://catfact.ninja/fact api /emoji-bot-fire - Replies a single ‘🔥’ emoji (joke command) /emoji-bot-help - Shows the help message /emoji-bot-convert - Returns the provided text in emoji form /emoji-bot-about - Displays info about the bot", "repo": "https://github.com/butterific/slackmoji", "demo": "https://hackclub.enterprise.slack.com/archives/C0P5NE354"}]...
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[{"post_id": 66323, "ts": "202 [{"post_id": 66323, "ts": "2026-09-12T02:53:34Z", "hours": 1.0961, "text": "Devlog #4 The final devlog before shipping For the last hour and 4 minutes, I completely rewrote the Readme from a basic doc to a clean looking article take a look for yourself! (also fixed some small bugs that don’t really matter + hosted it on nest!) (look based on image order) (I DID NOT USE AI)"}, {"post_id": 66260, "ts": "2026-09-12T00:04:32Z", "hours": 0.7453, "text": "Devlog #3 Sofar, I have finished most of the bot including adding moderation, writing the readme, and adding an about command. Look at the images for more details! (ps: might rewrite the readme)"}, {"post_id": 64582, "ts": "2026-09-09T02:52:00Z", "hours": 1.0922, "text": "Dev Log #2 Finished the emoji convert command along with some bug fixes as well as more code comments for later. The emoji table was the hardest part due to choosing the right emojis for each character. Credit to https://www.reddit.com/r/copypasta/comments/1cf5dg7/emoji_alphabet_emojis_that_look_like_or_contain/ Also added basic error handling (see images)"}, {"post_id": 64000, "ts": "2026-09-08T03:21:58Z", "hours": 0.2989, "text": "Finished basic bot setup and 4 starter commands! /emoji-bot help fire cat-fact ping"}]...
|
Title: Emoji Bot by @butterlabs | Stardance
Devlo Title: Emoji Bot by @butterlabs | Stardance
Devlogs:
Finished basic bot setup and 4 starter commands! /emoji-bot help fire cat-fact ping
Dev Log #2 Finished the emoji convert command along with some bug fixes as well as more code comments for later. The emoji table was the hardest part due to choosing the right emojis for each character. Credit to https://www.reddit.com/r/copypasta/comments/1cf5dg7/emoji_alphabet_emojis_that_look_like_or_contain/ Also added basic error handling (see images)
Devlog #3 Sofar, I have finished most of the bot including adding moderation, writing the readme, and adding an about command. Look at the images for more details! (ps: might rewrite the readme)
Devlog #4 The final devlog before shipping For the last hour and 4 minutes, I completely rewrote the Readme from a basic doc to a clean looking article take a look for yourself! (also fixed some small bugs that don’t really matter + hosted it on nest!) (look based on image order) (I DID NOT USE AI)
Ships:
I made a Slack bot with the main goal of letting you play around with emojis! The project took 3 hours over the course of 5 days coinciding with my high school work. Apart from that, the main struggle was trying to write a good readme as this is my first proper one! For people testing my project, in #bot-spam in Slack, you can use any of the following commands /emoji-bot-ping - Checks the bots latency /emoji-bot-cat-fact - Get a cat fact from the https://catfact.ninja/fact api /emoji-bot-fire - Replies a single ‘🔥’ emoji (joke command) /emoji-bot-help - Shows the help message /emoji-bot-convert - Returns the provided text in emoji form /emoji-bot-about - Displays info about the bot...
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1793144924.8547018
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1793231324.8547018
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31136
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easy rickroll by @shaizaanv | Stardance
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shaizaanv
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0
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0.0
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0
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[]
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[]
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Title: easy rickroll by @shaizaanv | Stardance
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1792626526.0003233
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1793231326.0003233
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11263
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E-Skateboard by @kossa | Stardance
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kossa
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0
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0.0
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0
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[]
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[]
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Title: E-Skateboard by @kossa | Stardance
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1792626527.1199472
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1793231327.1199472
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41770
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MacIdeas by @tonymac129 | Stardance
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tonymac129
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1
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53.0
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825
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T05:11:51Z", "hours": 53.0, "multiplier": 15.61, "payout": 825, "blessing": "neutral", "text": "MacIdeas is a fullstack online platform for managing, organizing, and keeping track of your work, including tasks, notes, and projects! Now, before you think this is just another generic boring todo list app and give me a 1 star in originality…, well, it kind of is a todo app, but with a ton of many different features, customization, and settings, as well as notes with a complete, functional rich text editor, folders for convenient organization, and projects for organizing your different tasks, notes, folders, and everything else into manageable groups that you can easily browse through. You can edit and assign tasks priorities, due/start dates, tags, subtasks, projects, folders, links, completion, star them, and view all the info from the details panel. There are also features like search, sort, filter, tags, views, star, emojis, and other options that make browsing, navigating, and finding items a lot easier and more efficient. To make the website accessible to everyone, MacIdeas has smooth transitions and animations, fully supports both dark and light modes (and your own background images or colors), as well as responsive design for (nearly) all screen sizes, and complete SEO metadata for each page. All you need to do is to sign in with MacWeb, the central platform for my projects’ auth and account info (since MacIdeas is one of its many apps), and you’ll be redirected back and have access to try out all those features! It has everything you would expect from a real task manager and text editor, so hopefully you’ll like my project :)", "repo": "https://github.com/Mac-Web/macideas-next", "demo": "https://macideas.macweb.app"}]...
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[{"post_id": 71609, "ts": "202 [{"post_id": 71609, "ts": "2026-09-21T04:58:39Z", "hours": 4.6342, "text": "Last devlog: note features and final touches! MacIdeas is finally finished and ready to ship! In this last massive devlog, I added a few new quality of life features, did a ton of general/styling/auth bug fixes, and polished the entire project ! Added note content persistence, meaning you can actually save each note’s content to your account data, including its text, formatting, and everything. Autosave automatically does this every 30 seconds, but you can also manually save with ctrl+s or by pressing the save button Added a few new editor features from Tiptap for typography and general formatting to make note taking more powerful and complete You can now select custom background colors (along with custom backdrop images) to customize the appearance of each task list and note page ! The nav search had been there doing nothing ever since the first devlog , so I finally added a powerful search bar to the nav bar that uses a new API endpoint to search through all the information in all your task lists, tasks, notes, projects, and folders and displays the results as a list of links for convenient browsing and navigation! Added section descriptions and icons for the major features on the homepage Updated styling, content, code, and layout Updated the README with a demo screenshot and updated info about features Fixed a lot of bugs related to general usage, empty user data, styling issues with modals, auth redirect, and many other things I don’t want to remember to improve the overall user experience I took a one week break in this last stretch, so there was probably other stuff I did that I forgot, so hopefully my storytelling isn’t that bad"}, {"post_id": 66657, "ts": "2026-09-12T14:50:05Z", "hours": 3.7656, "text": "Rich text editing for notes! Added a complete, feature-rich, and easy to use rich text editor for creating and editing your notes! This means you can now actually take notes with features like text formatting, links, headings, lists, inline components, and a lot of other features you would expect from tools like Google Docs There is a top tool bar with a ton of options, buttons, and dropdowns organized into different functional sections (I definitely did not just copy GDocs ) to format/edit/modify your current content selection easily Most of the features support keyboard shortcuts (because of Tiptap), which you can see by hovering over the option and reading its tooltip I tried making my own web based rich text editor from scratch before, and it turned out to be a nightmare of dom manipulation and other headaches, so this time I decided to just use the library Tiptap, which itself is based on the library ProseMirror, to handle this pain in the butt Since Tiptap is completely headless, I still spent a lot of time going through its docs, installing useful extensions, learning their commands, and building, testing, and tweaking all the features to make everything work smoothly I don’t know why I’ve been neglecting actually adding notes for so long (before each note was just a blank page saying “Untitled note” that you couldn’t even edit ), but this actually turned out to be super fun to implement and the result was very rewarding Note saving doesn’t actually work yet (despite the fake “Note saved” autosave message ) since there are still some things about the editor to fix, but hopefully that’ll be implemented soon and MacIdeas will be almost ready to ship! The text editor also works with light mode, and I also updated some styling to improve the UI"}, {"post_id": 65705, "ts": "2026-09-11T01:12:55Z", "hours": 2.3211, "text": "Light mode toggle The mode option in the nav user menu now toggles the site’s entire appearance between dark and light mode to improve its customizability and accessibility Because every component has a default color transition, switching between the 2 modes has a smooth UI transition instead of flashing to the other color instantly I had to set up the theme provider and manually add the light mode Tailwind classes and the dark mode prefix for all the colors in every page and component, as well as accounting for all most of the display color edge cases, so this took quite a long time but the result was worth it, both modes look pretty consistent and visually appealing I am finally back to developing MacIdeas after taking a one month break, so I spent some time familiarizing myself with the codebase again. Hopefully this time I’ll be able to finish and ship it soon! Updated styling and layout Added and updated some dependencies"}, {"post_id": 45249, "ts": "2026-08-11T16:25:12Z", "hours": 5.2492, "text": "Project page and contents Added a dedicated page for each project that is its own file browser where you can open/interact with the contents, view their information and metadata, and search, filter, and sort through them so you can better manage and view your projects Added an option on the project page that opens a modal displaying all your folders, task lists, tasks, and notes grouped into 4 different tabs. Each item is a checkbox so you can select exactly which items to add to or remove from the project You can also search through each tab’s results and see their names and icons to make finding the right item quick and easy This seemed like a simple feature to implement but getting to cooperate was a nightmare since each item has its own data type, so organizing the data structure for both the frontend and backend required a lot of annoying unions and conditionals There is now a top bar in the project browser with the name, type, modified, and created labels which you can click on to sort the contents accordingly Each item also shows its type and modified & created times, as well as an icon where you can change the item’s emoji directly, making browsing and managing your stuff more convenient You can also edit the project’s name and description directly by clicking on the page title and text Updated styling and layout I procrastinated on this devlog for 2 days and got no work done, so I think this might be a sign for me to take a break from Stardance for a few days since I also need to work on hosting 8-Bit Jam (awesome game jam, if you live near nova plz go register ) and other stuff, so there won’t be new devlogs in a while"}, {"post_id": 43395, "ts": "2026-08-08T16:42:33Z", "hours": 1.8381, "text": "Project browser Added a project browser/file explorer to the project dashboard where you can search, view, and open projects and folders to browse their content ! I decided to build this file explorer instead of just a simple dashboard because I got bored and wanted to make something different, and it would make more sense to do this for projects since they are essentially just folders This file explorer is pretty similar to Google Drive and other cloud storage services, you can double click a project or folder to change directory and view its content (tasks, task lists, notes, other folders), and go back/navigate to other levels with navigation breadcrumbs I thought this would be difficult to implement and would need some kind of breadcrumb library and it turned out to be pretty simple Only projects are styled and can be opened right now, but folders and other stuff will be added in the next update! Added a menu option for adding task/note folders to projects. It opens a modal where you can view and select all the projects you’re adding the folder to, and it’ll show up in the project explorer Updated styling and content"}, {"post_id": 43017, "ts": "2026-08-08T01:36:42Z", "hours": 3.7031, "text": "Note and project management Added more note management features for editing, deleting, starring, and moving notes, as well as a dashboard for the notes page (similar to the one for tasks) You can now move notes in/out of different folders by selecting the move option and choosing the folder in the modal popup menu. You can also edit which notes are in a folder by clicking on its edit option, where you can check all the notes you want in a folder Added a top tool bar to each note page (similar to the tool bar for task lists) with the note’s emoji (clicking it opens the emoji menu where you can choose or clear the icon), name (clicking on it renamed the note), description (clicking on it also makes it editable), and current folder information displayed The tool bar also has options to upload a custom background image with an upload modal (similar to task lists), choose a custom theme (not implemented yet), star/unstar, or delete after confirming Added a sidebar for the projects page where you can create, manage, view, add icon, rename, star/unstar, and delete your projects (basically the same as the notes and tasks sidebar) Since many of the features are basically identical or very similar to tasks/task lists, I just used the existing components and copied and modified some stuff, so all these features were pretty easy and quick to implement Added recent, starred, and organized by tag sections to the notes dashboard so you can view and manage your notes more easily. You can also customize the dashboard by selecting the sections in the settings panel Updated schema and types Updated styling and layout Fixed background shadow overlay and a few other display/styling issues"}, {"post_id": 42076, "ts": "2026-08-06T17:10:52Z", "hours": 5.1608, "text": "Notes and custom backgrounds I coded for 5 hours yesterday and made a lot of progress but completely forgot to devlog , so this devlog will be a bit longer (as if my usual devlogs aren’t already long enough) to hopefully keep my storytelling good 🥺 Added the notes tab, which is the second major part of MacIdeas (the other being tasks and projects) that shares a basically identical layout with tasks, so I only had to copy a few components, modify some variables, imports, and database operations, and add new schema models and server actions to make note management work properly, though it still took quite a bit of time Currently only the sidebar is implemented for notes (instead of the actual note taking/editing part), but you can create new notes, rename them, choose their custom emojis, delete them, create and manage folders, and create notes inside folders from there You can also navigate to each note by clicking on it, but the page is blank for now. Notes share folders with tasks, so folders you make in notes also show up in tasks, and vice versa, although the specific tasks/notes in the folder aren’t displayed on the notes/tasks tab to keep organization simple (hopefully I didn’t phrase this too confusingly , maybe I’ll add an option to show both in settings) Also added projects (the third major part of MacIdeas), which are basically labels/folders that you can put tasks, task lists, folders, and notes in to conveniently keep everything related to a big project in one place Right now you can only create projects through the create project button on the sidebar and can’t do anything else with them, since I’ll only start working on projects after I finish notes Added buttons where you can upload a custom background image or select a color theme (not implemented yet) for each individual task list to make customization even better and personalized! When you click on the custom background option, an upload modal appears where you can upload a png/jpg/webp <4MB to be the background! I originally tried using uploadthing since it was the only object storage service I worked with, but I just couldn’t get the event hooks to load or work at all despite copying stuff from my old project and wasting an hour researching , so I decided to settle with Vercel Blobs (because it’s already hosted on Vercel) and it’s actually so much faster and easier to set up/integrate Some of the components are opaque, so they look kind of weird with a custom background, so I’ll be fixing that soon, but for the most part custom backgrounds actually look decent somehow Task lists without a custom background have a black overlay shadow that’s out of place, so that has to fixed too Also added a bunch of random small quality of life features and adjustments that I don’t remember without looking at my commits Updated schema and types Updated styling"}, {"post_id": 41429, "ts": "2026-08-05T17:05:00Z", "hours": 3.1761, "text": "Dashboard customization and My Day Added settings for customizing your personal tasks page dashboard, where you can select which tasks to show and which task filter sections to display on your main tasks page to make it completely customized You can access the settings modal by clicking on the gear icon on the top right of the tasks page, where you can select the checkboxes that you want to show on the page. You can reset the settings defaults as well by clicking on the reset option and confirming Dashboard tasks now also show their priority and tags All your homepage settings and customization are automatically saved to the account backend so the settings are synced across all your devices Added the “My Day” page that shows all your tasks that either start or due today (in your local timezone, refreshes daily automatically), or you can add custom tasks for the day here without putting it in any task list to help plan out your day better My Day is essentially a special task list and you can do all the stuff you can do with normal tasks and task lists (browsing, sorting, managing, etc.), and it shows up as its own tab on the left sidebar. I thought this would be hard to implement architecturally, but I just had to add a few fields and conditionals to make it work properly Added the tags dashboard section where you can view all the tasks with a certain tag Updated the data fetching logic for the dashboard to be more efficient, optimized, and customized according to the settings Updated schema and constants Updated styling Updated README Fixed a few visual bugs"}, {"post_id": 40963, "ts": "2026-08-04T20:46:14Z", "hours": 2.8342, "text": "Dashboard and Subtasks Added a few interactive widgets to the task dashboard showing tasks grouped in different categories so you can browse all your tasks quickly and easily The different task widgets, each with a different icon, are starred, priority, upcoming, starting soon, recent, and tag tasks. The widgets basically act like filters for all your tasks across all task lists so you don’t need to manually dig through them to find what you’re looking for You can now add subtasks to your tasks! Subtasks are basically just very simple tasks without any of the fancy features (since that would be annoying to implement and it’s just pretty impractical) that are just smaller steps broken down from the main task You can add, view, and manage (completing, renaming, or deleting) each task’s subtasks sorted by completion status in the task details panel, and you can see each task’s subtasks directly displayed below the main task You can also mark subtasks as completed by clicking on the circle on the task item, and the text will be striked through and grayed out Added a home/task dashboard link to the left sidebar Updated schema and types Updated styling and layout Updated README with more detailed info and specific features"}, {"post_id": 40514, "ts": "2026-08-04T03:06:03Z", "hours": 3.7111, "text": "Priority and folders! You can now assign an importance priority flag for each task to better keep track of your most important todos and manage/view them more easily with this feature ! You can change the priority of a task by clicking on one of the 4 options in the priority dropdown that appears when you hover over the task. Each priority has a different color (none-transparent, low-green, medium-yellow, high-red) to help distinct them visually. If a task has a priority, the status is permanently stickied on the task so it’s always visible You can sort and filter tasks by priority as well to automatically group and view your most important tasks You can customize the new task’s priority by changing the new task input field’s priority dropdown menu. You can also edit a task’s priority in the task details panel You can now create custom folders to group and organize your task lists by clicking on the create folder option on the task sidebar ! Clicking on the folder toggles the visibility of its task list content, and hovering over it shows an options icon that opens a menu where you can edit, rename, change the folder icon color, or delete the folder The edit option opens a modal where you can search and select the task lists to add or remove from the folder The rename option turns the folder name into an input that saves on blur, the color option shows a color picker for the icon color, and the delete option deletes the folder and its task lists after confirmation You can also directly create new task lists inside a folder by clicking on the add option on the folder. You can move task lists in/out of folders as well by clicking on the move option, which opens a similar modal where you can search and select which folder to move the task to Drag and drop for moving task lists in/out of folders isn’t implemented yet, because it’s actually quite a challenging thing to do (for me) , but hopefully I’ll have time to try to implement it Updated schema and types Updated UI components and styling Fixed display overflow height styling issues"}, {"post_id": 40161, "ts": "2026-08-03T15:52:29Z", "hours": 2.6514, "text": "Due dates and more random features You can now add due dates and start dates to tasks to better keep track of them and remind yourself when to stop procrastinating and actually get to work ! When you click on the calendar icon on a task, a modal shows up with 2 fields where you can pick the precise date and time for when the task starts/dues. I used the kind of outdated library Flatpickr for this since I was too lazy to build my own calendar time picker thing You can also clear/remove the selected time by clicking on the x icon next to the date field. Save the changes by clicking on the save button You can edit/select the times by clicking on the date fields in the task details panel as well. Start and due dates show up as a small text below the main task on the page so you can easily see when each task is due Added options to sort tasks by due and start dates so you can see which tasks are coming up soon! Also added a separate section in the filter dropdown for filtering by your own tags to better organize and view your different tasks The pen edit/rename option on the task list is now finally implemented! Clicking on it turns the task text into an input field that you can edit, and the new name is saved when you click away from it The tag, calendar, and star icons on the task input field now do something for the new task! Similar to task items, the tag and calendar options both open a modal for you to select the options for the new task, and the star icon marks it as starred. This makes it a lot easier to customize the task before actually adding it to the list Updated schema and types Updated styling and UI components Fixed a legacy dependency (Emoji Mart is unmaintained ) compatibility issue that caused a few previous commits to fail in production build Not gonna lie I’m pretty proud of the UI and layout all the different options and components actually sort of make MacIdeas look like a legit app There seems to be an issue with Firefox screenshots that fails to capture the modal’s background blur for the screenshot so it’s kinda weird"}, {"post_id": 39667, "ts": "2026-08-02T19:52:59Z", "hours": 3.9036, "text": "Tags and emojis Added task tags that you can customize and assign to different task items to better categorize and organize them! You’ll be able to group/sort by tags in the future as well, making browsing and managing tasks even more convenient When you click on the tag icon while hovering over a task item, the tag modal appears listing all the tags you created, a search bar for the tasks, as well as options to create new tags and save your selection Each tag on the modal is a checkbox, meaning you can simply check/uncheck the tags to assign them to the task Clicking on the create option displays an input where you can add a new tag that gets added to the revalidated menu Each tag also has an icon that opens a menu of options to rename, select an emoji, pick a color, and delete the tag. The rename option turns the tag into an input that you can edit, the emoji option opens the emoji picker (you can clear an existing emoji as well) so you can choose a custom icon for the tag, the color option opens a color picker where you can edit the tag’s background, and the delete option deletes the tag after confirmation There’s an option on the modal to clear all the currently assigned tags from the task item as well Up to 3 tags are displayed for each task on the task list page, and you can view all the tags a task has in the details panel (where you can open the tag modal and edit the tags too) You can now also choose an emoji for each task list by either clicking on the sidebar icon or the top bar icon! It opens an emoji picker with an option to clear the existing emoji as well Updated schema and types Updated styling and layout Fixed display height issue Fixed legacy dependency deployment issue"}, {"post_id": 38980, "ts": "2026-08-01T16:28:02Z", "hours": 1.9678, "text": "Browse & complete tasks You can now browse and filter through tasks to view and manage them more easily with the new sorting and filtering options! You can also finally mark tasks as completed once you finish them On the task list page tool bar, there’s a search bar that searched through tasks by their name and description, dropdown menus for sorting (by name, created, updated, due date, etc., some aren’t implemented yet), filtering (by starred, completion status, etc.), and ascending/descending display order to help you find and browse tasks more easily ! There’s also a checkbox that toggles the visibility of completed tasks, since they are hidden by default to avoid cluttering the page You can mark a task as completed by either clicking/checking the circle icon on each task item or selecting the completed checkbox on the task details page Incomplete and completed tasks are each grouped together regardless of sorting order to avoid confusion Completed tasks are striked through and grayed out to help with distinction. You can remark them as incomplete again any time by clicking on the icon again Fixed an annoying container height overflow display layout issue (implementing responsive design on this will be a pain in the butt ) Updated styling and layout I accidentally closed the window while recording the video so I had to rewrite this entire devlog again from memory , Stardance team please make a save devlog button like with Flavortown 🥺"}, {"post_id": 38563, "ts": "2026-08-01T01:19:19Z", "hours": 2.6092, "text": "Task creation & management You can now actually add, view, and manage your tasks in MacIdeas! You can add tasks, view details, edit, star, and delete them by clicking on the task item icons When you add a task, a task item gets added to the task list page, which when hovered shows icons/buttons to edit, manage tags, change due date, star, or delete the task. There’s also a circle on the left where you can mark the task as completed (none of these buttons work yet other than star and delete ) Clicking on the task item itself opens an animated panel on the side (similar to a lot of todo apps and the Slack profile panel) with input and textarea fields for editing the task and its description, as well as checkboxes to mark/unmark the task as completed or starred The task item details panel also shows the task’s precise created and updated timestamps, as well as its ID in the backend database (for debugging purposes) You can save the changes in the details panel by clicking on the save button, which updates and revalidates the task automatically. You can also delete the task item by clicking on the delete button and confirming the warning modal You can close the details panel by clicking on the same task item again or by clicking on the close button If a task item is starred, the star icon shows even when you’re not hovering over the task item. You’ll be able to filter and group task items by stars in the future as well Updated the task list page layout to give more space to the main section and make sure everything’s aligned and positioned nicely without any display/styling issues Added new UI components Updated styling Fixed a few styling and UX issues Updated database schema"}, {"post_id": 38314, "ts": "2026-07-31T17:10:40Z", "hours": 2.0458, "text": "Task list management Added more task list management features so you can organize and view your tasks more efficiently! Added a top tool bar on task list pages where you can rename the task list by clicking on the name, add a description, mark/unmark it as starred, and delete it When you click on delete, a confirmation warning modal shows up asking you to confirm You can also star/unstar a task list by clicking on the star icon on the left sidebar or in the options menu Starred task lists show up in a different section at the top of the sidebar to make accessing them easier and quicker Added a dropdown button that shows an additional menu for creating folders and projects (not implemented yet) next to the create task list button Added a pick emoji button for each task list on the sidebar that, of course, still doesn’t work yet Added the new task input field on the task page with a few placeholder buttons and a submit button. This where you’ll be able to add tasks, but nothing works so far Added a message screen that shows up when all the tasks are completed/there are no tasks Added dynamically generated SEO metadata for task list pages to make the site more accessible and responsive Updated schema and types Updated styling and layout"}, {"post_id": 37735, "ts": "2026-07-30T17:25:43Z", "hours": 3.29, "text": "MacIdeas: productivity & work management tool I’m starting a new project in the MacWeb collection of online apps and platforms called MacIdeas, which is basically Notion (task, note, and project management) but significantly more inferior Hopefully this project will turn out to be pretty complex so I can milk invest more hours on making and polishing this app In this pretty big initial update, I set up the Next.js project, installed its required dependencies, added a few basic pages and layouts, added a lot of UI components, and added task list management Spent quite some time configuring auth and the account system backend again since MacIdeas is hosted on a subdomain of the main macweb.app root domain which handles auth and accounts, so it was annoying setting up CORS, subdomain cookies, and user schemas (I’m not even sure if it works in production yet ) Added a nav bar and footer that were just copied from other MacWeb apps so they look consistent and updated a few links Added placeholder homepage layout and sections with images and text that don’t mean anything yet Added the main tasks page layout with a left sidebar listing all your task lists (folders and other organization stuff coming soon) and the main page displaying your actual tasks and information You can create new task lists by clicking on the create task list button on the sidebar, which creates and redirects you to the new task list that’s automatically titled “Untitled List” When you hover over a task list on the sidebar, an options icon appears that shows a menu of list management options, including rename, star (not implemented), and delete When you click on rename, the task list becomes an input where you can input the new name, and clicking out of it saves and revalidates the data When you click on delete, a confirmation warning modal appears, and the app will be redirected and revalidated after you confirm and delete the task list Once you’re signed in, your profile icon will be displayed on the nav bar and clicking on it lets you view your profile on the main domain, toggle light/dark modes (coming soon), and sign out (does this even work ?) Added static SEO for a few pages to improve accessibility and the site’s metadata Added the MacIdeas logo as the favicon and site icon Added Prisma schema and types Configured DNS and deployment stuff Fixed deployment issue"}]...
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Title: MacIdeas by @tonymac129 | Stardance
Devlog Title: MacIdeas by @tonymac129 | Stardance
Devlogs:
MacIdeas: productivity & work management tool I’m starting a new project in the MacWeb collection of online apps and platforms called MacIdeas, which is basically Notion (task, note, and project management) but significantly more inferior Hopefully this project will turn out to be pretty complex so I can milk invest more hours on making and polishing this app In this pretty big initial update, I set up the Next.js project, installed its required dependencies, added a few basic pages and layouts, added a lot of UI components, and added task list management Spent quite some time configuring auth and the account system backend again since MacIdeas is hosted on a subdomain of the main macweb.app root domain which handles auth and accounts, so it was annoying setting up CORS, subdomain cookies, and user schemas (I’m not even sure if it works in production yet ) Added a nav bar and footer that were just copied from other MacWeb apps so they look consistent and updated a few links Added placeholder homepage layout and sections with images and text that don’t mean anything yet Added the main tasks page layout with a left sidebar listing all your task lists (folders and other organization stuff coming soon) and the main page displaying your actual tasks and information You can create new task lists by clicking on the create task list button on the sidebar, which creates and redirects you to the new task list that’s automatically titled “Untitled List” When you hover over a task list on the sidebar, an options icon appears that shows a menu of list management options, including rename, star (not implemented), and delete When you click on rename, the task list becomes an input where you can input the new name, and clicking out of it saves and revalidates the data When you click on delete, a confirmation warning modal appears, and the app will be redirected and revalidated after you confirm and delete the task list Once you’re signed in, your profile icon will be displayed on the nav bar and clicking on it lets you view your profile on the main domain, toggle light/dark modes (coming soon), and sign out (does this even work ?) Added static SEO for a few pages to improve accessibility and the site’s metadata Added the MacIdeas logo as the favicon and site icon Added Prisma schema and types Configured DNS and deployment stuff Fixed deployment issue
Task list management Added more task list management features so you can organize and view your tasks more efficiently! Added a top tool bar on task list pages where you can rename the task list by clicking on the name, add a description, mark/unmark it as starred, and delete it When you click on delete, a confirmation warning modal shows up asking you to confirm You can also star/unstar a task list by clicking on the star icon on the left sidebar or in the options menu Starred task lists show up in a different section at the top of the sidebar to make accessing them easier and quicker Added a dropdown button that shows an additional menu for creating folders and projects (not implemented yet) next to the create task list button Added a pick emoji button for each task list on the sidebar that, of course, still doesn’t work yet Added the new task input field on the task page with a few placeholder buttons and a submit button. This where you’ll be able to add tasks, but nothing works so far Added a message screen that shows up when all the tasks are completed/there are no tasks Added dynamically generated SEO metadata for task list pages to make the site more accessible and responsive Updated schema and types Updated styling and layout
Task creation & management You can now actually add, view, and manage your tasks in MacIdeas! You can add tasks, view details, edit, star, and delete them by clicking on the task item icons When you add a task, a task item gets added to the task list page, which when hovered shows icons/buttons to edit, manage tags, change due date, star, or delete the task. There’s also a circle on the left where you can mark the task as completed (none of these buttons work yet other than star and delete ) Clicking on the task item itself opens an animated panel on the side (similar to a lot of todo apps and the Slack profile panel) with input and textarea fields for editing the task and its description, as well as checkboxes to mark/unmark the task as completed or starred The task item details panel also shows the task’s precise created and updated timestamps, as well as its ID in the backend database (for debugging purposes) You can save the changes in the details panel by clicking on the save button, which updates and revalidates the task automatically. You can also delete the task item by clicking on the delete button and confirming the warning modal You can close the details panel by clicking on the same task item again or by clicking on the close button If a task item is starred, the star icon shows even when you’re not hovering over the task item. You’ll be able to filter and group task items by stars in the future as well Updated the task list page layout to give more space to the main section and make sure everything’s aligned and positioned nicely without any display/styling issues Added new UI components Updated styling Fixed a few styling and UX issues Updated database schema
Browse & complete tasks You can now browse and filter through tasks to view and manage them more easily with the new sorting and filtering options! You can also finally mark tasks as completed once you finish them On the task list page tool bar, there’s a search bar that searched through tasks by their name and description, dropdown menus for sorting (by name, created, updated, due date, etc., some aren’t implemented yet), filtering (by starred, completion status, etc.), and ascending/descending display order to help you find and browse tasks more easily ! There’s also a checkbox that toggles the visibility of completed tasks, since they are hidden by default to avoid cluttering the page You can mark a task as completed by either clicking/checking the circle icon on each task item or selecting the completed checkbox on the task details page Incomplete and completed tasks are each grouped together regardless of sorting order to avoid confusion Completed tasks are striked through and grayed out to help with distinction. You can remark them as incomplete again any time by clicking on the icon again Fixed an annoying container height overflow display layout issue (implementing responsive design on this will be a pain in the butt ) Updated styling and layout I accidentally closed the window while recording the video so I had to rewrite this entire devlog again from memory , Stardance team please make a save devlog button like with Flavortown 🥺
Tags and emojis Added task tags that you can customize and assign to different task items to better categorize and organize them! You’ll be able to group/sort by tags in the future as well, making browsing and managing tasks even more convenient When you click on the tag icon while hovering over a task item, the tag modal appears listing all the tags you created, a search bar for the tasks, as well as options to create new tags and save your selection Each tag on the modal is a checkbox, meaning you can simply check/uncheck the tags to assign them to the task Clicking on the create option displays an input where you can add a new tag that gets added to the revalidated menu Each tag also has an icon that opens a menu of options to rename, select an emoji, pick a color, and delete the tag. The rename option turns the tag into an input that you can edit, the emoji option opens the emoji picker (you can clear an existing emoji as well) so you can choose a custom icon for the tag, the color option opens a color picker where you can edit the tag’s background, and the delete option deletes the tag after confirmation There’s an option on the modal to clear all the currently assigned tags from the task item as well Up to 3 tags are displayed for each task on the task list page, and you can view all the tags a task has in the details panel (where you can open the tag modal and edit the tags too) You can now also choose an emoji for each task list by either clicking on the sidebar icon or the top bar icon! It opens an emoji picker with an option to clear the existing emoji as well Updated schema and types Updated styling and layout Fixed display height issue Fixed legacy dependency deployment issue
Due dates and more random features You can now add due dates and start dates to tasks to better keep track of them and remind yourself when to stop procrastinating and actually get to work ! When you click on the calendar icon on a task, a modal shows up with 2 fields where you can pick the precise date and time for when the task starts/dues. I used the kind of outdated library Flatpickr for this since I was too lazy to build my own calendar time picker thing You can also clear/remove the selected time by clicking on the x icon next to the date field. Save the changes by clicking on the save button You can edit/select the times by clicking on the date fields in the task details panel as well. Start and due dates show up as a small text below the main task on the page so you can easily see when each task is due Added options to sort tasks by due and start dates so you can see which tasks are coming up soon! Also added a separate section in the filter dropdown for filtering by your own tags to better organize and view your different tasks The pen edit/rename option on the task list is now finally implemented! Clicking on it turns the task text into an input field that you can edit, and the new name is saved when you click away from it The tag, calendar, and star icons on the task input field now do something for the new task! Similar to task items, the tag and calendar options both open a modal for you to select the options for the new task, and the star icon marks it as starred. This makes it a lot easier to customize the task before actually adding it to the list Updated schema and types Updated styling and UI components Fixed a legacy dependency (Emoji Mart is unmaintained ) compatibility issue that caused a few previous commits to fail in production build Not gonna lie I’m pretty proud of the UI and layout all the different options and components actually sort of make MacIdeas look like a legit app There seems to be an issue with Firefox screenshots that fails to capture the modal’s background blur for the screenshot so it’s kinda weird
Priority and folders! You can now assign an importance priority flag for each task to better keep track of your most important todos and manage/view them more easily with this feature ! You can change the priority of a task by clicking on one of the 4 options in the priority dropdown that appears when you hover over the task. Each priority has a different color (none-transparent, low-green, medium-yellow, high-red) to help distinct them visually. If a task has a priority, the status is permanently stickied on the task so it’s always visible You can sort and filter tasks by priority as well to automatically group and view your most important tasks You can customize the new task’s priority by changing the new task input field’s priority dropdown menu. You can also edit a task’s priority in the task details panel You can now create custom folders to group and organize your task lists by clicking on the create folder option on the task sidebar ! Clicking on the folder toggles the visibility of its task list content, and hovering over it shows an options icon that opens a menu where you can edit, rename, change the folder icon color, or delete the folder The edit option opens a modal where you can search and select the task lists to add or remove from the folder The rename option turns the folder name into an input that saves on blur, the color option shows a color picker for the icon color, and the delete option deletes the folder and its task lists after confirmation You can also directly create new task lists inside a folder by clicking on the add option on the folder. You can move task lists in/out of folders as well by clicking on the move option, which opens a similar modal where you can search and select which folder to move the task to Drag and drop for moving task lists in/out of folders isn’t implemented yet, because it’s actually quite a challenging thing to do (for me) , but hopefully I’ll have time to try to implement it Updated schema and types Updated UI components and styling Fixed display overflow height styling issues
Dashboard and Subtasks Added a few interactive widgets to the task dashboard showing tasks grouped in different categories so you can browse all your tasks quickly and easily The different task widgets, each with a different icon, are starred, priority, upcoming, starting soon, recent, and tag tasks. The widgets basically act like filters for all your tasks across all task lists so you don’t need to manually dig through them to find what you’re looking for You can now add subtasks to your tasks! Subtasks are basically just very simple tasks without any of the fancy features (since that would be annoying to implement and it’s just pretty impractical) that are just smaller steps broken down from the main task You can add, view, and manage (completing, renaming, or deleting) each task’s subtasks sorted by completion status in the task details panel, and you can see each task’s subtasks directly displayed below the main task You can also mark subtasks as completed by clicking on the circle on the task item, and the text will be striked through and grayed out Added a home/task dashboard link to the left sidebar Updated schema and types Updated styling and layout Updated README with more detailed info and specific features
Dashboard customization and My Day Added settings for customizing your personal tasks page dashboard, where you can select which tasks to show and which task filter sections to display on your main tasks page to make it completely customized You can access the settings modal by clicking on the gear icon on the top right of the tasks page, where you can select the checkboxes that you want to show on the page. You can reset the settings defaults as well by clicking on the reset option and confirming Dashboard tasks now also show their priority and tags All your homepage settings and customization are automatically saved to the account backend so the settings are synced across all your devices Added the “My Day” page that shows all your tasks that either start or due today (in your local timezone, refreshes daily automatically), or you can add custom tasks for the day here without putting it in any task list to help plan out your day better My Day is essentially a special task list and you can do all the stuff you can do with normal tasks and task lists (browsing, sorting, managing, etc.), and it shows up as its own tab on the left sidebar. I thought this would be hard to implement architecturally, but I just had to add a few fields and conditionals to make it work properly Added the tags dashboard section where you can view all the tasks with a certain tag Updated the data fetching logic for the dashboard to be more efficient, optimized, and customized according to the settings Updated schema and constants Updated styling Updated README Fixed a few visual bugs
Notes and custom backgrounds I coded for 5 hours yesterday and made a lot of progress but completely forgot to devlog , so this devlog will be a bit longer (as if my usual devlogs aren’t already long enough) to hopefully keep my storytelling good 🥺 Added the notes tab, which is the second major part of MacIdeas (the other being tasks and projects) that shares a basically identical layout with tasks, so I only had to copy a few components, modify some variables, imports, and database operations, and add new schema models and server actions to make note management work properly, though it still took quite a bit of time Currently only the sidebar is implemented for notes (instead of the actual note taking/editing part), but you can create new notes, rename them, choose their custom emojis, delete them, create and manage folders, and create notes inside folders from there You can also navigate to each note by clicking on it, but the page is blank for now. Notes share folders with tasks, so folders you make in notes also show up in tasks, and vice versa, although the specific tasks/notes in the folder aren’t displayed on the notes/tasks tab to keep organization simple (hopefully I didn’t phrase this too confusingly , maybe I’ll add an option to show both in settings) Also added projects (the third major part of MacIdeas), which are basically labels/folders that you can put tasks, task lists, folders, and notes in to conveniently keep everything related to a big project in one place Right now you can only create projects through the create project button on the sidebar and can’t do anything else with them, since I’ll only start working on projects after I finish notes Added buttons where you can upload a custom background image or select a color theme (not implemented yet) for each individual task list to make customization even better and personalized! When you click on the custom background option, an upload modal appears where you can upload a png/jpg/webp <4MB to be the background! I originally tried using uploadthing since it was the only object storage service I worked with, but I just couldn’t get the event hooks to load or work at all despite copying stuff from my old project and wasting an hour researching , so I decided to settle with Vercel Blobs (because it’s already hosted on Vercel) and it’s actually so much faster and easier to set up/integrate Some of the components are opaque, so they look kind of weird with a custom background, so I’ll be fixing that soon, but for the most part custom backgrounds actually look decent somehow Task lists without a custom background have a black overlay shadow that’s out of place, so that has to fixed too Also added a bunch of random small quality of life features and adjustments that I don’t remember without looking at my commits Updated schema and types Updated styling
Note and project management Added more note management features for editing, deleting, starring, and moving notes, as well as a dashboard for the notes page (similar to the one for tasks) You can now move notes in/out of different folders by selecting the move option and choosing the folder in the modal popup menu. You can also edit which notes are in a folder by clicking on its edit option, where you can check all the notes you want in a folder Added a top tool bar to each note page (similar to the tool bar for task lists) with the note’s emoji (clicking it opens the emoji menu where you can choose or clear the icon), name (clicking on it renamed the note), description (clicking on it also makes it editable), and current folder information displayed The tool bar also has options to upload a custom background image with an upload modal (similar to task lists), choose a custom theme (not implemented yet), star/unstar, or delete after confirming Added a sidebar for the projects page where you can create, manage, view, add icon, rename, star/unstar, and delete your projects (basically the same as the notes and tasks sidebar) Since many of the features are basically identical or very similar to tasks/task lists, I just used the existing components and copied and modified some stuff, so all these features were pretty easy and quick to implement Added recent, starred, and organized by tag sections to the notes dashboard so you can view and manage your notes more easily. You can also customize the dashboard by selecting the sections in the settings panel Updated schema and types Updated styling and layout Fixed background shadow overlay and a few other display/styling issues
Project browser Added a project browser/file explorer to the project dashboard where you can search, view, and open projects and folders to browse their content ! I decided to build this file explorer instead of just a simple dashboard because I got bored and wanted to make something different, and it would make more sense to do this for projects since they are essentially just folders This file explorer is pretty similar to Google Drive and other cloud storage services, you can double click a project or folder to change directory and view its content (tasks, task lists, notes, other folders), and go back/navigate to other levels with navigation breadcrumbs I thought this would be difficult to implement and would need some kind of breadcrumb library and it turned out to be pretty simple Only projects are styled and can be opened right now, but folders and other stuff will be added in the next update! Added a menu option for adding task/note folders to projects. It opens a modal where you can view and select all the projects you’re adding the folder to, and it’ll show up in the project explorer Updated styling and content
Project page and contents Added a dedicated page for each project that is its own file browser where you can open/interact with the contents, view their information and metadata, and search, filter, and sort through them so you can better manage and view your projects Added an option on the project page that opens a modal displaying all your folders, task lists, tasks, and notes grouped into 4 different tabs. Each item is a checkbox so you can select exactly which items to add to or remove from the project You can also search through each tab’s results and see their names and icons to make finding the right item quick and easy This seemed like a simple feature to implement but getting to cooperate was a nightmare since each item has its own data type, so organizing the data structure for both the frontend and backend required a lot of annoying unions and conditionals There is now a top bar in the project browser with the name, type, modified, and created labels which you can click on to sort the contents accordingly Each item also shows its type and modified & created times, as well as an icon where you can change the item’s emoji directly, making browsing and managing your stuff more convenient You can also edit the project’s name and description directly by clicking on the page title and text Updated styling and layout I procrastinated on this devlog for 2 days and got no work done, so I think this might be a sign for me to take a break from Stardance for a few days since I also need to work on hosting 8-Bit Jam (awesome game jam, if you live near nova plz go register ) and other stuff, so there won’t be new devlogs in a while
Light mode toggle The mode option in the nav user menu now toggles the site’s entire appearance between dark and light mode to improve its customizability and accessibility Because every component has a default color transition, switching between the 2 modes has a smooth UI transition instead of flashing to the other color instantly I had to set up the theme provider and manually add the light mode Tailwind classes and the dark mode prefix for all the colors in every page and component, as well as accounting for all most of the display color edge cases, so this took quite a long time but the result was worth it, both modes look pretty consistent and visually appealing I am finally back to developing MacIdeas after taking a one month break, so I spent some time familiarizing myself with the codebase again. Hopefully this time I’ll be able to finish and ship it soon! Updated styling and layout Added and updated some dependencies
Rich text editing for notes! Added a complete, feature-rich, and easy to use rich text editor for creating and editing your notes! This means you can now actually take notes with features like text formatting, links, headings, lists, inline components, and a lot of other features you would expect from tools like Google Docs There is a top tool bar with a ton of options, buttons, and dropdowns organized into different functional sections (I definitely did not just copy GDocs ) to format/edit/modify your current content selection easily Most of the features support keyboard shortcuts (because of Tiptap), which you can see by hovering over the option and reading its tooltip I tried making my own web based rich text editor from scratch before, and it turned out to be a nightmare of dom manipulation and other headaches, so this time I decided to just use the library Tiptap, which itself is based on the library ProseMirror, to handle this pain in the butt Since Tiptap is completely headless, I still spent a lot of time going through its docs, installing useful extensions, learning their commands, and building, testing, and tweaking all the features to make everything work smoothly I don’t know why I’ve been neglecting actually adding notes for so long (before each note was just a blank page saying “Untitled note” that you couldn’t even edit ), but this actually turned out to be super fun to implement and the result was very rewarding Note saving doesn’t actually work yet (despite the fake “Note saved” autosave message ) since there are still some things about the editor to fix, but hopefully that’ll be implemented soon and MacIdeas will be almost ready to ship! The text editor also works with light mode, and I also updated some styling to improve the UI
Last devlog: note features and final touches! MacIdeas is finally finished and ready to ship! In this last massive devlog, I added a few new quality of life features, did a ton of general/styling/auth bug fixes, and polished the entire project ! Added note content persistence, meaning you can actually save each note’s content to your account data, including its text, formatting, and everything. Autosave automatically does this every 30 seconds, but you can also manually save with ctrl+s or by pressing the save button Added a few new editor features from Tiptap for typography and general formatting to make note taking more powerful and complete You can now select custom background colors (along with custom backdrop images) to customize the appearance of each task list and note page ! The nav search had been there doing nothing ever since the first devlog , so I finally added a powerful search bar to the nav bar that uses a new API endpoint to search through all the information in all your task lists, tasks, notes, projects, and folders and displays the results as a list of links for convenient browsing and navigation! Added section descriptions and icons for the major features on the homepage Updated styling, content, code, and layout Updated the README with a demo screenshot and updated info about features Fixed a lot of bugs related to general usage, empty user data, styling issues with modals, auth redirect, and many other things I don’t want to remember to improve the overall user experience I took a one week break in this last stretch, so there was probably other stuff I did that I forgot, so hopefully my storytelling isn’t that bad
Ships:
MacIdeas is a fullstack online platform for managing, organizing, and keeping track of your work, including tasks, notes, and projects! Now, before you think this is just another generic boring todo list app and give me a 1 star in originality…, well, it kind of is a todo app, but with a ton of many different features, customization, and settings, as well as notes with a complete, functional rich text editor, folders for convenient organization, and projects for organizing your different tasks, notes, folders, and everything else into manageable groups that you can easily browse through. You can edit and assign tasks priorities, due/start dates, tags, subtasks, projects, folders, links, completion, star them, and view all the info from the details panel. There are also features like search, sort, filter, tags, views, star, emojis, and other options that make browsing, navigating, and finding items a lot easier and more efficient. To make the website accessible to everyone, MacIdeas has smooth transitions and animations, fully supports both dark and light modes (and your own background images or colors), as well as responsive design for (nearly) all screen sizes, and complete SEO metadata for each page. All you need to do is to sign in with MacWeb, the central platform for my projects’ auth and account info (since MacIdeas is one of its many apps), and you’ll be redirected back and have access to try out all those features! It has everything you would expect from a real task manager and text editor, so hopefully you’ll like my project :)...
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My very own WebOS by @Thygoat | Stardance
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Thygoat
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Title: My very own WebOS by @Thygoat | Stardance
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1792626527.9432976
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1793231327.9432976
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