|
30409
|
My own site! by @theskriptkid | Stardance
|
theskriptkid
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-13T18:01:34Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "And FInnaly everything is working and I feel like im ready to present it! It was an really crazy projekt and I didnt think I had tto put in so much time… But after all im really proud of what it became. It may not be the coolest/Prettiest or whatever, but its my little personal space on the whole wide Internet!!", "repo": "https://github.com/TherealONE12/personal-webpage", "demo": "https://therealone12.github.io/personal-webpage/"}]...
|
[{"post_id": 27803, "ts": "202 [{"post_id": 27803, "ts": "2026-07-13T17:56:53Z", "hours": 1.7472, "text": "My final version is Live!!! This was an Interesting projekt, as i never really did anything with Frontend development so I basacly started from 0… But it was An very cool Learning expirience and I will surely need these skill in the future aswell!"}, {"post_id": 21715, "ts": "2026-07-03T20:10:31Z", "hours": 1.3781, "text": "Made My first website draft!"}]...
|
Title: My own site! by @theskriptkid | Stardance
Title: My own site! by @theskriptkid | Stardance
Devlogs:
Made My first website draft!
My final version is Live!!! This was an Interesting projekt, as i never really did anything with Frontend development so I basacly started from 0… But it was An very cool Learning expirience and I will surely need these skill in the future aswell!
Ships:
And FInnaly everything is working and I feel like im ready to present it! It was an really crazy projekt and I didnt think I had tto put in so much time… But after all im really proud of what it became. It may not be the coolest/Prettiest or whatever, but its my little personal space on the whole wide Internet!!...
|
1792850024.782306
|
1792936424.782306
|
|
16753
|
Flower game by @Alafandri | Stardance
|
Alafandri
|
1
|
4.0
|
17
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-23T15:05:54Z", "hours": 4.0, "multiplier": 4.1, "payout": 17, "blessing": "neutral", "text": "I made a godot game to improve myself in using godot and getting more familiar with its programming language. Challenging was keeping the motivation. When you are hit with a problem suddnely out of nowhere then it can be so annoying tracking down the cause of the problem. I am proud of the art. I think i did very well with it. When people test out my project they should know that it’s not much but I still spent a lot of time trying my best to make it so I hope you enjoy!", "repo": "https://github.com/Alafandri/StardanceProject", "demo": "https://alafandri.itch.io/flower-game"}]...
|
[{"post_id": 11568, "ts": "202 [{"post_id": 11568, "ts": "2026-06-18T21:07:00Z", "hours": 0.7981, "text": "Devlog #4 Hello everyone, this is the fourth devlog! Everything new: Goal Timer Main menu A way to win Victory screen So basically the biggest thing I have added this time is that this game is now actually winnable. Obviously this isn’t and won’t be the final version for the game but the main core systems are in place now. That means that I can now start working on other things like adding some visual effects and polishing the game out even more. I feel like this isn’t enough for the game so I absolutely want to expand on this game. So next time you can hope for more polished version of the game. And I will also be starting to sort everything because stuff are pretty messy currently. That is it for today so see you next time!"}, {"post_id": 10936, "ts": "2026-06-17T22:31:10Z", "hours": 1.1256, "text": "Devlog #3 Hello everyone once again! Back here with the third devlog!!! This one adds quite a few things. Everything new: Gave everything an actual function(meaning that the tools can actually do something now) Lives End screen It’s a very simple game but I got big plans for it(which I will keep as a secret for now) and so far I have been having so much fun making it. Just making something yourself and feeling productive instead of rotting in bed all day watching youtube feels so nice. The people who have commented or like my posts thank you so much cause yall are so nice and just the best. I love the feeling when I have made some actual changes to the game and then I go to github desktop to push all the changes and I can see everything that is about to be committed to github it just feels so satisfying. This keeps me going and I really hope that this post might motivate someone to work on their project cause yall projects motivate me. You guys got so much passion and are just so talented that I just love so much. Anyways I got a little distracted so let’s continue talking about the changes to the game. So as you might have read from everything new then everything has a function now finally. There is finally some gameplay, yay. But yeah, I made the tools movable already in the last devlog so that’s been a thing in the game already but they actually didn’t do anything before but now I have made a little randomized system where the flower picks a random thing that it wants and displays it on the text label. If you give the correct thing then nothing happens but if you give the wrong thing then you lose a live. It’s a pretty simple system. And obviously if you run out of lives then everything will be turned invisible and the end screen appears. Planned next: a timer goal start screen make it more satisfying But that is it for this devlog! See you next time. Byeeee. :)"}, {"post_id": 10244, "ts": "2026-06-16T21:33:28Z", "hours": 1.0611, "text": "Devlog #2 Hey everyone! The second devlog for my godot game is finally here! I have done several new things: Drag and drop system Drawn some sprites Written some lore(I like my games with lore, it helps me guide) Basic gameplay loop idea Probably the biggest thing currently is the drag and drop system. Even though not complex at all then still very important feature for the game. The drag and drop system is important cause the whole game will be relying on it and I wanted for it to feel nice. I am definitely planning on expanding on it to make it feel more satisfying(I have some ideas). I think that it’s very important for your games to feel nice or i guess in other words ‘satisfying’ and obviously they should be fun. So my game idea to make something like the game Mr.TomatoS . I’ve always like the idea behind the game and especially the lore and I have always wanted to make something like this. This game is mostly for me to get better at development and just to have fun while making it. If the dev has fun making the game then the better the game will end up. Now I think we have talked enough about the drag and drop system so let’s talk about the sprites. To me is always very important to make a atmosphere for your game which tells you all you need to know about the game and I think it should give you a glimpse of whats about to happen without really telling you in words. So that’s why the sprites and visual effects are very important. Currently I have worked on at all on the visual side cause that I should work on more when I am polishing the game. But I still wanted to game to look better when testing cause I have gotten tired of staring these godot cubes. So that’s why I have some basic most important sprites in the game. Also I would like to say that these sprites are probably not final and they might be changed. Anyways enough of yapping and time to get back developing. Have a nice day!!! :)"}, {"post_id": 9872, "ts": "2026-06-16T10:26:58Z", "hours": 1.1692, "text": "Devlog #1 ㅤ I have created the godot game project and started developing my game. I already have some ideas for the game too which I won’t be talking too much about in this devlog but all you need to know is that it will be a pretty basic 2D game and that it won’t be a platformer. What I’m trying to achieve with this project is to get better in game development and by that I mean coding, game design and etc… All I’ve made currently is just a little textbox(which I will probably end up removing) where you can enter your name and move on to the actual game. I don’t have much anything else to talk about so see you soon in the next devlog!"}]...
|
Title: Flower game by @Alafandri | Stardance
Devl Title: Flower game by @Alafandri | Stardance
Devlogs:
Devlog #1 ㅤ I have created the godot game project and started developing my game. I already have some ideas for the game too which I won’t be talking too much about in this devlog but all you need to know is that it will be a pretty basic 2D game and that it won’t be a platformer. What I’m trying to achieve with this project is to get better in game development and by that I mean coding, game design and etc… All I’ve made currently is just a little textbox(which I will probably end up removing) where you can enter your name and move on to the actual game. I don’t have much anything else to talk about so see you soon in the next devlog!
Devlog #2 Hey everyone! The second devlog for my godot game is finally here! I have done several new things: Drag and drop system Drawn some sprites Written some lore(I like my games with lore, it helps me guide) Basic gameplay loop idea Probably the biggest thing currently is the drag and drop system. Even though not complex at all then still very important feature for the game. The drag and drop system is important cause the whole game will be relying on it and I wanted for it to feel nice. I am definitely planning on expanding on it to make it feel more satisfying(I have some ideas). I think that it’s very important for your games to feel nice or i guess in other words ‘satisfying’ and obviously they should be fun. So my game idea to make something like the game Mr.TomatoS . I’ve always like the idea behind the game and especially the lore and I have always wanted to make something like this. This game is mostly for me to get better at development and just to have fun while making it. If the dev has fun making the game then the better the game will end up. Now I think we have talked enough about the drag and drop system so let’s talk about the sprites. To me is always very important to make a atmosphere for your game which tells you all you need to know about the game and I think it should give you a glimpse of whats about to happen without really telling you in words. So that’s why the sprites and visual effects are very important. Currently I have worked on at all on the visual side cause that I should work on more when I am polishing the game. But I still wanted to game to look better when testing cause I have gotten tired of staring these godot cubes. So that’s why I have some basic most important sprites in the game. Also I would like to say that these sprites are probably not final and they might be changed. Anyways enough of yapping and time to get back developing. Have a nice day!!! :)
Devlog #3 Hello everyone once again! Back here with the third devlog!!! This one adds quite a few things. Everything new: Gave everything an actual function(meaning that the tools can actually do something now) Lives End screen It’s a very simple game but I got big plans for it(which I will keep as a secret for now) and so far I have been having so much fun making it. Just making something yourself and feeling productive instead of rotting in bed all day watching youtube feels so nice. The people who have commented or like my posts thank you so much cause yall are so nice and just the best. I love the feeling when I have made some actual changes to the game and then I go to github desktop to push all the changes and I can see everything that is about to be committed to github it just feels so satisfying. This keeps me going and I really hope that this post might motivate someone to work on their project cause yall projects motivate me. You guys got so much passion and are just so talented that I just love so much. Anyways I got a little distracted so let’s continue talking about the changes to the game. So as you might have read from everything new then everything has a function now finally. There is finally some gameplay, yay. But yeah, I made the tools movable already in the last devlog so that’s been a thing in the game already but they actually didn’t do anything before but now I have made a little randomized system where the flower picks a random thing that it wants and displays it on the text label. If you give the correct thing then nothing happens but if you give the wrong thing then you lose a live. It’s a pretty simple system. And obviously if you run out of lives then everything will be turned invisible and the end screen appears. Planned next: a timer goal start screen make it more satisfying But that is it for this devlog! See you next time. Byeeee. :)
Devlog #4 Hello everyone, this is the fourth devlog! Everything new: Goal Timer Main menu A way to win Victory screen So basically the biggest thing I have added this time is that this game is now actually winnable. Obviously this isn’t and won’t be the final version for the game but the main core systems are in place now. That means that I can now start working on other things like adding some visual effects and polishing the game out even more. I feel like this isn’t enough for the game so I absolutely want to expand on this game. So next time you can hope for more polished version of the game. And I will also be starting to sort everything because stuff are pretty messy currently. That is it for today so see you next time!
Ships:
I made a godot game to improve myself in using godot and getting more familiar with its programming language. Challenging was keeping the motivation. When you are hit with a problem suddnely out of nowhere then it can be so annoying tracking down the cause of the problem. I am proud of the art. I think i did very well with it. When people test out my project they should know that it’s not much but I still spent a lot of time trying my best to make it so I hope you enjoy!...
|
1792850025.6498895
|
1792936425.6498895
|
|
32216
|
My very own WebOS by @yayabskt | Stardance
|
yayabskt
|
2
|
34.08
|
10
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-12T12:39:38Z", "hours": 1.0, "multiplier": 10.26, "payout": 10, "blessing": "neutral", "text": "i’ve make my first ever OS i never touch js in my life apart to make a little game for my friend! so it was a brand new journey💫 i only use ia to explain me some thing about js (like a teacher), I’VE MAKE ALL THE SITE (yippie 💫) i’m quite proud for this achivement moreover the music app is like my baby I LOVE IT!! With the setting to loop or the menu i find it so great.. but i know i still have a lot to learn! ! (“GO BEYOND PLUS ULTRA”💫✨ the little quote in the top bar is an “my hero acadamy” ref, it’s like outpass your limit keep learning and become stronger!💪) the OS is made in a cyberpunk theme as i love the serie! and even if i don’t have the hardware to play i watch a lot of gameplay of the game! i will try add thing like in the game for the future (map or mini game). i’m also proud because i learn how to use git hub desktop and git hub pages (i don’t know everything BUT i know my way around👀) it will be use full for all my future project! this os is for me the start of a journey because before the only thing i do is unity and coding an esp32. i hope you will listen to the playlist (even if it’s no copyright music so not the best of this world i agree ) and if you know some no copyright music give me some! ✨ to recap: this os as a welcome page a fake note app a music app a cyberpunk look! and a big potnetial that can be held by advice⋆˚꩜。 p.s : i really want to make something people find a way to use so if you have app recommandation or anything i love to learn by other advices and improve, i would love to have the level to understand backend and api so i would make great app but unfortunatly i try to use these, it was a big fail 😭 ദ്ദി ༎ຶ‿༎ຶ )", "repo": "https://github.com/ysxaybarroso-ux/yaya-os", "demo": "https://ysxaybarroso-ux.github.io/yaya-os/static/html/index.html"}, {"ship_num": 2, "ts": "2026-07-12T01:26:25Z", "hours": 24.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i’ve make my first ever OS i never touch js in my life apart to make a little game for my friend! so it was a brand new journey💫 i only use ia to explain me some thing about js (like a teacher), I'VE MAKE ALL THE SITE (yippie 💫) i’m quite proud for this achivement moreover the music app is like my baby I LOVE IT!! With the setting to loop or the menu i find it so great.. but i know i still have a lot to learn! ! (\"GO BEYOND PLUS ULTRA\"💫✨ the little quote in the top bar is an \"my hero acadamy\" ref, it's like outpass your limit keep learning and become stronger!💪) the OS is made in a cyberpunk theme as i love the serie! and even if i don’t have the hardware to play i watch a lot of gameplay of the game! i will try add thing like in the game for the future (map or mini game). i'm also proud because i learn how to use git hub desktop and git hub pages (i don't know everything BUT i know my way around👀) it will be use full for all my future project! this os is for me the start of a journey because before the only thing i do is unity and coding an esp32. i hope you will listen to the playlist (even if it's no copyright music so not the best of this world i agree ) and if you know some no copyright music give me some! ✨ to recap: - this os as a welcome page - a fake not app - a music app - a cyberpunk look! - and a big potnetial that can be held by advice⋆˚꩜。 p.s : i really want to make something people find a way to use so if you have app recommandation or anything i love to learn by other advices and improve, i would love to have the level to understand backend and api so i would make great app but unfortunatly i try to use these, it was a big fail 😭 ദ്ദി ༎ຶ‿༎ຶ )", "repo": "https://github.com/ysxaybarroso-ux/yaya-os", "demo": "https://ysxaybarroso-ux.github.io/yaya-os/static/html/index.html"}]...
|
[{"post_id": 65599, "ts": "202 [{"post_id": 65599, "ts": "2026-09-10T20:46:00Z", "hours": 5.0192, "text": "heyyy it’s been a whileeeee recently i’m quite busy but i’m here to log old hour and so what i have done for thee 5h i start the animation at the start and got some strughlle and then i also try to fix the message app but it still in progress so not big thing only fixing debuging but the web site is on the old version till i finish this one !! have a good dayyy and enjoyyy lifee see you next timeee!!!"}, {"post_id": 27687, "ts": "2026-07-13T14:01:07Z", "hours": 4.0569, "text": "my top new OS DEV LOG #12 Hello this might been a while hehe i have work and 2thing in my os : first of all i implemented the famous localStorage for the note app and make it look a way more stilized. I also implemanted 2 new button -delete note - edit note these make the experience better and make it usable in every day life (yippie) for this a just use the splice(i(index of the thing that will be change ), 1(only this note, newNote(the new content) method if you edit. And push if you had a new one note ––––––––––––––––––––––––––then i’ve work on the message app i make my account on fire base and set un my program with fire code (i use claude to help me understand how to set up) then i’ve made the page look like cyberpunk in game messagerie! and i prepare the account button so like i said i’m starting implementing a auth parameter i still wondering if i would make one for the whole page or one only for the message (as if i make one for the whole page i’m free to implement new app with auth and without remaking the aut thing then i hope you will love experience and play the moon or jazz playlist in the musics app! ;)"}, {"post_id": 27131, "ts": "2026-07-12T12:38:00Z", "hours": 0.5167, "text": "i’m making the note editable and deletable heheh"}, {"post_id": 26968, "ts": "2026-07-12T02:10:24Z", "hours": 0.4844, "text": "DEV LOG #11 i don’t why i have to post because the program don’t understand that i’ve made dev log before trying to ship btw i’m starting the note app i’m using localestorage"}, {"post_id": 26936, "ts": "2026-07-12T00:47:44Z", "hours": 2.0942, "text": "DEV LOG#10 i’ve fix the setting menus and the loop music (also the playlist system in fact after the music it wasn’t reading the rest of the playlist … i forgot ) now everything is okay"}, {"post_id": 26845, "ts": "2026-07-11T21:22:13Z", "hours": 1.6344, "text": "DEV LOG #09 i’ve finally finish the music app yeahhhhhh iif you propose no copyright song i will add them / the next step is an work not app ( and if i succes learning how to do a realchat app and MAYBE…NOT SURE a map app or a mini game I LOVE MAKE GAMES IN MY PROJECTS!!!) i finaly understand a bit git hub to post the demo and ect HOOOO NOO I FORGOT i have to make the repeat button and the parameter working TT THIS IS THE NEXT STEP!!!"}, {"post_id": 26336, "ts": "2026-07-11T02:08:14Z", "hours": 4.1733, "text": "DEV LOG#08 i’m trying to improve the look with “border-image” i’m also reaching the final version on my music app only a view look to set (i will add music no copyright if you give me some ideas)"}, {"post_id": 25644, "ts": "2026-07-10T01:43:21Z", "hours": 4.0392, "text": "DEV LOG#07 i’m making a radio app with playlist!!! i also change the header (it was time) and i’m step by step changing some little details in the look that is only decorative but in found it quite use full for my radio app i prepare the playlist un js next step it’s to make the ap look with and then i will add some little nois lique changing the radio make a little scratch or mouseover some element it wil make a little clic like some cyberpunk sound un the menu"}, {"post_id": 25024, "ts": "2026-07-08T23:13:03Z", "hours": 3.2472, "text": "DEV LOG #06 i’m making the note app i will try to make it editable for user like a real one but now i’m very tired the tuto was hard to follow"}, {"post_id": 24852, "ts": "2026-07-08T18:09:26Z", "hours": 2.3606, "text": "DEV LOG #05 i’ve finally make my first window closing and openning up with a change of color for some text"}, {"post_id": 24765, "ts": "2026-07-08T15:32:08Z", "hours": 2.7617, "text": "DEV LOG #04 in making the outside window and i finally make the vs code ide look (quite messy i have a trouble doing it) i have a animted background theme cyberpunk"}, {"post_id": 24634, "ts": "2026-07-08T11:06:04Z", "hours": 1.6814, "text": "DEV LOG#03 i’m trying to make the vs code ide looks"}, {"post_id": 24402, "ts": "2026-07-07T22:45:06Z", "hours": 0.8692, "text": "DEV LOG#02 i’m trying to make it loo like code in vs code"}, {"post_id": 24295, "ts": "2026-07-07T19:30:32Z", "hours": 0.9594, "text": "DEV LOG #01 styling and following the tuto TT (i already know a lot about css and js but it’s a great time to review my knowledge)"}]...
|
Title: My very own WebOS by @yayabskt | Stardance
Title: My very own WebOS by @yayabskt | Stardance
Devlogs:
DEV LOG #01 styling and following the tuto TT (i already know a lot about css and js but it’s a great time to review my knowledge)
DEV LOG#02 i’m trying to make it loo like code in vs code
DEV LOG#03 i’m trying to make the vs code ide looks
DEV LOG #04 in making the outside window and i finally make the vs code ide look (quite messy i have a trouble doing it) i have a animted background theme cyberpunk
DEV LOG #05 i’ve finally make my first window closing and openning up with a change of color for some text
DEV LOG #06 i’m making the note app i will try to make it editable for user like a real one but now i’m very tired the tuto was hard to follow
DEV LOG#07 i’m making a radio app with playlist!!! i also change the header (it was time) and i’m step by step changing some little details in the look that is only decorative but in found it quite use full for my radio app i prepare the playlist un js next step it’s to make the ap look with and then i will add some little nois lique changing the radio make a little scratch or mouseover some element it wil make a little clic like some cyberpunk sound un the menu
DEV LOG#08 i’m trying to improve the look with “border-image” i’m also reaching the final version on my music app only a view look to set (i will add music no copyright if you give me some ideas)
DEV LOG #09 i’ve finally finish the music app yeahhhhhh iif you propose no copyright song i will add them / the next step is an work not app ( and if i succes learning how to do a realchat app and MAYBE…NOT SURE a map app or a mini game I LOVE MAKE GAMES IN MY PROJECTS!!!) i finaly understand a bit git hub to post the demo and ect HOOOO NOO I FORGOT i have to make the repeat button and the parameter working TT THIS IS THE NEXT STEP!!!
DEV LOG#10 i’ve fix the setting menus and the loop music (also the playlist system in fact after the music it wasn’t reading the rest of the playlist … i forgot ) now everything is okay
DEV LOG #11 i don’t why i have to post because the program don’t understand that i’ve made dev log before trying to ship btw i’m starting the note app i’m using localestorage
i’m making the note editable and deletable heheh
my top new OS DEV LOG #12 Hello this might been a while hehe i have work and 2thing in my os : first of all i implemented the famous localStorage for the note app and make it look a way more stilized. I also implemanted 2 new button -delete note - edit note these make the experience better and make it usable in every day life (yippie) for this a just use the splice(i(index of the thing that will be change ), 1(only this note, newNote(the new content) method if you edit. And push if you had a new one note ––––––––––––––––––––––––––then i’ve work on the message app i make my account on fire base and set un my program with fire code (i use claude to help me understand how to set up) then i’ve made the page look like cyberpunk in game messagerie! and i prepare the account button so like i said i’m starting implementing a auth parameter i still wondering if i would make one for the whole page or one only for the message (as if i make one for the whole page i’m free to implement new app with auth and without remaking the aut thing then i hope you will love experience and play the moon or jazz playlist in the musics app! ;)
heyyy it’s been a whileeeee recently i’m quite busy but i’m here to log old hour and so what i have done for thee 5h i start the animation at the start and got some strughlle and then i also try to fix the message app but it still in progress so not big thing only fixing debuging but the web site is on the old version till i finish this one !! have a good dayyy and enjoyyy lifee see you next timeee!!!
Ships:
i’ve make my first ever OS i never touch js in my life apart to make a little game for my friend! so it was a brand new journey💫 i only use ia to explain me some thing about js (like a teacher), I'VE MAKE ALL THE SITE (yippie 💫) i’m quite proud for this achivement moreover the music app is like my baby I LOVE IT!! With the setting to loop or the menu i find it so great.. but i know i still have a lot to learn! ! ("GO BEYOND PLUS ULTRA"💫✨ the little quote in the top bar is an "my hero acadamy" ref, it's like outpass your limit keep learning and become stronger!💪) the OS is made in a cyberpunk theme as i love the serie! and even if i don’t have the hardware to play i watch a lot of gameplay of the game! i will try add thing like in the game for the future (map or mini game). i'm also proud because i learn how to use git hub desktop and git hub pages (i don't know everything BUT i know my way around👀) it will be use full for all my future project! this os is for me the start of a journey because before the only thing i do is unity and coding an esp32. i hope you will listen to the playlist (even if it's no copyright music so not the best of this world i agree ) and if you know some no copyright music give me some! ✨ to recap: - this os as a welcome page - a fake not app - a music app - a cyberpunk look! - and a big potnetial that can be held by advice⋆˚꩜。 p.s : i really want to make something people find a way to use so if you have app recommandation or anything i love to learn by other advices and improve, i would love to have the level to understand backend and api so i would make great app but unfortunatly i try to use these, it was a big fail 😭 ദ്ദി ༎ຶ‿༎ຶ )
i’ve make my first ever OS i never touch js in my life apart to make a little game for my friend! so it was a brand new journey💫 i only use ia to explain me some thing about js (like a teacher), I’VE MAKE ALL THE SITE (yippie 💫) i’m quite proud for this achivement moreover the music app is like my baby I LOVE IT!! With the setting to loop or the menu i find it so great.. but i know i still have a lot to learn! ! (“GO BEYOND PLUS ULTRA”💫✨ the little quote in the top bar is an “my hero acadamy” ref, it’s like outpass your limit keep learning and become stronger!💪) the OS is made in a cyberpunk theme as i love the serie! and even if i don’t have the hardware to play i watch a lot of gameplay of the game! i will try add thing like in the game for the future (map or mini game). i’m also proud because i learn how to use git hub desktop and git hub pages (i don’t know everything BUT i know my way around👀) it will be use full for all my future project! this os is for me the start of a journey because before the only thing i do is unity and coding an esp32. i hope you will listen to the playlist (even if it’s no copyright music so not the best of this world i agree ) and if you know some no copyright music give me some! ✨ to recap: this os as a welcome page a fake note app a music app a cyberpunk look! and a big potnetial that can be held by advice⋆˚꩜。 p.s : i really want to make something people find a way to use so if you have app recommandation or anything i love to learn by other advices and improve, i would love to have the level to understand backend and api so i would make great app but unfortunatly i try to use these, it was a big fail 😭 ദ്ദി ༎ຶ‿༎ຶ )...
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1792850028.8462162
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1792936428.8462162
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31360
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About me - Choc0latesauce :3 by @Choc0latesauce | About me - Choc0latesauce :3 by @Choc0latesauce | Stardance...
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Choc0latesauce
|
1
|
6.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-22T15:08:07Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a basic html based about me page which is dedicated to introducing myself and my interests. It is my first time ever coding in html, using vs code and deploying a project on github, so I’m very proud of what I’ve been able to achieve! I hope it’s decent enough to be shippable and I can’t wait to improve :3", "repo": "https://github.com/Choc0latesauce/About-Choc0latesauce", "demo": "https://choc0latesauce.github.io/About-Choc0latesauce/main.html"}]...
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[{"post_id": 32996, "ts": "202 [{"post_id": 32996, "ts": "2026-07-22T14:54:47Z", "hours": 1.4458, "text": "My final version! Fixed YouTube links, replaced the placeholder image, further expanded the content and improved formatting. I’m still not amazing at this, but I had lots of fun, and am looking forward to learning more!"}, {"post_id": 31030, "ts": "2026-07-19T02:45:49Z", "hours": 0.4192, "text": "Tried the handle moving windows thing and absolutely failed lol, Might just stick to python"}, {"post_id": 31011, "ts": "2026-07-19T02:08:30Z", "hours": 2.5642, "text": "I am starting to get a grasp of more complex features such as styles and js integration, though I do need to work on my formatting a little bit more, I am excited to continue with my project even more!"}, {"post_id": 30316, "ts": "2026-07-17T19:28:17Z", "hours": 1.2719, "text": "It’s been a very long time since I last used HTML so I am loosely following the tutorial and am practicing my writing + coding skills by talking about my projects and passion for computer hardware, while also trying to remember the various html codes again lol"}]...
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Title: About me - Choc0latesauce :3 by @Choc0lates Title: About me - Choc0latesauce :3 by @Choc0latesauce | Stardance
Devlogs:
It’s been a very long time since I last used HTML so I am loosely following the tutorial and am practicing my writing + coding skills by talking about my projects and passion for computer hardware, while also trying to remember the various html codes again lol
I am starting to get a grasp of more complex features such as styles and js integration, though I do need to work on my formatting a little bit more, I am excited to continue with my project even more!
Tried the handle moving windows thing and absolutely failed lol, Might just stick to python
My final version! Fixed YouTube links, replaced the placeholder image, further expanded the content and improved formatting. I’m still not amazing at this, but I had lots of fun, and am looking forward to learning more!
Ships:
I made a basic html based about me page which is dedicated to introducing myself and my interests. It is my first time ever coding in html, using vs code and deploying a project on github, so I’m very proud of what I’ve been able to achieve! I hope it’s decent enough to be shippable and I can’t wait to improve :3...
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1792850030.0520992
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1792936430.0520992
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24723
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Nidofy v2 by @NiDo | Stardance
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NiDo
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2
|
10.0
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97
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-04T16:24:01Z", "hours": 0.0, "multiplier": 3.14, "payout": 1, "blessing": "neutral", "text": "I rewrote my portfolio in React, while also learning React! The website serves both as my portfolio as well as a place where I can upload poems I wrote. The website is self hosted and live. It also hides an easter egg I encourage people to hunt for ;) Hint for the easter egg- Check the routes in App.jsx", "repo": "https://github.com/ElectroBoy404NotFound/nidofy-vite", "demo": "https://nido.dino.icu:3031/"}, {"ship_num": 2, "ts": "2026-06-28T16:59:58Z", "hours": 10.0, "multiplier": 9.45, "payout": 96, "blessing": "neutral", "text": "I rewrote my portfolio in React, while also learning React! The website serves both as my portfolio as well as a place where I can upload poems I wrote. The website is self hosted and live. It also hides an easter egg I encourage people to hunt for ;)", "repo": "https://github.com/ElectroBoy404NotFound/nidofy-vite", "demo": "https://nido.dino.icu:3031/"}]...
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[{"post_id": 22230, "ts": "202 [{"post_id": 22230, "ts": "2026-07-04T16:21:41Z", "hours": 0.4025, "text": "So as the suggestions said, I made the cards dark. While I was at it, I also added a footer."}, {"post_id": 17699, "ts": "2026-06-28T16:48:24Z", "hours": 0.6333, "text": "I added an easter egg! I won’t reveal the link. It’s a challenge for y’all to find but ya. I’ll ship it now."}, {"post_id": 17606, "ts": "2026-06-28T14:04:34Z", "hours": 0.6261, "text": "So copy works! I was planning to have a copy all poems buttons but currently the backend doesn’t implement a proper get all poems with content endpoint, so the frontend would have to loop through how many ever poems are there (currently 48) requesting the content for each one… that’s definatly not a good idea unless the goal is to make the backend cry. Anyways, I’ll just deploy it to my self-hosted server and ship it!"}, {"post_id": 17490, "ts": "2026-06-28T09:17:36Z", "hours": 0.3719, "text": "I’ve finished implementing the poem skeleton! I’ll just add a copy button like the old version of the site had and with that I can ship this project!!"}, {"post_id": 17425, "ts": "2026-06-28T06:21:06Z", "hours": 2.2181, "text": "I’m almost done, I’ve finished the my poems page and the poem page. I think I’m going to skip the projects and admin page of my old site for now as I’m fine with the old admin dashboard and I’m not really adding stuff to the projects pages anyways. So for now, I’ll just add the skeleton UI for the poem page (the other pages already have their own skeleton UIs) and I’ll push it to my server. Self-hosted btw The current version of it is already live. I’m still thinking of what next should I add. But before all of that, I should probably push everything to a github repo."}, {"post_id": 14486, "ts": "2026-06-23T16:58:40Z", "hours": 6.3414, "text": "Okie so I’m currently working on the home page. I’m using React with MIUI, Framer Motion, SwiperJS, React Icons and also Tailwind CSS. It’s coming together pretty well not gonna lie"}]...
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Title: Nidofy v2 by @NiDo | Stardance
Devlogs:
Ok Title: Nidofy v2 by @NiDo | Stardance
Devlogs:
Okie so I’m currently working on the home page. I’m using React with MIUI, Framer Motion, SwiperJS, React Icons and also Tailwind CSS. It’s coming together pretty well not gonna lie
I’m almost done, I’ve finished the my poems page and the poem page. I think I’m going to skip the projects and admin page of my old site for now as I’m fine with the old admin dashboard and I’m not really adding stuff to the projects pages anyways. So for now, I’ll just add the skeleton UI for the poem page (the other pages already have their own skeleton UIs) and I’ll push it to my server. Self-hosted btw The current version of it is already live. I’m still thinking of what next should I add. But before all of that, I should probably push everything to a github repo.
I’ve finished implementing the poem skeleton! I’ll just add a copy button like the old version of the site had and with that I can ship this project!!
So copy works! I was planning to have a copy all poems buttons but currently the backend doesn’t implement a proper get all poems with content endpoint, so the frontend would have to loop through how many ever poems are there (currently 48) requesting the content for each one… that’s definatly not a good idea unless the goal is to make the backend cry. Anyways, I’ll just deploy it to my self-hosted server and ship it!
I added an easter egg! I won’t reveal the link. It’s a challenge for y’all to find but ya. I’ll ship it now.
So as the suggestions said, I made the cards dark. While I was at it, I also added a footer.
Ships:
I rewrote my portfolio in React, while also learning React! The website serves both as my portfolio as well as a place where I can upload poems I wrote. The website is self hosted and live. It also hides an easter egg I encourage people to hunt for ;)
I rewrote my portfolio in React, while also learning React! The website serves both as my portfolio as well as a place where I can upload poems I wrote. The website is self hosted and live. It also hides an easter egg I encourage people to hunt for ;) Hint for the easter egg- Check the routes in App.jsx...
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1792850031.1679344
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1792936431.1679344
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23608
|
My first slack bot! by @ravshan | Stardance
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ravshan
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1
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0.28
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-23T14:02:51Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an ai based chat that responds to you and can make warm conversations if needed. It is also excellent replacement for boring chats. The thing was hard about it was that hard to detect your mistakes, but at least I came over it, and now finally can launch my first project.", "repo": "https://github.com/rasatov69-debug/quizzi", "demo": "https://slack.com"}]...
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[{"post_id": 16798, "ts": "202 [{"post_id": 16798, "ts": "2026-06-27T08:43:10Z", "hours": 0.2844, "text": "on bot that responds to you immediately and works 24/7."}, {"post_id": 14314, "ts": "2026-06-23T12:22:20Z", "hours": 0.29, "text": "So, currently I’m getting one step close to finish one of my first project that I completed with coding experience. I’m feeling incredible to make something by my own."}]...
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Title: My first slack bot! by @ravshan | Stardance Title: My first slack bot! by @ravshan | Stardance
Devlogs:
So, currently I’m getting one step close to finish one of my first project that I completed with coding experience. I’m feeling incredible to make something by my own.
on bot that responds to you immediately and works 24/7.
Ships:
I made an ai based chat that responds to you and can make warm conversations if needed. It is also excellent replacement for boring chats. The thing was hard about it was that hard to detect your mistakes, but at least I came over it, and now finally can launch my first project....
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1792850032.38966
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1792936432.38966
|
|
2670
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Star Sign Project Hub by @JM | Stardance
|
JM
|
1
|
6.0
|
39
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-07T22:18:42Z", "hours": 6.0, "multiplier": 6.2, "payout": 39, "blessing": "neutral", "text": "I made a project hub that stores all the projects I will make this summer into one website. Styling everything was the hardest part because it was hard to figure where everything was supposed to go to look nice.", "repo": "https://github.com/Not-JM/Star-Sign-Project-Hub", "demo": "https://star-sign-project-hub.vercel.app/"}]...
|
[{"post_id": 4559, "ts": "2026 [{"post_id": 4559, "ts": "2026-06-07T22:04:24Z", "hours": 3.3678, "text": "Devlog #3 I just published the entire project and added a quote section, created an about me section, created a template for all of the project pages for each individual project, and ran some polishes with design. This is the final product of the front page and I feel like it turned out great with everything looking clean and smooth. See you guys in the next Devlog and Project. I had so much fun creating this project hub and will start adding to it soon. Let me know if you have any suggestions!"}, {"post_id": 2988, "ts": "2026-06-05T22:19:52Z", "hours": 1.9583, "text": "Devlog #2 I made a banner and project page with links to each project page. (do not question why it says Star Space Project hub) I have an idea for an about me page with information about me the dev. In the projects page there it’s only some templates I will add more when I complete more projects. I decided for each project box it will have Project: _____ for each star sign, but including a separate title for the project. Each project box links to its own page with the link and description of each one. I am going to make a footer, add to the recent projects section in the home page, and complete the about me page. So in my next devlog I will be pushing and posting my project. See you guys in the next Devlog! Share any ideas or suggestions you have for this project if you want!"}, {"post_id": 2572, "ts": "2026-06-05T04:26:46Z", "hours": 0.9611, "text": "Devlog #1 I set up node and everything and now relearning how to create a website. I am planning to have sections laid out for the home page as well as links to each section. A summary of what this is going to be, it is going to be a site to put all my stuff projects in for this summer, a sort of portfolio of my work. The design looks a bit barren right now but I will work on the details after I section off everything. Let me know what you think about this idea and what I shall add to this homepage! I’m thinking of adding a footer, maybe another section, and creating an image for the banner"}]...
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Title: Star Sign Project Hub by @JM | Stardance
D Title: Star Sign Project Hub by @JM | Stardance
Devlogs:
Devlog #1 I set up node and everything and now relearning how to create a website. I am planning to have sections laid out for the home page as well as links to each section. A summary of what this is going to be, it is going to be a site to put all my stuff projects in for this summer, a sort of portfolio of my work. The design looks a bit barren right now but I will work on the details after I section off everything. Let me know what you think about this idea and what I shall add to this homepage! I’m thinking of adding a footer, maybe another section, and creating an image for the banner
Devlog #2 I made a banner and project page with links to each project page. (do not question why it says Star Space Project hub) I have an idea for an about me page with information about me the dev. In the projects page there it’s only some templates I will add more when I complete more projects. I decided for each project box it will have Project: _____ for each star sign, but including a separate title for the project. Each project box links to its own page with the link and description of each one. I am going to make a footer, add to the recent projects section in the home page, and complete the about me page. So in my next devlog I will be pushing and posting my project. See you guys in the next Devlog! Share any ideas or suggestions you have for this project if you want!
Devlog #3 I just published the entire project and added a quote section, created an about me section, created a template for all of the project pages for each individual project, and ran some polishes with design. This is the final product of the front page and I feel like it turned out great with everything looking clean and smooth. See you guys in the next Devlog and Project. I had so much fun creating this project hub and will start adding to it soon. Let me know if you have any suggestions!
Ships:
I made a project hub that stores all the projects I will make this summer into one website. Styling everything was the hardest part because it was hard to figure where everything was supposed to go to look nice....
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1792850033.2889776
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1792936433.2889776
|
|
36100
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Mathemactor by @UmarFarooq | Stardance
|
UmarFarooq
|
2
|
4.0
|
8
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-23T17:35:09Z", "hours": 3.0, "multiplier": 2.36, "payout": 4, "blessing": "neutral", "text": "I updated my project. Added graphs using function-plot library with highlighted roots for linear, quadratic and simultaneous linear equations. Imaginary roots are also supported now.", "repo": "https://github.com/Umar-Farooq-5757/mathemactor", "demo": "https://mathemactor.netlify.app/"}, {"ship_num": 2, "ts": "2026-07-16T19:02:30Z", "hours": 1.0, "multiplier": 2.85, "payout": 4, "blessing": "neutral", "text": "I created a mathematics equation solver webapp. The equation solution handling part was a bit tricky, but I managed to do it. This app is for users who know even basic maths.", "repo": "https://github.com/Umar-Farooq-5757/mathemactor", "demo": "https://mathemactor.netlify.app/"}]...
|
[{"post_id": 33595, "ts": "202 [{"post_id": 33595, "ts": "2026-07-23T17:21:37Z", "hours": 0.4375, "text": "Now, mathemactor also supports imaginary roots for quadratic equations. But, graph is not available for equations with complex/imaginary roots."}, {"post_id": 33434, "ts": "2026-07-23T11:41:46Z", "hours": 1.3472, "text": "Integrated function-plot library for showing graphs of equations with highlighted roots. You can zoom in or out and see the roots."}, {"post_id": 33317, "ts": "2026-07-23T03:51:12Z", "hours": 1.6347, "text": "Implemented step by step solution for quadratic equations. Now, you can see each step of quadratic equation getting solved. Separate solutions are available for both roots."}, {"post_id": 29661, "ts": "2026-07-16T18:43:05Z", "hours": 1.3489, "text": "I started working on a mathematics equation solver webapp last year. And after creating its most basic version, I moved forward. But now, I thought I need to add some more features i it. Here is a feature that I have added: Showing step-by-step solution of Linear equation. See the equation going towards solution at each step. What’s next? Looking forward to add the same feature for quadratic equations"}]...
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Title: Mathemactor by @UmarFarooq | Stardance
Dev Title: Mathemactor by @UmarFarooq | Stardance
Devlogs:
I started working on a mathematics equation solver webapp last year. And after creating its most basic version, I moved forward. But now, I thought I need to add some more features i it. Here is a feature that I have added: Showing step-by-step solution of Linear equation. See the equation going towards solution at each step. What’s next? Looking forward to add the same feature for quadratic equations
Implemented step by step solution for quadratic equations. Now, you can see each step of quadratic equation getting solved. Separate solutions are available for both roots.
Integrated function-plot library for showing graphs of equations with highlighted roots. You can zoom in or out and see the roots.
Now, mathemactor also supports imaginary roots for quadratic equations. But, graph is not available for equations with complex/imaginary roots.
Ships:
I created a mathematics equation solver webapp. The equation solution handling part was a bit tricky, but I managed to do it. This app is for users who know even basic maths.
I updated my project. Added graphs using function-plot library with highlighted roots for linear, quadratic and simultaneous linear equations. Imaginary roots are also supported now....
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1792850034.4040775
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1792936434.4040775
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8856
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The Ares Horizon by @alomnsh | Stardance
|
alomnsh
|
2
|
48.73
|
322
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-20T03:08:53Z", "hours": 19.0, "multiplier": 11.4, "payout": 217, "blessing": "neutral", "text": "What did you make? I made The Ares Horizon, a Python space adventure game where you play as a NASA Flight Director. Since my last ship, I over-hauled the game by adding a brand-new landing minigame with 3 difficulties, branch-linked storylines, and dynamic custom themes. What was challenging? Ditching Tkinter for Pygame was tough because I had to learn the library from scratch to eliminate bugs. I also lost 5 hours failing to host it on the web via noVNC/Docker, forcing me to stick to an .exe. Fixing cross-platform crashes and making it run smoothly on Python 3.14 was a huge headache. What are you proud of? I’m proud of building a robust Pygame + Tkinter interface with zero prior experience. The settings menu features a slick volume slider that changes color dynamically, a factory reset, and a text-speed slider. I also successfully added a seamless “Try Again” tracker without long loading screens. What should people know so they can test your project? Windows: Go to the Releases page and download the The.Ares.Horizon.exe file to play instantly. Mac/Linux: Follow the new README steps to install system dependencies (sdl2) and run inside a Python virtual environment. Python 3.14: Run pip install pygame --ce to avoid compilation errors. Warning: Turn down the audio in the custom Settings menu if the default launch mix is too loud.", "repo": "https://github.com/alomnsh/The-Ares-Horizon", "demo": "https://github.com/alomnsh/The-Ares-Horizon/releases/tag/v2.0.0"}, {"ship_num": 2, "ts": "2026-06-20T17:02:20Z", "hours": 12.0, "multiplier": 9.08, "payout": 105, "blessing": "neutral", "text": "I made my own choice python adventure game where the player takes a high-stake role of a Flight Director at NASA and there objective is to successfully launch, navigate and land a spacecraft on the surface of Mars. To play the game follow the steps in the README. (The game uses Desktop-Based GUI, so it cannot be hosted on clouds and has to run on your local computer). I am proud of how I made it look cinematic and similar to a NASA mission control terminal.", "repo": "https://github.com/alomnsh/The-Ares-Horizon", "demo": "https://github.com/alomnsh/The-Ares-Horizon/releases/tag/v2.0.0"}]...
|
[{"post_id": 68726, "ts": "202 [{"post_id": 68726, "ts": "2026-09-15T17:01:15Z", "hours": 2.5175, "text": "Devlog #16, posting this while at school 🏫 What I did: Fixed bugs in my minigame, there are still some left to resolve Fixed a bug where when you press try again, it put the user directly in the story mode even if they wished to play the mingame Fixed of bug of the emergency glow, it kept glowing after u pressed try again Rewrote parts of code I used AI in Removed and added new comments to make it more clear and not so chaotic Fixed the pygbag sizing issue Last thing, I previously had my setting.json file in the .gitignore for testing purposes and I forgot about it so my settings are what were seen by others instead of the factory settings they should have seen Notes: Fix minigame Optimize for low end devices Possibly add mobile or tablet support?? Make new v3.0.0 releases?? Releases for many OS??"}, {"post_id": 53416, "ts": "2026-08-23T23:10:43Z", "hours": 8.8311, "text": "Devlog #15, this is a big one What i did: So graphics are finally in I would say New hover effects like button glowing CRT lines, I first added them, didn’t go as planned removed em it the felt dead for some reason so added that back again Light mode The major one, improved the mini-game, a lot, it take up the whole screen now instead of just a section like it was earlier, it has added particle effects, and actual landing zone, star backgroud, fuel and velocity control The mini game looks real good but there are some bugs, many I would say I am currently working on fixing sizing issues with GitHub pages, I think pygbag is causing it via my deploy.yml Notes: When the bugs are removed and the sizing issue is fixed I think I will be ready to ship once more"}, {"post_id": 40503, "ts": "2026-08-04T02:29:20Z", "hours": 6.3825, "text": "Devlog #14 What I did: So after I 2nd ship, I went to AirVenture so no code there, It ruined my streak So I have finally, finally pushed the code on the web by making it entirely pygame then I ran pygbag so it is now finally live on GitHub Pages Proud of myself, there is still some work to do like fixing bugs Notes: My ship rating reasons suggested to add graphics so currently working on that I also have to improve the loading screen, looks like shit The biggest bug was getting the character and line spacing right, funny ik"}, {"post_id": 31582, "ts": "2026-07-20T02:55:39Z", "hours": 2.7858, "text": "Devlog 13 !! What’s New: I added Reset All Settings to default button, to reset every thing to the “Factory Setting” New setting, users can adjust how fast the typewriter writes on the screen If the user passes the mini game and lands successfully, they would unlock the option to just play the minigame instead of have to go through the the whole story again Notes: I promised that I will release web, I tried, failed miserably, so I am just releasing a new .exe I tried everything to pygame , didn’t work out, then tried to host it on noVNC, it acted up to, I finally gave up after 5 hrs of trying, didn’t count that because that was trial and error and not actual coding (although I did had to make and modify my Dockerfile like a 100 times)"}, {"post_id": 29177, "ts": "2026-07-15T22:03:47Z", "hours": 2.2292, "text": "Devlog #12 !! What I did: So as u guys know I added audio controls in the previous devlog, I made it even better now The settings menu is now in pygame instead of tkinter The slider changes color as the volume is changed (It looks so cool!!!!! ) There is a new “Mute All Sounds” check box Notes: tkinter sucks, I loved it at first it was easy but as my code becomes more complex it just causes unnecessary bugs, so I plan to switch entirely to pygame After I make the switch I can finally publish it to the web so you guys don’t have to download the source code or an .exe file (I was planning to do this, I got many reviews saying that a website would be better, so I am doing that)"}, {"post_id": 26902, "ts": "2026-07-11T23:05:32Z", "hours": 1.5653, "text": "Devlog #11 !!! What I did: So I switched from ctypes to the pygame audio engine this is so when my game is played on MacOS or Linux it doesn’t throw errors because ctypes is a Windows thing Added a settings menu to control the volume of the background music and the emergency sounds. The user preferences are saved using a .json file Updated my README.md so the instructions to how to play my game on another operating system aren’t broken Thanks to my ship suggestion, I am trying my best to implement those suggestions into my game and have already done so with a few of them!! What might be coming next: I hope that I can add to the settings menu so the user can control how they want the colors to look in the game, so basically full customization."}, {"post_id": 26133, "ts": "2026-07-10T19:03:00Z", "hours": 2.0886, "text": "My first ship is finally here, after 3 changes requested, I added a try again screen so the user doesn’t have to through the loading when they try again now it just shows there tries. Thanks for the idea from my first ship."}, {"post_id": 20472, "ts": "2026-07-02T02:15:56Z", "hours": 0.4544, "text": "Fixed the bug made the buttons disappear if your screen was too small or you weren’t fullscreened"}, {"post_id": 20339, "ts": "2026-07-01T22:18:29Z", "hours": 6.5228, "text": "v2.0.0 I think?? What’s New: New Landing minigame!! 3 difficulties The minigame features SPIKES!! Improved GUI Changes: I orginally started building my game on tkinter thinking it would be easy because my rest of the code was build on it, but I was wrong, it was so annoying to work with and caused so many bugs that I decided to switch to pygame I have never worked with pygame before so I ha to learn and then figure out a way to combine tkinter and pygame . Also, pygame is not supported in Python 3.14 so I had to do pip install pygame --ce the community edition I got it to work and I am so proud The video is a bit speed up"}, {"post_id": 16038, "ts": "2026-06-26T01:44:55Z", "hours": 1.09, "text": "I cleaned up the UI and linked the Solar Sails choice in branch 2 to the ending choice of branch 1. I know I promised that the update after the SFX one would be customization but I want to focus more on the game itself so I would just be adding a Dark and Light mode. And doing more customization options later."}, {"post_id": 14716, "ts": "2026-06-23T22:26:53Z", "hours": 2.4447, "text": "v 1.0.1 is incoming!! What’s New: Switched from the package of playsound to ctypes New SFXs, listen to them in the attachment (After this update rolls out, I will be working on given the user the freedom to customize how they want the game to look) Turn up your sound to listen to the sounds I cut out the parts where I selected options so that I don’t reveal the answers, if you want to try it out your self head over The Ares Horizon Repo"}, {"post_id": 12589, "ts": "2026-06-20T15:41:49Z", "hours": 1.0719, "text": "Finished my README and fixed crash bug with typewriter when the window is closed while it is typing"}, {"post_id": 11662, "ts": "2026-06-19T00:21:39Z", "hours": 1.5231, "text": "Currently working on my README for this project and before this I just fix a few things in my code. Added a background music loop that loops the audio forever and then fixed a crash bug"}, {"post_id": 10267, "ts": "2026-06-16T22:16:48Z", "hours": 4.3747, "text": "Added GUI to my games, fixed countless errors and bugs, added a loaded screen, Made it so that the buttons are interactive and only popup when the typing is finished. Added more colors to my text. Progress bar for the points."}, {"post_id": 8857, "ts": "2026-06-14T18:59:46Z", "hours": 3.4211, "text": "Finished all the choice, added typewriter function and color function. Changed how I want the text to be displayed when the code is running. Added background music. Made the background audio in Canva"}, {"post_id": 7134, "ts": "2026-06-11T22:21:25Z", "hours": 1.2161, "text": "Added 1st Choice Branch, worked on storyline, started to work on 2nd choice branch"}]...
|
Title: The Ares Horizon by @alomnsh | Stardance
D Title: The Ares Horizon by @alomnsh | Stardance
Devlogs:
Added 1st Choice Branch, worked on storyline, started to work on 2nd choice branch
Finished all the choice, added typewriter function and color function. Changed how I want the text to be displayed when the code is running. Added background music. Made the background audio in Canva
Added GUI to my games, fixed countless errors and bugs, added a loaded screen, Made it so that the buttons are interactive and only popup when the typing is finished. Added more colors to my text. Progress bar for the points.
Currently working on my README for this project and before this I just fix a few things in my code. Added a background music loop that loops the audio forever and then fixed a crash bug
Finished my README and fixed crash bug with typewriter when the window is closed while it is typing
v 1.0.1 is incoming!! What’s New: Switched from the package of playsound to ctypes New SFXs, listen to them in the attachment (After this update rolls out, I will be working on given the user the freedom to customize how they want the game to look) Turn up your sound to listen to the sounds I cut out the parts where I selected options so that I don’t reveal the answers, if you want to try it out your self head over The Ares Horizon Repo
I cleaned up the UI and linked the Solar Sails choice in branch 2 to the ending choice of branch 1. I know I promised that the update after the SFX one would be customization but I want to focus more on the game itself so I would just be adding a Dark and Light mode. And doing more customization options later.
v2.0.0 I think?? What’s New: New Landing minigame!! 3 difficulties The minigame features SPIKES!! Improved GUI Changes: I orginally started building my game on tkinter thinking it would be easy because my rest of the code was build on it, but I was wrong, it was so annoying to work with and caused so many bugs that I decided to switch to pygame I have never worked with pygame before so I ha to learn and then figure out a way to combine tkinter and pygame . Also, pygame is not supported in Python 3.14 so I had to do pip install pygame --ce the community edition I got it to work and I am so proud The video is a bit speed up
Fixed the bug made the buttons disappear if your screen was too small or you weren’t fullscreened
My first ship is finally here, after 3 changes requested, I added a try again screen so the user doesn’t have to through the loading when they try again now it just shows there tries. Thanks for the idea from my first ship.
Devlog #11 !!! What I did: So I switched from ctypes to the pygame audio engine this is so when my game is played on MacOS or Linux it doesn’t throw errors because ctypes is a Windows thing Added a settings menu to control the volume of the background music and the emergency sounds. The user preferences are saved using a .json file Updated my README.md so the instructions to how to play my game on another operating system aren’t broken Thanks to my ship suggestion, I am trying my best to implement those suggestions into my game and have already done so with a few of them!! What might be coming next: I hope that I can add to the settings menu so the user can control how they want the colors to look in the game, so basically full customization.
Devlog #12 !! What I did: So as u guys know I added audio controls in the previous devlog, I made it even better now The settings menu is now in pygame instead of tkinter The slider changes color as the volume is changed (It looks so cool!!!!! ) There is a new “Mute All Sounds” check box Notes: tkinter sucks, I loved it at first it was easy but as my code becomes more complex it just causes unnecessary bugs, so I plan to switch entirely to pygame After I make the switch I can finally publish it to the web so you guys don’t have to download the source code or an .exe file (I was planning to do this, I got many reviews saying that a website would be better, so I am doing that)
Devlog 13 !! What’s New: I added Reset All Settings to default button, to reset every thing to the “Factory Setting” New setting, users can adjust how fast the typewriter writes on the screen If the user passes the mini game and lands successfully, they would unlock the option to just play the minigame instead of have to go through the the whole story again Notes: I promised that I will release web, I tried, failed miserably, so I am just releasing a new .exe I tried everything to pygame , didn’t work out, then tried to host it on noVNC, it acted up to, I finally gave up after 5 hrs of trying, didn’t count that because that was trial and error and not actual coding (although I did had to make and modify my Dockerfile like a 100 times)
Devlog #14 What I did: So after I 2nd ship, I went to AirVenture so no code there, It ruined my streak So I have finally, finally pushed the code on the web by making it entirely pygame then I ran pygbag so it is now finally live on GitHub Pages Proud of myself, there is still some work to do like fixing bugs Notes: My ship rating reasons suggested to add graphics so currently working on that I also have to improve the loading screen, looks like shit The biggest bug was getting the character and line spacing right, funny ik
Devlog #15, this is a big one What i did: So graphics are finally in I would say New hover effects like button glowing CRT lines, I first added them, didn’t go as planned removed em it the felt dead for some reason so added that back again Light mode The major one, improved the mini-game, a lot, it take up the whole screen now instead of just a section like it was earlier, it has added particle effects, and actual landing zone, star backgroud, fuel and velocity control The mini game looks real good but there are some bugs, many I would say I am currently working on fixing sizing issues with GitHub pages, I think pygbag is causing it via my deploy.yml Notes: When the bugs are removed and the sizing issue is fixed I think I will be ready to ship once more
Devlog #16, posting this while at school 🏫 What I did: Fixed bugs in my minigame, there are still some left to resolve Fixed a bug where when you press try again, it put the user directly in the story mode even if they wished to play the mingame Fixed of bug of the emergency glow, it kept glowing after u pressed try again Rewrote parts of code I used AI in Removed and added new comments to make it more clear and not so chaotic Fixed the pygbag sizing issue Last thing, I previously had my setting.json file in the .gitignore for testing purposes and I forgot about it so my settings are what were seen by others instead of the factory settings they should have seen Notes: Fix minigame Optimize for low end devices Possibly add mobile or tablet support?? Make new v3.0.0 releases?? Releases for many OS??
Ships:
I made my own choice python adventure game where the player takes a high-stake role of a Flight Director at NASA and there objective is to successfully launch, navigate and land a spacecraft on the surface of Mars. To play the game follow the steps in the README. (The game uses Desktop-Based GUI, so it cannot be hosted on clouds and has to run on your local computer). I am proud of how I made it look cinematic and similar to a NASA mission control terminal.
What did you make? I made The Ares Horizon, a Python space adventure game where you play as a NASA Flight Director. Since my last ship, I over-hauled the game by adding a brand-new landing minigame with 3 difficulties, branch-linked storylines, and dynamic custom themes. What was challenging? Ditching Tkinter for Pygame was tough because I had to learn the library from scratch to eliminate bugs. I also lost 5 hours failing to host it on the web via noVNC/Docker, forcing me to stick to an .exe. Fixing cross-platform crashes and making it run smoothly on Python 3.14 was a huge headache. What are you proud of? I’m proud of building a robust Pygame + Tkinter interface with zero prior experience. The settings menu features a slick volume slider that changes color dynamically, a factory reset, and a text-speed slider. I also successfully added a seamless “Try Again” tracker without long loading screens. What should people know so they can test your project? Windows: Go to the Releases page and download the The.Ares.Horizon.exe file to play instantly. Mac/Linux: Follow the new README steps to install system dependencies (sdl2) and run inside a Python virtual environment. Python 3.14: Run pip install pygame --ce to avoid compilation errors. Warning: Turn down the audio in the custom Settings menu if the default launch mix is too loud....
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1792850035.5183978
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1792936435.5183978
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23651
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60% layout keyboard tester by @jahnavi1 | Stardanc 60% layout keyboard tester by @jahnavi1 | Stardance...
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jahnavi1
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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": "2026-06-22T17:44:43Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i created an 60% layout keyboard tester using html and css and javascript,it is mainly created for 60%layout keyboard,the challenging part was fixing the errors on my own-_-", "repo": "https://github.com/jahnavi19212/keyboard-tester", "demo": "https://jahnavi19212.github.io/keyboard-tester/"}]...
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[{"post_id": 13827, "ts": "202 [{"post_id": 13827, "ts": "2026-06-22T17:33:22Z", "hours": 2.8911, "text": "i created a 60% layout keyboard tester using html,css,js"}]...
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Title: 60% layout keyboard tester by @jahnavi1 | S Title: 60% layout keyboard tester by @jahnavi1 | Stardance
Devlogs:
i created a 60% layout keyboard tester using html,css,js
Ships:
i created an 60% layout keyboard tester using html and css and javascript,it is mainly created for 60%layout keyboard,the challenging part was fixing the errors on my own-_-...
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1792850036.6894708
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1792936436.6894708
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33798
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SplitTrip by @Rez_ | Stardance
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Rez_
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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": "2026-07-12T15:00:45Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an easy to use and open-source trip planner that allows easy trip planning for multi-day backpacking journeys. SplitTrip integrates Leaflet maps for an easy to use UI, along side with trip planning with multiple modes of transport, and even allows the user to export the entire trip as a PDF with a map, for on the go usage, even without the comfort of Wi-Fi and a computer.", "repo": "https://github.com/Reziqs/SplitTrip", "demo": "https://reziqs.github.io/SplitTrip/"}]...
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[{"post_id": 27181, "ts": "202 [{"post_id": 27181, "ts": "2026-07-12T14:44:47Z", "hours": 1.3481, "text": "Added OpenSourceMaps Leaflet Route Integration, so for Car and Bus routes, it shows the shortest path down to the road."}, {"post_id": 26873, "ts": "2026-07-11T22:06:07Z", "hours": 1.8431, "text": "Basically finished! SplitTrip is a tool to help Interrailers and Backpackers plan weeks worth of trips across multiple modes of transport, from walking, to cars, and beyond. Currently I am using Leaflet Maps, and React with JSX. SplitTrip now supports PDF exporting, so you can print out your entire trip for easy access out in the wilderness. I hope to expand SplitTrip to help make journies easier for young people like myself looking to start travelling the world!"}, {"post_id": 26714, "ts": "2026-07-11T17:44:16Z", "hours": 0.2975, "text": "There has to be an easier way to compile train stations, this is mind numbing haha."}]...
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Title: SplitTrip by @Rez_ | Stardance
Devlogs:
Th Title: SplitTrip by @Rez_ | Stardance
Devlogs:
There has to be an easier way to compile train stations, this is mind numbing haha.
Basically finished! SplitTrip is a tool to help Interrailers and Backpackers plan weeks worth of trips across multiple modes of transport, from walking, to cars, and beyond. Currently I am using Leaflet Maps, and React with JSX. SplitTrip now supports PDF exporting, so you can print out your entire trip for easy access out in the wilderness. I hope to expand SplitTrip to help make journies easier for young people like myself looking to start travelling the world!
Added OpenSourceMaps Leaflet Route Integration, so for Car and Bus routes, it shows the shortest path down to the road.
Ships:
I made an easy to use and open-source trip planner that allows easy trip planning for multi-day backpacking journeys. SplitTrip integrates Leaflet maps for an easy to use UI, along side with trip planning with multiple modes of transport, and even allows the user to export the entire trip as a PDF with a map, for on the go usage, even without the comfort of Wi-Fi and a computer....
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1792850037.5612237
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1792936437.5612237
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33135
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DElI SIMULATOR by @sklebi | Stardance
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sklebi
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1
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9.51
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37
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-11T15:32:24Z", "hours": 7.0, "multiplier": 5.51, "payout": 37, "blessing": "neutral", "text": "I made a deli simulator based off of a friend’s suggestion. You run a deli and buy employees and stock up on food and things. Have fun playing :) (p.s if you have any name suggestions i should add to the customer base, feel free to dm me)!!", "repo": "https://github.com/Sklebi/Deli-Simulator", "demo": "https://github.com/Sklebi/Deli-Simulator/releases/tag/v1.0.0"}]...
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[{"post_id": 50008, "ts": "202 [{"post_id": 50008, "ts": "2026-08-19T01:12:49Z", "hours": 0.73, "text": "REMASTERED DEVLOG #2 Hullo! Was really confused today so that’s fun -> Finished a leaving loop (image below) -> I was trying for hella long to try and make a game cycle like this without lots of nested loops but idk how to do it still unfortunately (ai was really confusing) -> Added the actions page & finished the first part of the tutorial -> Get the official backstory lol (yes lore got added!) -> added ascii art for the deli! very fun looking mushroom building :) that’s it for today"}, {"post_id": 49153, "ts": "2026-08-17T19:40:58Z", "hours": 1.7786, "text": "REMASTERED DEVLOG #1 Hello! This is my first devlog for my new Deli Simulator! My original game was my first python project ever so I really wanted to remake it after learning a bit more about OOP -> In this devlog, I added a player class and added actions for them. This removes the like 30 nested loops I had in my previous code making it more efficient -> I added a player name & inventory -> You can check your balance -> You can buy things -> You can add items into your inventory"}, {"post_id": 26613, "ts": "2026-07-11T15:22:29Z", "hours": 0.5872, "text": "pyinstaller !!"}, {"post_id": 26572, "ts": "2026-07-11T14:10:17Z", "hours": 2.58, "text": "deli has been opened and you can get customers"}, {"post_id": 25457, "ts": "2026-07-09T18:49:16Z", "hours": 3.6611, "text": "Adding the ability to setup the deli now!"}]...
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Title: DElI SIMULATOR by @sklebi | Stardance
Devl Title: DElI SIMULATOR by @sklebi | Stardance
Devlogs:
Adding the ability to setup the deli now!
deli has been opened and you can get customers
pyinstaller !!
REMASTERED DEVLOG #1 Hello! This is my first devlog for my new Deli Simulator! My original game was my first python project ever so I really wanted to remake it after learning a bit more about OOP -> In this devlog, I added a player class and added actions for them. This removes the like 30 nested loops I had in my previous code making it more efficient -> I added a player name & inventory -> You can check your balance -> You can buy things -> You can add items into your inventory
REMASTERED DEVLOG #2 Hullo! Was really confused today so that’s fun -> Finished a leaving loop (image below) -> I was trying for hella long to try and make a game cycle like this without lots of nested loops but idk how to do it still unfortunately (ai was really confusing) -> Added the actions page & finished the first part of the tutorial -> Get the official backstory lol (yes lore got added!) -> added ascii art for the deli! very fun looking mushroom building :) that’s it for today
Ships:
I made a deli simulator based off of a friend’s suggestion. You run a deli and buy employees and stock up on food and things. Have fun playing :) (p.s if you have any name suggestions i should add to the customer base, feel free to dm me)!!...
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1792850038.6855292
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1792936438.6855292
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3637
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Thanks for Mining That! by @StarCoder | Stardance
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StarCoder
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1
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58.0
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543
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-30T00:15:27Z", "hours": 58.0, "multiplier": 11.26, "payout": 543, "blessing": "neutral", "text": "I made a game called Thanks For Mining That. — SUMMARY — Thanks for Mining That is a 2d game where you are in space and have to mine resources, but you have no mining tools. So you lure the enemies to hit the asteroids so they mine resources and destroy themselves in the process. — LINKS — Itch.io page: https://starcoder.itch.io/thanks-for-mining-that Github: https://github.com/StarCoder369/Thanks-for-Mining-That- It is a web build, so no need to download anything. — CHALLENGES — Here are some challenges I faced. When I first started this game, it was completely different. It was about a spaceship with a wrecking ball, which you had to use to mine resources and destroy enemies. The idea had potential, but it was too difficult to implement it in a way that would be fun for the player, so I scrapped it and pivoted ideas. There were a lot of problems with optimization. I was able to make it better, even though it still isn’t completely smooth, it’s much better. I used object pooling for this, so instead of enemies and asteroids being spawned each time, they just enable and disable. I faced a lot of problems with the music, since I’m not a music guy. I’ve tried to make music before, but it never turns out good. This time, I think it turned out pretty well. I used JummBox (a different version of BeepBox). Another challenge I faced was knowing when to stop. I have a lot of ideas to add to this, but I realized that if I did all of it, it would be a waste of time. All the ideas I have for the game won’t help me learn anything. That’s why I have been doing so many other ysws events, which is also why there is such a big gap between my second-last and last devlog. That’s basically it. I had a lot of fun making the game, and hopefully it’s going to be accepted! Thank you!", "repo": "https://github.com/StarCoder369/Thanks-for-Mining-That-", "demo": "https://starcoder.itch.io/thanks-for-mining-that"}]...
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[{"post_id": 37340, "ts": "202 [{"post_id": 37340, "ts": "2026-07-30T00:03:53Z", "hours": 4.155, "text": "Thanks For Mining That! Devlog 7 of my Unity Game I’m finally DONE! So I’ve mostly been working on other stuff, like #alchemize, #breadboard, and #jame-gam, but I was finally able to finish my game. You can try the game out here: Thanks for Mining That It’s a web build, so no download necessary. I didn’t really need to do much. I just did some small changes, some bug fixes, and I don’t really remember what else. So yeah, that’s it for this devlog. Hopefully it gets accepted since I want a 3d printer. But yeah, thanks!"}, {"post_id": 27840, "ts": "2026-07-13T18:41:17Z", "hours": 8.3661, "text": "Thanks for Mining That! Devlog 6 of my Unity Game It’s been more than a week since my last devlog. I’ve mostly been focused on fixing bugs, polishing, and some other stuff. For those who are new, I am making a very chaotic game where you have no weapons, but you need to mine resources, so you have to dodge enemies making them crash into asteroids, mining resources, and destroying themselves in the process. You can use tools to help you, but to craft tools, you need resources. I now have three Hackatime projects connected to this game. Before, I had two, one tracked my Unity time, and another tracked my coding time. Now, for some reason, after I built the game for the first time to test stuff out, a new project popped up that tracks my Unity time, and my old Hackatime project no longer tracks my Unity time. Doesn’t really make much sense. What I mainly worked on: Stats/End Screen Saving Sounds Black Hole Bug-fixing Other stuff Stats/End Screen I added an end screen to the game, where after you finish the game, it shows you all your stats, of the completed run, and all runs. You can click new run to create a new run, and play again. I’m pretty sure someone had suggested this in one of my older devlogs, and it sounded like a good idea. The hardest part of all of this was the saving. Saving This is my first game I implemented real saving to. I have made some games before where I had a small amount of saving, but this time I really tried. I created a whole another script called StatsManager which controls saving and the stats screen. It does not save your current game, and by that I mean if you were in the middle of playing, and leave, it does not resume where you left off. It just saves all your coins, tools, and other stats. Sounds I added some sound effects and also added the background music to my game. I still have to tweak some of the volumes since some sound effects are a bit too loud, but it’s good enough for now. Black Hole I don’t want to give away too much, but the black hole is the final tool, which you can only unlock after unlocking all other tools, and requires a lot of coins and takes a lot of resources to craft. It’s the tool before you finish the game. Bugs Quite a lot of bugs. I think I fixed most of them, but there are probably a few I didn’t notice. Other Stuff I finished making all the tool icons and their sprites in Aseprite. I added them to the game, but for some reason, they look much worse in the game than in Aseprite. Not blurry or anything like that, it just doesn’t feel right. But I don’t want to redo anything, so I just changed some stuff in the sprites and kept them how they were. I also finally added the radiation zone sprite, and the barrier now deals damage and pushes the player away. What I have to add Below are a list of things I have to add to the game ㅤ UI Polish (Sounds and animations) Tools polish (Effects, sounds) General Effects Overall Polish So that’s it for this devlog. Any feedback appreciated. The screenshot below shows all my tool icons and sprites I made. Thanks!"}, {"post_id": 23250, "ts": "2026-07-06T02:51:32Z", "hours": 6.5392, "text": "Thanks for Mining That! Devlog 5 of my Unity Game It’s been four days since my last devlog. Note: I had to redo the whole devlog because the site decided that if I post a devlog which is higher than the character count, it will get completely deleted! So my devlog may not be completely formatted very nicely. I have also lost 8 hours because I have two devlogs that are fourteen hours. I can atleast understand the second one since it was my fault I forgot to post a devlog, so I had to combine two devlogs. But the first devlog was before the announcement about the 10 hour limit. Anyways, back to the devlog ㅤ For those who are new, I am making a game where you have no weapons, but you need to mine resources, so you have to dodge enemies making them crash into asteroids, mining resources, and destroying themselves in the process. What I mainly worked on: Finishing tool functionality UI Title Pixel Art Bug-fixing Other stuff Tools I thought I had finished the functionality last devlog, but there were a few things to fix. The main one, was the Asteroid Forge, which took me like 3 hours to fix completely, and I had explained all the issues before my devlog got deleted, but I’m too tired to write it again a second time. UI I finished all my pixel art UI, and implemented it in game. It should look pretty good now. I had explained how I had created all of them, but it all got deleted. Title I made a title pixel art, look at screenshot to see part of it. I’m a bit of a perfectionist, so it took much longer than it needed to, and I’m still not satisfied with how it turned out. BUGS A LOT OF BUGS. Especially with the asteroid forge, and also some in inventory and other stuff. Other Stuff I decided to make my own music, which I’ve tried multiple times with no good results. I’m using JummBox, and it’s going not good. I also forgot to record it with Lapse, so lost an hour of my work, so nine hours total I’ve lost. I’ve also only finished 10 seconds of the background music, after an hour. I finished implementing the enemy type. Made four tool icons, three were pretty good, one wasn’t that good I also added some other stuff I can’t think of right now. What I have to add Below are a list of things I have to add to the game ㅤ Sounds & BG music UI Polish Tools art and polish Rest of the Tool Icons Effects Overall Polish So that’s it for this devlog. (Sorry about my repeated rants about the deletion, I’m just annoyed, especially with 8 hours not counting, and me forgetting to use Lapse to record me making music) Any feedback appreciated. Thanks!"}, {"post_id": 20104, "ts": "2026-07-01T16:58:40Z", "hours": 14.5667, "text": "Thanks for Mining That! Devlog 3 and 4 of my Unity Game It’s been more than two weeks since my last devlog. I was planning on posting devlog 3 a week back, but got sidetracked with my Frictionless mission project, and then forgot about it completely. So this is devlog 3 and 4 combined. ㅤ For those who are new, I am making a game where you have no weapons, but you need to mine resources, so you have to dodge enemies making them crash into asteroids, mining resources, and destroying themselves in the process. ㅤ The main things I worked on was the shop and the tools. Shop The shop is in the main menu, and you have to click a button called tools to make it show up. The game flow is the player plays the game, dies, uses coins to buy tools, and then plays the game again to try to survive longer. The shop took me a long time to figure out how I should actually do it. A lot of time I was just staring at the screen trying to figure out how I’m actually going to do it. Looking back, I probably should have planned it out on a piece of paper or something. Tools Currently I have 7 tools implemented. I still need to make all the art for them, but their functionality mostly works. Below is a list of my tools. Gravity Orb - An orb that creates a temporary gravity field pulling asteroids and enemies Pulse Wave - An orb that releases a wave in all directions pushing objects away. (I might scrap this tool, as it doesn’t look that good and is hard to use) Repulsion Orb - An orb that creates a temporary field that pushes asteroids and enemies away. Asteroid Lock - An orb that if hits an asteroid, will lock it in place temporarily. (This tool is not working for some reason, so I have to fix it) Grow Tool - An orb that when it hits an asteroid, will cause it to grow rapidly. (It can stack) Asteroid Forge - An orb that grows an asteroid Ship Decoy - An orb that shoots out a decoy that lures enemies away So currently, these are all the tools I have. I will probably not add any more, except for the final one. The final one will require all tools unlocked plus a large amount of coins. Coins I noticed that I hadn’t explained what coins really were in the past devlogs. Coins can be earned when enemies and asteroids are destroyed. Coins can be used to unlock tools in the shop after you die. UI I created some pixel art UI and was playing around with it. It’s still not done and doesn’t look very well, so after I make them a bit better I will add them to the game fully. Enemy Types I added another enemy type, and I also made some art for them. They’re really similar, and just have some difference with linear and turning speed. Environmental Hazards I decided not to add any environmental hazards because I just couldn’t figure out a way to make them not make the player mad. Black holes were too annoying, and planets were just asteroid without ores, so I didn’t add them. What I have to add Below are a list of things I have to add to the game ㅤ Sounds (No sound effects) UI (Making it look better) Tools (Polish, art, functionality, and the final one) Crafting (Works pretty well, some bugs) Finish Inventory (Just some bugs and polish) Main Menu shop (Bugs and polish) Tool Icons Effects: Explosions, damage effects, etc Radioactive Zone (Doesn’t do anything, but effects have been added) Overall Polish ㅤ So thats basically it for this combined devlog. There’s not too much I added because I was focusing on my Frictionless mission project which I recently shipped. The game should be done in less than a week (My initial goal when I started this game was June 15th) Thanks!"}, {"post_id": 10332, "ts": "2026-06-17T00:29:22Z", "hours": 6.9314, "text": "Thanks for Mining That! Devlog 2 for my Unity game So it’s been a few days since my last devlog, and I’ve been working on some of the art and also the inventory system. ㅤ For those who are new, I am making a game where you have no weapons, but you need to mine resources, so you use the groups of angry enemies that are chasing you to mine asteroids while also destroying themselves in the process. You can use tools to make it easier for enemies to help you mine. ㅤ I made the pixel art for the ores and the art for the player. Before, the player was more of a 2d triangular looking shape, but I changed it into a rocket. ㅤ The only ores I currently have are copper, iron and gold. Their art is not the best, but it works. I use Aseprite for the pixel art, and it takes quite some time for me to make each one because I rarely ever make pixel art games, so for me, the current state of the art is good enough. ㅤ I also made each asteroid show which ore it contains, so players can easily identify the asteroid that has the resource they need. I also made the asteroids deal a bit of damage to the player, calculated by the velocity and mass to make the game a bit more chaotic. ㅤ And yes, my game is meant to be chaotic, though I may make it a bit easier to prevent players from getting annoyed. I’ll probably lower the enemy move speed a bit, and keep the turn speed how it is. And now, let me talk about the Inventory/Crafting system. The system is still in progress, but I’ve gotten a basic framework for the inventory ready, so it’ll be easier to add crafting. I added a resources panel at the bottom, which shows total resources in the current run. The panel on the top right will be made invisible later, and is meant to give a message to the player that they got a specific resource. I also added a panel on the left, which will show the current tools, and how many the player has. ㅤ How Tools Will Work Tools can be used by the player to manipulate the environment, like a gravity orb, a repelling wave, etc. They are one-time consumables, though you can hold many of them. You need certain resources to craft them, so weaker tools will require copper, and better tools will require iron and gold. Usually multiple are crafted at a time, though some will be individual crafts. In the main menu, players can use coins(currency I have not implemented yet) to buy better tools, but they can only equip four at a time. What I have to add Below are a list of things I have to add to the game ㅤ Sounds (I currently have no sound effects at all) UI (The UI may be in pixel art, though I’m still unsure about that) Tools Crafting Finish Inventory Main Menu shop Coins Enemy types Enemy art Tool Icons Environmental Hazards: Black Holes, planets, etc. (Maybe?) Effects: Explosions, damage effects, etc Radioactive Zone art and functionality (The barrier surrounding the map) Overall Polish ㅤ So thats basically it for this devlog. I would really appreciate any feedback or suggestions, and below you can see a short video of me playing the game (and failing quite miserably)."}, {"post_id": 6584, "ts": "2026-06-11T01:59:40Z", "hours": 14.935, "text": "Thanks for Mining That! Devlog #1 (Technically #2, but the first one doesn’t really count.) (Game made in Unity) It’s been over a week since my last devlog, and I’ve made a lot of changes. I changed my original game idea where you had a wrecking ball in space, because it didn’t feel fun. My New Idea Still space mining, but you can’t actually mine anything. And to make it even better, hundreds of enemies are flying straight toward you, and all the resources you want are inside asteroids. Fortunately, these enemies have ‘ volunteered ’ to help. All you have to do is ‘ convince ’ enemies to crash into asteroids. Enemies destroy themselves, asteroids break apart, resources are released, and everyone except you is doing the work. You’ll collect the resources and use it to craft tools, to help manipulate the environment. Use coins you get to unlock more tools after you die. What I’ve Done So Far Here’s what I already have so far: Player Controller Enemy Controller Asteroids Main Menu & Death Screen Mini Map Enemy Spawner Asteroid Spawner Object Pooling System More detailed explanation below Player Controller The player can use either Keyboard or Mouse to move. The game detects which one you are using and automatically switches. Keyboard Controls A / D - Rotate left and right W / S - Move forward and backward Mouse Controls The ship rotates toward the mouse cursor with speed calculated using distance from cursor to player. Cursor close = slow Cursor far = fast (limited range) Enemy Controller The enemy behaviour uses: Max Speed Turn Speed Thrust Enemies rotate toward player using turning speed. Low-thrust enemies make wide turns, while high-thrust enemies make more accurate turns. Enemy velocity is capped with max speed. Asteroids Health scales with mass and ore. Mass also affects movement speed. Asteroids are assigned a direction when they spawn. Slowly corrects direction if pushed off course. Game Loop The current game loop: Main Menu Gameplay Death Screen Game Manager handles main logic. Mini Map Added after realizing asteroids are hard to find. Created using a secondary camera with a larger view. Camera follows the player and renders to a texture, displayed in UI. Asteroid Spawning Asteroids spawn from a list of spawn points spread across the map. Every ~25 seconds, chance to spawn at each point. Each asteroid has: A randomized size Random asteroid sprite Enemy Spawning Spawn points are attached to the player. Every ~5 seconds, a random spawn point is selected and an enemy bunch is spawned. Object Pooling Initially, every enemy and asteroid was created using Instantiate() , which caused lag. To solve this, I switched to object pooling. The object pool creates a collection of enemies and asteroids. When an object is needed, it is activated and moved into position. This improved overall performace. What’s Next? There’s still a lot left to make: Radiation Barrier Tools & Upgrades Ore Types More Spaceships Enemy Variants Pixel art Better UI Other stuff which I can’t think of This was a much larger devlog than usual, but since I have changed so much, I didn’t want to skip anything. Personally, I think the game is more fun than the earlier wrecking ball idea, and though the game is not finished, it still feels good to play. If you have any feedback or suggestions, I would really appreciate them. Thanks! (Note: Some parts might feel a bit weird since I had to shorten it to fit it in the character limit)"}, {"post_id": 1072, "ts": "2026-06-02T21:43:01Z", "hours": 2.2311, "text": "I am making a game where you can control a magnet which attracts a wrecking ball in space. There will be enemies and asteroids in the environment. You can destroy the asteroids to get certain ores, which you can use for upgrades later on. You have to try to survive as long as possible, and collect as many resources. I am currently not sure which path I should go: Make it so each time you play, there will be an xp bar, which fills up as you defeat enemies. Once it fills up, you can choose an upgrade which will help you survive. There is no xp bar, but instead, after you die, you can use the ores collected to choose permanent upgrades. I would really appreciate any suggestions or feedback."}]...
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Title: Thanks for Mining That! by @StarCoder | Sta Title: Thanks for Mining That! by @StarCoder | Stardance
Devlogs:
I am making a game where you can control a magnet which attracts a wrecking ball in space. There will be enemies and asteroids in the environment. You can destroy the asteroids to get certain ores, which you can use for upgrades later on. You have to try to survive as long as possible, and collect as many resources. I am currently not sure which path I should go: Make it so each time you play, there will be an xp bar, which fills up as you defeat enemies. Once it fills up, you can choose an upgrade which will help you survive. There is no xp bar, but instead, after you die, you can use the ores collected to choose permanent upgrades. I would really appreciate any suggestions or feedback.
Thanks for Mining That! Devlog #1 (Technically #2, but the first one doesn’t really count.) (Game made in Unity) It’s been over a week since my last devlog, and I’ve made a lot of changes. I changed my original game idea where you had a wrecking ball in space, because it didn’t feel fun. My New Idea Still space mining, but you can’t actually mine anything. And to make it even better, hundreds of enemies are flying straight toward you, and all the resources you want are inside asteroids. Fortunately, these enemies have ‘ volunteered ’ to help. All you have to do is ‘ convince ’ enemies to crash into asteroids. Enemies destroy themselves, asteroids break apart, resources are released, and everyone except you is doing the work. You’ll collect the resources and use it to craft tools, to help manipulate the environment. Use coins you get to unlock more tools after you die. What I’ve Done So Far Here’s what I already have so far: Player Controller Enemy Controller Asteroids Main Menu & Death Screen Mini Map Enemy Spawner Asteroid Spawner Object Pooling System More detailed explanation below Player Controller The player can use either Keyboard or Mouse to move. The game detects which one you are using and automatically switches. Keyboard Controls A / D - Rotate left and right W / S - Move forward and backward Mouse Controls The ship rotates toward the mouse cursor with speed calculated using distance from cursor to player. Cursor close = slow Cursor far = fast (limited range) Enemy Controller The enemy behaviour uses: Max Speed Turn Speed Thrust Enemies rotate toward player using turning speed. Low-thrust enemies make wide turns, while high-thrust enemies make more accurate turns. Enemy velocity is capped with max speed. Asteroids Health scales with mass and ore. Mass also affects movement speed. Asteroids are assigned a direction when they spawn. Slowly corrects direction if pushed off course. Game Loop The current game loop: Main Menu Gameplay Death Screen Game Manager handles main logic. Mini Map Added after realizing asteroids are hard to find. Created using a secondary camera with a larger view. Camera follows the player and renders to a texture, displayed in UI. Asteroid Spawning Asteroids spawn from a list of spawn points spread across the map. Every ~25 seconds, chance to spawn at each point. Each asteroid has: A randomized size Random asteroid sprite Enemy Spawning Spawn points are attached to the player. Every ~5 seconds, a random spawn point is selected and an enemy bunch is spawned. Object Pooling Initially, every enemy and asteroid was created using Instantiate() , which caused lag. To solve this, I switched to object pooling. The object pool creates a collection of enemies and asteroids. When an object is needed, it is activated and moved into position. This improved overall performace. What’s Next? There’s still a lot left to make: Radiation Barrier Tools & Upgrades Ore Types More Spaceships Enemy Variants Pixel art Better UI Other stuff which I can’t think of This was a much larger devlog than usual, but since I have changed so much, I didn’t want to skip anything. Personally, I think the game is more fun than the earlier wrecking ball idea, and though the game is not finished, it still feels good to play. If you have any feedback or suggestions, I would really appreciate them. Thanks! (Note: Some parts might feel a bit weird since I had to shorten it to fit it in the character limit)
Thanks for Mining That! Devlog 2 for my Unity game So it’s been a few days since my last devlog, and I’ve been working on some of the art and also the inventory system. ㅤ For those who are new, I am making a game where you have no weapons, but you need to mine resources, so you use the groups of angry enemies that are chasing you to mine asteroids while also destroying themselves in the process. You can use tools to make it easier for enemies to help you mine. ㅤ I made the pixel art for the ores and the art for the player. Before, the player was more of a 2d triangular looking shape, but I changed it into a rocket. ㅤ The only ores I currently have are copper, iron and gold. Their art is not the best, but it works. I use Aseprite for the pixel art, and it takes quite some time for me to make each one because I rarely ever make pixel art games, so for me, the current state of the art is good enough. ㅤ I also made each asteroid show which ore it contains, so players can easily identify the asteroid that has the resource they need. I also made the asteroids deal a bit of damage to the player, calculated by the velocity and mass to make the game a bit more chaotic. ㅤ And yes, my game is meant to be chaotic, though I may make it a bit easier to prevent players from getting annoyed. I’ll probably lower the enemy move speed a bit, and keep the turn speed how it is. And now, let me talk about the Inventory/Crafting system. The system is still in progress, but I’ve gotten a basic framework for the inventory ready, so it’ll be easier to add crafting. I added a resources panel at the bottom, which shows total resources in the current run. The panel on the top right will be made invisible later, and is meant to give a message to the player that they got a specific resource. I also added a panel on the left, which will show the current tools, and how many the player has. ㅤ How Tools Will Work Tools can be used by the player to manipulate the environment, like a gravity orb, a repelling wave, etc. They are one-time consumables, though you can hold many of them. You need certain resources to craft them, so weaker tools will require copper, and better tools will require iron and gold. Usually multiple are crafted at a time, though some will be individual crafts. In the main menu, players can use coins(currency I have not implemented yet) to buy better tools, but they can only equip four at a time. What I have to add Below are a list of things I have to add to the game ㅤ Sounds (I currently have no sound effects at all) UI (The UI may be in pixel art, though I’m still unsure about that) Tools Crafting Finish Inventory Main Menu shop Coins Enemy types Enemy art Tool Icons Environmental Hazards: Black Holes, planets, etc. (Maybe?) Effects: Explosions, damage effects, etc Radioactive Zone art and functionality (The barrier surrounding the map) Overall Polish ㅤ So thats basically it for this devlog. I would really appreciate any feedback or suggestions, and below you can see a short video of me playing the game (and failing quite miserably).
Thanks for Mining That! Devlog 3 and 4 of my Unity Game It’s been more than two weeks since my last devlog. I was planning on posting devlog 3 a week back, but got sidetracked with my Frictionless mission project, and then forgot about it completely. So this is devlog 3 and 4 combined. ㅤ For those who are new, I am making a game where you have no weapons, but you need to mine resources, so you have to dodge enemies making them crash into asteroids, mining resources, and destroying themselves in the process. ㅤ The main things I worked on was the shop and the tools. Shop The shop is in the main menu, and you have to click a button called tools to make it show up. The game flow is the player plays the game, dies, uses coins to buy tools, and then plays the game again to try to survive longer. The shop took me a long time to figure out how I should actually do it. A lot of time I was just staring at the screen trying to figure out how I’m actually going to do it. Looking back, I probably should have planned it out on a piece of paper or something. Tools Currently I have 7 tools implemented. I still need to make all the art for them, but their functionality mostly works. Below is a list of my tools. Gravity Orb - An orb that creates a temporary gravity field pulling asteroids and enemies Pulse Wave - An orb that releases a wave in all directions pushing objects away. (I might scrap this tool, as it doesn’t look that good and is hard to use) Repulsion Orb - An orb that creates a temporary field that pushes asteroids and enemies away. Asteroid Lock - An orb that if hits an asteroid, will lock it in place temporarily. (This tool is not working for some reason, so I have to fix it) Grow Tool - An orb that when it hits an asteroid, will cause it to grow rapidly. (It can stack) Asteroid Forge - An orb that grows an asteroid Ship Decoy - An orb that shoots out a decoy that lures enemies away So currently, these are all the tools I have. I will probably not add any more, except for the final one. The final one will require all tools unlocked plus a large amount of coins. Coins I noticed that I hadn’t explained what coins really were in the past devlogs. Coins can be earned when enemies and asteroids are destroyed. Coins can be used to unlock tools in the shop after you die. UI I created some pixel art UI and was playing around with it. It’s still not done and doesn’t look very well, so after I make them a bit better I will add them to the game fully. Enemy Types I added another enemy type, and I also made some art for them. They’re really similar, and just have some difference with linear and turning speed. Environmental Hazards I decided not to add any environmental hazards because I just couldn’t figure out a way to make them not make the player mad. Black holes were too annoying, and planets were just asteroid without ores, so I didn’t add them. What I have to add Below are a list of things I have to add to the game ㅤ Sounds (No sound effects) UI (Making it look better) Tools (Polish, art, functionality, and the final one) Crafting (Works pretty well, some bugs) Finish Inventory (Just some bugs and polish) Main Menu shop (Bugs and polish) Tool Icons Effects: Explosions, damage effects, etc Radioactive Zone (Doesn’t do anything, but effects have been added) Overall Polish ㅤ So thats basically it for this combined devlog. There’s not too much I added because I was focusing on my Frictionless mission project which I recently shipped. The game should be done in less than a week (My initial goal when I started this game was June 15th) Thanks!
Thanks for Mining That! Devlog 5 of my Unity Game It’s been four days since my last devlog. Note: I had to redo the whole devlog because the site decided that if I post a devlog which is higher than the character count, it will get completely deleted! So my devlog may not be completely formatted very nicely. I have also lost 8 hours because I have two devlogs that are fourteen hours. I can atleast understand the second one since it was my fault I forgot to post a devlog, so I had to combine two devlogs. But the first devlog was before the announcement about the 10 hour limit. Anyways, back to the devlog ㅤ For those who are new, I am making a game where you have no weapons, but you need to mine resources, so you have to dodge enemies making them crash into asteroids, mining resources, and destroying themselves in the process. What I mainly worked on: Finishing tool functionality UI Title Pixel Art Bug-fixing Other stuff Tools I thought I had finished the functionality last devlog, but there were a few things to fix. The main one, was the Asteroid Forge, which took me like 3 hours to fix completely, and I had explained all the issues before my devlog got deleted, but I’m too tired to write it again a second time. UI I finished all my pixel art UI, and implemented it in game. It should look pretty good now. I had explained how I had created all of them, but it all got deleted. Title I made a title pixel art, look at screenshot to see part of it. I’m a bit of a perfectionist, so it took much longer than it needed to, and I’m still not satisfied with how it turned out. BUGS A LOT OF BUGS. Especially with the asteroid forge, and also some in inventory and other stuff. Other Stuff I decided to make my own music, which I’ve tried multiple times with no good results. I’m using JummBox, and it’s going not good. I also forgot to record it with Lapse, so lost an hour of my work, so nine hours total I’ve lost. I’ve also only finished 10 seconds of the background music, after an hour. I finished implementing the enemy type. Made four tool icons, three were pretty good, one wasn’t that good I also added some other stuff I can’t think of right now. What I have to add Below are a list of things I have to add to the game ㅤ Sounds & BG music UI Polish Tools art and polish Rest of the Tool Icons Effects Overall Polish So that’s it for this devlog. (Sorry about my repeated rants about the deletion, I’m just annoyed, especially with 8 hours not counting, and me forgetting to use Lapse to record me making music) Any feedback appreciated. Thanks!
Thanks for Mining That! Devlog 6 of my Unity Game It’s been more than a week since my last devlog. I’ve mostly been focused on fixing bugs, polishing, and some other stuff. For those who are new, I am making a very chaotic game where you have no weapons, but you need to mine resources, so you have to dodge enemies making them crash into asteroids, mining resources, and destroying themselves in the process. You can use tools to help you, but to craft tools, you need resources. I now have three Hackatime projects connected to this game. Before, I had two, one tracked my Unity time, and another tracked my coding time. Now, for some reason, after I built the game for the first time to test stuff out, a new project popped up that tracks my Unity time, and my old Hackatime project no longer tracks my Unity time. Doesn’t really make much sense. What I mainly worked on: Stats/End Screen Saving Sounds Black Hole Bug-fixing Other stuff Stats/End Screen I added an end screen to the game, where after you finish the game, it shows you all your stats, of the completed run, and all runs. You can click new run to create a new run, and play again. I’m pretty sure someone had suggested this in one of my older devlogs, and it sounded like a good idea. The hardest part of all of this was the saving. Saving This is my first game I implemented real saving to. I have made some games before where I had a small amount of saving, but this time I really tried. I created a whole another script called StatsManager which controls saving and the stats screen. It does not save your current game, and by that I mean if you were in the middle of playing, and leave, it does not resume where you left off. It just saves all your coins, tools, and other stats. Sounds I added some sound effects and also added the background music to my game. I still have to tweak some of the volumes since some sound effects are a bit too loud, but it’s good enough for now. Black Hole I don’t want to give away too much, but the black hole is the final tool, which you can only unlock after unlocking all other tools, and requires a lot of coins and takes a lot of resources to craft. It’s the tool before you finish the game. Bugs Quite a lot of bugs. I think I fixed most of them, but there are probably a few I didn’t notice. Other Stuff I finished making all the tool icons and their sprites in Aseprite. I added them to the game, but for some reason, they look much worse in the game than in Aseprite. Not blurry or anything like that, it just doesn’t feel right. But I don’t want to redo anything, so I just changed some stuff in the sprites and kept them how they were. I also finally added the radiation zone sprite, and the barrier now deals damage and pushes the player away. What I have to add Below are a list of things I have to add to the game ㅤ UI Polish (Sounds and animations) Tools polish (Effects, sounds) General Effects Overall Polish So that’s it for this devlog. Any feedback appreciated. The screenshot below shows all my tool icons and sprites I made. Thanks!
Thanks For Mining That! Devlog 7 of my Unity Game I’m finally DONE! So I’ve mostly been working on other stuff, like #alchemize, #breadboard, and #jame-gam, but I was finally able to finish my game. You can try the game out here: Thanks for Mining That It’s a web build, so no download necessary. I didn’t really need to do much. I just did some small changes, some bug fixes, and I don’t really remember what else. So yeah, that’s it for this devlog. Hopefully it gets accepted since I want a 3d printer. But yeah, thanks!
Ships:
I made a game called Thanks For Mining That. — SUMMARY — Thanks for Mining That is a 2d game where you are in space and have to mine resources, but you have no mining tools. So you lure the enemies to hit the asteroids so they mine resources and destroy themselves in the process. — LINKS — Itch.io page: https://starcoder.itch.io/thanks-for-mining-that Github: https://github.com/StarCoder369/Thanks-for-Mining-That- It is a web build, so no need to download anything. — CHALLENGES — Here are some challenges I faced. When I first started this game, it was completely different. It was about a spaceship with a wrecking ball, which you had to use to mine resources and destroy enemies. The idea had potential, but it was too difficult to implement it in a way that would be fun for the player, so I scrapped it and pivoted ideas. There were a lot of problems with optimization. I was able to make it better, even though it still isn’t completely smooth, it’s much better. I used object pooling for this, so instead of enemies and asteroids being spawned each time, they just enable and disable. I faced a lot of problems with the music, since I’m not a music guy. I’ve tried to make music before, but it never turns out good. This time, I think it turned out pretty well. I used JummBox (a different version of BeepBox). Another challenge I faced was knowing when to stop. I have a lot of ideas to add to this, but I realized that if I did all of it, it would be a waste of time. All the ideas I have for the game won’t help me learn anything. That’s why I have been doing so many other ysws events, which is also why there is such a big gap between my second-last and last devlog. That’s basically it. I had a lot of fun making the game, and hopefully it’s going to be accepted! Thank you!...
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A Walkable map by @mr_peoplez161 | Stardance
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mr_peoplez161
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1
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27.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-05T02:31:26Z", "hours": 27.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a map for my game that i will create later on and this is only the map part of the game just for testing reasons .", "repo": "https://github.com/Santiago543292/AntiVirus-Map", "demo": "https://github.com/Santiago543292/AntiVirus-Map/releases/tag/source-only-clean-ecb76d7"}]...
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[{"post_id": 22498, "ts": "202 [{"post_id": 22498, "ts": "2026-07-05T00:15:06Z", "hours": 15.9822, "text": "all done with the map so this section is done"}, {"post_id": 4472, "ts": "2026-06-07T20:01:11Z", "hours": 1.5758, "text": "better map to add on to"}, {"post_id": 4021, "ts": "2026-06-07T05:55:17Z", "hours": 2.705, "text": "new house added to the map"}, {"post_id": 3345, "ts": "2026-06-06T07:14:05Z", "hours": 3.9397, "text": "Upgraded my map to look better and also tried to make the movement work"}, {"post_id": 3093, "ts": "2026-06-06T00:11:20Z", "hours": 3.1922, "text": "I made a simple house to start off my world"}]...
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Title: A Walkable map by @mr_peoplez161 | Stardanc Title: A Walkable map by @mr_peoplez161 | Stardance
Devlogs:
I made a simple house to start off my world
Upgraded my map to look better and also tried to make the movement work
new house added to the map
better map to add on to
all done with the map so this section is done
Ships:
I made a map for my game that i will create later on and this is only the map part of the game just for testing reasons ....
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Resource-Screening by @shashi93 | Stardance
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shashi93
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2
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73.0
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706
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-19T02:47:30Z", "hours": 20.0, "multiplier": 14.66, "payout": 287, "blessing": "neutral", "text": "I have a whole bunch of resource packs installed, and managing all of them was a pain. So I decided, why not make a mod to help me do that? To test my mod: Ensure you have some resourcepacks installed, and they should contain custom textures for leaves (I recommend Faithful, Barebones and Motschen’s better leaves). After which, get into a minecraft world, and possibly place some leaves in front of you. Then go into the resourcepacks settings and change the textures. Each dropdown controls a specific leaf texture, as you can see via the texture renderer on top. If you have more than two resourcepacks, the last one may be hidden by the texture renderer, so you can just click through the texture renderer to activate it. Have fun customising textures, I plan to add more functionality soon! :) ✌️", "repo": "https://github.com/shushi93/Resource-Screening", "demo": "https://modrinth.com/mod/resource-screening"}, {"ship_num": 2, "ts": "2026-08-23T05:26:47Z", "hours": 53.0, "multiplier": 8.74, "payout": 419, "blessing": "neutral", "text": "Does some simple texture swapping. I’m getting into individual textures now. Learning Java definitely took a lot of the time, but I’m happy I got something working.", "repo": "https://github.com/shushi93/Resource-Screening", "demo": "https://modrinth.com/mod/resource-screening"}]...
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[{"post_id": 70382, "ts": "202 [{"post_id": 70382, "ts": "2026-09-19T02:41:48Z", "hours": 3.9581, "text": "Almost ready for second ship! The UI is terrible, but I think for now it works. There are still a few bugs with the UI I plan to fix later. The main part of this devlog is that, i changed the layout of the dropdowns, and I created a menu to show the currently selected texture, so it’s easier to see what you’re changing from and to. I fixed some minor bugs with the dropdownlist, and overall, I’m quite happy with how it turned out. Some reviewers didn’t fully understand my mod, so I’ll put some actually better usage instructions in the ship message. Some guy also said my project was completely AI :/ (it’s not), but i accidentally clicked accept payout instead of flagging the review, while going to the bad review. Oh well. I do wan’t to mention that I did use AI for guidance, but it did not code my mod for me. That’s about it After my second ship, I doubt I can continue developing my mod, because my finals are in like 2 days (and i’m doing anything but studying for it, so hope you enjoy my mod, as it is now! ✌️"}, {"post_id": 67183, "ts": "2026-09-13T07:44:50Z", "hours": 2.8153, "text": "More file shenanigans! I managed to persist the saved options to the config file, and changed the buttons to dropdowns Some ui stuff still needs fixing but it’s gone relatively alright My ship is still in the process of getting verified, but my project shld be shipped soon!"}, {"post_id": 65304, "ts": "2026-09-10T11:12:17Z", "hours": 2.3964, "text": "dropdown list works >< last time i did this, it took me 30h also what do you think of my highlight, instead of just making the blue border brighter and whiter, i decided to make it redder, to stand out, does it look good? as you can see, there is an error with the dropdown list, as when i pressed the last option, it didnt register (closer to the end of the video) because the button behind it, b9 was getting clicked instead I doub’t this will be a problem (at least for current me), since i dont think the dropdown lists should be ontop of smth else, hopefully but oh well, when it comes to that ill figure it out edit: argh i just realised i haven’t finished scrolling behaviour i’ll get to work on that now my previous ship is still not verified bcos modrinth still havent reviewed my mod (it’s been 3 weeks) ( ˘︹˘ ) so i submitted it to curseforge I’ll update my mod with the newest features and then reship"}, {"post_id": 63331, "ts": "2026-09-07T03:00:09Z", "hours": 4.9131, "text": "basic texture swapping After actl not too much pain, I got basic texture swapping done. I created a helper class to handle all my texture swapping logic, and it works quite neatly. I do hate File I/O in any programming language, but my mod kind of revolves around FIle I/O, and honestly, even though I got some super unhelpful error messages (I got empty error messages), I somehow managed to pull through Some things I have yet to work on: fix ui to allow all installed packs (currently for testing I just use Motchsens better leaves, since it’s a small pack) allow not just textures but also block models to be hotswapped pray modrinth reviews my project so i can ship it ✌️"}, {"post_id": 57025, "ts": "2026-08-29T03:09:48Z", "hours": 5.4767, "text": "I spent a while learning Java nio and managed to get the names of all the texture packs and the textures inside of them i also created doogile.zip (as requested by my friend), that will serve as the main way to select individual textures just a simple devlog to catch you guys up to what i’ve been doing"}, {"post_id": 52817, "ts": "2026-08-23T05:14:18Z", "hours": 5.5578, "text": "Swapping textures i finally, after like 5h managed to swap between bare bones & faithful x64 yipee I think imma ship the project now you can download from the releases page B1 switches to bare bones B2 switches to faithful there are some minor bugs i need to iron out but for now, i think a first ship is due took way too long to get here but oh well now i gotta figure out that individual texture thing"}, {"post_id": 47428, "ts": "2026-08-15T11:07:54Z", "hours": 9.4294, "text": "Part 14 The first Part of Part 14 was an extension of JavaFX, where I learnt how to draw charts using JavaFX. Overall, not a too hard topic. One small funny error I spent a bit of time on was on the second exercise, where after an egregious amount of time writing code, my chart showed up. However, since I used an absolute path for the tsv data file, when I submitted that code to the server, it showed an error. Then after a lot of debugging, I remembered a previous exercise, where I had to remove the absolute path before it worked, and when I did that, it worked perfectly. Then, I spent a good bit of time cleaning up my jdk installation, before resuming pain Java. On the next exercise, I needed to create a line chart that shows the amount of savings over time, and this was more pain than I’ve ever experienced. Creating the components was easy, but the formula for plotting the points, yea that was pure torture. 2h of trying, and I finally caved. I thought I was good at math but oh well, asked AI what I was doing wrong, and apparently, I was off-by-one in my data plotting & my formula was adding the savings too many times. Absolute headache going through that, but at least I was finally able to overcome it. And then another problem sprang up. There was an index out of bounds error when running the tests, and I asked the discord server why this was happening, and basically, I was missing 4 lines of code, that is essentially just styling the program, which caused that. yea true pain. I also went on a journey of remaking Aseprite (well not really), and I copied Andy Warhol and remade the Mona Lisa. I almost got it first try, except for one thing. See, humans cant see minute pixel colour differences, but computers can. Not so long story short, due to pixel overwrites from integer truncation, the pixel colour values were just ever so slightly off, that the tests were failing. After previous traumatic events, I caved and asked AI what was wrong, and basically the loop incrementer supplied by the base program was wrong, and it fixed it. It’s fun to leave the boring stuff to AI, and the fun stuff for me. I then followed the step-by-step guideline on remaking Asteroids by Atari, and I think it went ok. I’m most excited right now because finally I complete the Java MOOC course, and I can start work on my mod. But I’m also quite scared/anxious, because I don’t even know where to start now, after so long of not working on my mod. but i’ll figure it out, hopefully. and im also gonna take this time to ask for any name reccomendations, or do you think i should just go with resource-screening ^____^ ✌️"}, {"post_id": 38605, "ts": "2026-08-01T02:43:31Z", "hours": 6.0253, "text": "JavaFX JavaFX was interesting, and I’m not too sure how I want to feel about it. I’ve not much to say about this part. Minecraft doesn’t actually use JavaFX, so this part was just slightly useless, but there are some similarities to Minecraft’s rendering system (Lightweight Java Game Library) that I can use to make my mod. I’m most exited for Part 14, where I learn about Maven, since it’s a Java topic I know not much about. Most importantly, after Part 14, I get to finally work on my mod. One interesting thing about this part is that I switched to IntelliJ since it was easier to work with JavaFX on it than on VSCode. Setting up JavaFX just to start working on this part was painful, but I’m happy that I got it working For now, enjoy the TicTacToe Application, and the horrendous if-condition that ends the game :) and sorry this devlog is lowk kinda mid, im tired and don’t feel like writing rn but oh well ✌️"}, {"post_id": 28054, "ts": "2026-07-14T02:22:28Z", "hours": 3.9286, "text": "2 more parts to go >”< Finally learnt type parameters (those things inside the <> ) Learnt to make my own implementation of ArrayList and HashMap and 2d arrays (which are and have always been painful) I also decided to try something new this time, I turned on Copilot Code Completion. (cus it’s cool to see the ghost text) . it was genuinely painful at first, and i want to like it but i also rlly hate it sometimes. i got somewhat used to it, then i turned it off, cus it felt like cheating for some of the exercises. I turned it off on the last exercise (deciding the pain was not worth it) and went into even bigger pain, cus 2d arrays. When doing the last exercise (Magic Square), i lowk blanked out and did not feel like doing Java, but i persevered thru anyways. Specifically, when it came to calculating diagonals of the square, cus i didnt know how to do that. I did some brainstorming, found out it’s actually super simple and somehow managed to get it right. (actl i just realized my program is broken for all values above 5, but uh im not fixing it _ ) ooh and uh, anyone got suggestions for my mod name, since im 2 parts away from working on it? (current name is resource-screening btw, but i think its cringy) ✌️"}, {"post_id": 25039, "ts": "2026-07-08T23:48:50Z", "hours": 3.4086, "text": "pain in part 11/14, i learnt about class diagrams (among other things), and in all the time I’ve ever done programming, ive never used it. i still thinks its super useless (unless someone reading this strongly disagrees). i can see a niche use case where class diagrams could be useful, but imo, it isn’t useful for me. i also did packages, which i already know about, and they are quite easy, so it wasn’t much of a problem for me. I also learnt about Exceptions, and how to throw them. learnt to write to a file and finished this part. and i also learnt one thing more. I absolutely HATE unit tests. The exercises had tests I needed to pass, and omw they were so annoying. I miss ONE space and the entire thing fails. genuinely pmo. My friend said unit tests are useful in some scenarios but are also a pain and ig, having an automated checker is useful but still, I’ll hate them with every fiber in my body. yea that’s it. I hated that one exercise which took me an hour because I missed one line of output. ✌️"}, {"post_id": 21892, "ts": "2026-07-04T02:12:00Z", "hours": 3.6606, "text": "Part 10 DevLog Part 10 finished, wheeeeee (I’m (slowly) losing my mind)} In Part 10, I learnt about Java .stream(). Initially, i thought streams were useless since it was easier to use a for-each loop (still my goat), but recently, i began using streams since its more compact and easier to read. I also learnt to make a custom comparator, brushed up on regex again, learnt of enums and Iterator. i do still think iterator class is mostly useful, unless you need to go thru a list and delete elements from them. streams were genuinely painful when i first started doing them. i for the life of me cld not figure out how to use them properly. now i’m semi-confident in using them (i think), and they are useful in some scenarios. (wish i cld show better screenshots but this is all i got sry) ✌️"}, {"post_id": 18149, "ts": "2026-06-29T05:14:06Z", "hours": 0.5469, "text": "Just redid my README, i still think its not that good so if anyone has any suggestions, please leave a comment. tks ✌️"}, {"post_id": 18105, "ts": "2026-06-29T03:19:35Z", "hours": 3.9225, "text": "Finished Part 9/14 of the Java MOOC. I learnt about Interfaces and Abstract methods, how to extend classes and implement methods etc. I learnt how there can be used with Polymorphism to make the program more versatile too. yea i got nothing much else to add. quite hyped to almost be done with this course and start on my mod. it shld be less painful than before right? ✌️ ts so gay PS: quick edit, after this im gna spend some time making my README better cus it sucks rn. ill devlog that after im done"}, {"post_id": 14297, "ts": "2026-06-23T11:22:30Z", "hours": 1.5067, "text": "Completed Part 8 in record time wth. I have no idea how I just completed Part 8 in just 2 days. Actually wait, I do. I skipped the first 5 exercises since they are just a recap of Java Programming I (might do them after if I want to get the certificate). Just learnt HashMaps in Part 8. I’ve got no interesting output to show, so enjoy these 2 pictures. I also learnt that VSCode allows you to generate Getters & Setters, or Contructors for field variables, equals() & hashMap() overrides etc. which is like just so cool. cld’ve saved me so much time. I’ll now move on to Part 9, which makes me one step closer to making my mod. cya ✌️✌️"}, {"post_id": 13626, "ts": "2026-06-22T11:02:12Z", "hours": 14.7986, "text": "I just finished Java Programming I of the Java MOOC course by University of Helsinki. I was allowed to log hours spent learning for my project (the Minecraft Mod), so I did :) Initially, I decided to be stupid and make a Minecraft Mod without learning Java (biggest mistake) and that caused me eternal pain. I’m not sure why I did that, so I then decided to actually learn Java. I’ll probably DevLog every time I finish 1 part of the course, or whenever I feel like it lol, but yea here’s 14h logged then. It’s just a screenshot cus I was too lazy to record a video. The screenshot shows one of the exercises I did for the course, the second last exercise of the Java Programming I course. After this, I move to Java Programming II course. After I finish that, I’ll work on my mod, I guess it’s long time due by now. Hopefully it goes better than before (wish me luck). I think that’s it (holy yap) ✌️"}]...
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Title: Resource-Screening by @shashi93 | Stardance Title: Resource-Screening by @shashi93 | Stardance
Devlogs:
I just finished Java Programming I of the Java MOOC course by University of Helsinki. I was allowed to log hours spent learning for my project (the Minecraft Mod), so I did :) Initially, I decided to be stupid and make a Minecraft Mod without learning Java (biggest mistake) and that caused me eternal pain. I’m not sure why I did that, so I then decided to actually learn Java. I’ll probably DevLog every time I finish 1 part of the course, or whenever I feel like it lol, but yea here’s 14h logged then. It’s just a screenshot cus I was too lazy to record a video. The screenshot shows one of the exercises I did for the course, the second last exercise of the Java Programming I course. After this, I move to Java Programming II course. After I finish that, I’ll work on my mod, I guess it’s long time due by now. Hopefully it goes better than before (wish me luck). I think that’s it (holy yap) ✌️
Completed Part 8 in record time wth. I have no idea how I just completed Part 8 in just 2 days. Actually wait, I do. I skipped the first 5 exercises since they are just a recap of Java Programming I (might do them after if I want to get the certificate). Just learnt HashMaps in Part 8. I’ve got no interesting output to show, so enjoy these 2 pictures. I also learnt that VSCode allows you to generate Getters & Setters, or Contructors for field variables, equals() & hashMap() overrides etc. which is like just so cool. cld’ve saved me so much time. I’ll now move on to Part 9, which makes me one step closer to making my mod. cya ✌️✌️
Finished Part 9/14 of the Java MOOC. I learnt about Interfaces and Abstract methods, how to extend classes and implement methods etc. I learnt how there can be used with Polymorphism to make the program more versatile too. yea i got nothing much else to add. quite hyped to almost be done with this course and start on my mod. it shld be less painful than before right? ✌️ ts so gay PS: quick edit, after this im gna spend some time making my README better cus it sucks rn. ill devlog that after im done
Just redid my README, i still think its not that good so if anyone has any suggestions, please leave a comment. tks ✌️
Part 10 DevLog Part 10 finished, wheeeeee (I’m (slowly) losing my mind)} In Part 10, I learnt about Java .stream(). Initially, i thought streams were useless since it was easier to use a for-each loop (still my goat), but recently, i began using streams since its more compact and easier to read. I also learnt to make a custom comparator, brushed up on regex again, learnt of enums and Iterator. i do still think iterator class is mostly useful, unless you need to go thru a list and delete elements from them. streams were genuinely painful when i first started doing them. i for the life of me cld not figure out how to use them properly. now i’m semi-confident in using them (i think), and they are useful in some scenarios. (wish i cld show better screenshots but this is all i got sry) ✌️
pain in part 11/14, i learnt about class diagrams (among other things), and in all the time I’ve ever done programming, ive never used it. i still thinks its super useless (unless someone reading this strongly disagrees). i can see a niche use case where class diagrams could be useful, but imo, it isn’t useful for me. i also did packages, which i already know about, and they are quite easy, so it wasn’t much of a problem for me. I also learnt about Exceptions, and how to throw them. learnt to write to a file and finished this part. and i also learnt one thing more. I absolutely HATE unit tests. The exercises had tests I needed to pass, and omw they were so annoying. I miss ONE space and the entire thing fails. genuinely pmo. My friend said unit tests are useful in some scenarios but are also a pain and ig, having an automated checker is useful but still, I’ll hate them with every fiber in my body. yea that’s it. I hated that one exercise which took me an hour because I missed one line of output. ✌️
2 more parts to go >”< Finally learnt type parameters (those things inside the <> ) Learnt to make my own implementation of ArrayList and HashMap and 2d arrays (which are and have always been painful) I also decided to try something new this time, I turned on Copilot Code Completion. (cus it’s cool to see the ghost text) . it was genuinely painful at first, and i want to like it but i also rlly hate it sometimes. i got somewhat used to it, then i turned it off, cus it felt like cheating for some of the exercises. I turned it off on the last exercise (deciding the pain was not worth it) and went into even bigger pain, cus 2d arrays. When doing the last exercise (Magic Square), i lowk blanked out and did not feel like doing Java, but i persevered thru anyways. Specifically, when it came to calculating diagonals of the square, cus i didnt know how to do that. I did some brainstorming, found out it’s actually super simple and somehow managed to get it right. (actl i just realized my program is broken for all values above 5, but uh im not fixing it _ ) ooh and uh, anyone got suggestions for my mod name, since im 2 parts away from working on it? (current name is resource-screening btw, but i think its cringy) ✌️
JavaFX JavaFX was interesting, and I’m not too sure how I want to feel about it. I’ve not much to say about this part. Minecraft doesn’t actually use JavaFX, so this part was just slightly useless, but there are some similarities to Minecraft’s rendering system (Lightweight Java Game Library) that I can use to make my mod. I’m most exited for Part 14, where I learn about Maven, since it’s a Java topic I know not much about. Most importantly, after Part 14, I get to finally work on my mod. One interesting thing about this part is that I switched to IntelliJ since it was easier to work with JavaFX on it than on VSCode. Setting up JavaFX just to start working on this part was painful, but I’m happy that I got it working For now, enjoy the TicTacToe Application, and the horrendous if-condition that ends the game :) and sorry this devlog is lowk kinda mid, im tired and don’t feel like writing rn but oh well ✌️
Part 14 The first Part of Part 14 was an extension of JavaFX, where I learnt how to draw charts using JavaFX. Overall, not a too hard topic. One small funny error I spent a bit of time on was on the second exercise, where after an egregious amount of time writing code, my chart showed up. However, since I used an absolute path for the tsv data file, when I submitted that code to the server, it showed an error. Then after a lot of debugging, I remembered a previous exercise, where I had to remove the absolute path before it worked, and when I did that, it worked perfectly. Then, I spent a good bit of time cleaning up my jdk installation, before resuming pain Java. On the next exercise, I needed to create a line chart that shows the amount of savings over time, and this was more pain than I’ve ever experienced. Creating the components was easy, but the formula for plotting the points, yea that was pure torture. 2h of trying, and I finally caved. I thought I was good at math but oh well, asked AI what I was doing wrong, and apparently, I was off-by-one in my data plotting & my formula was adding the savings too many times. Absolute headache going through that, but at least I was finally able to overcome it. And then another problem sprang up. There was an index out of bounds error when running the tests, and I asked the discord server why this was happening, and basically, I was missing 4 lines of code, that is essentially just styling the program, which caused that. yea true pain. I also went on a journey of remaking Aseprite (well not really), and I copied Andy Warhol and remade the Mona Lisa. I almost got it first try, except for one thing. See, humans cant see minute pixel colour differences, but computers can. Not so long story short, due to pixel overwrites from integer truncation, the pixel colour values were just ever so slightly off, that the tests were failing. After previous traumatic events, I caved and asked AI what was wrong, and basically the loop incrementer supplied by the base program was wrong, and it fixed it. It’s fun to leave the boring stuff to AI, and the fun stuff for me. I then followed the step-by-step guideline on remaking Asteroids by Atari, and I think it went ok. I’m most excited right now because finally I complete the Java MOOC course, and I can start work on my mod. But I’m also quite scared/anxious, because I don’t even know where to start now, after so long of not working on my mod. but i’ll figure it out, hopefully. and im also gonna take this time to ask for any name reccomendations, or do you think i should just go with resource-screening ^____^ ✌️
Swapping textures i finally, after like 5h managed to swap between bare bones & faithful x64 yipee I think imma ship the project now you can download from the releases page B1 switches to bare bones B2 switches to faithful there are some minor bugs i need to iron out but for now, i think a first ship is due took way too long to get here but oh well now i gotta figure out that individual texture thing
I spent a while learning Java nio and managed to get the names of all the texture packs and the textures inside of them i also created doogile.zip (as requested by my friend), that will serve as the main way to select individual textures just a simple devlog to catch you guys up to what i’ve been doing
basic texture swapping After actl not too much pain, I got basic texture swapping done. I created a helper class to handle all my texture swapping logic, and it works quite neatly. I do hate File I/O in any programming language, but my mod kind of revolves around FIle I/O, and honestly, even though I got some super unhelpful error messages (I got empty error messages), I somehow managed to pull through Some things I have yet to work on: fix ui to allow all installed packs (currently for testing I just use Motchsens better leaves, since it’s a small pack) allow not just textures but also block models to be hotswapped pray modrinth reviews my project so i can ship it ✌️
dropdown list works >< last time i did this, it took me 30h also what do you think of my highlight, instead of just making the blue border brighter and whiter, i decided to make it redder, to stand out, does it look good? as you can see, there is an error with the dropdown list, as when i pressed the last option, it didnt register (closer to the end of the video) because the button behind it, b9 was getting clicked instead I doub’t this will be a problem (at least for current me), since i dont think the dropdown lists should be ontop of smth else, hopefully but oh well, when it comes to that ill figure it out edit: argh i just realised i haven’t finished scrolling behaviour i’ll get to work on that now my previous ship is still not verified bcos modrinth still havent reviewed my mod (it’s been 3 weeks) ( ˘︹˘ ) so i submitted it to curseforge I’ll update my mod with the newest features and then reship
More file shenanigans! I managed to persist the saved options to the config file, and changed the buttons to dropdowns Some ui stuff still needs fixing but it’s gone relatively alright My ship is still in the process of getting verified, but my project shld be shipped soon!
Almost ready for second ship! The UI is terrible, but I think for now it works. There are still a few bugs with the UI I plan to fix later. The main part of this devlog is that, i changed the layout of the dropdowns, and I created a menu to show the currently selected texture, so it’s easier to see what you’re changing from and to. I fixed some minor bugs with the dropdownlist, and overall, I’m quite happy with how it turned out. Some reviewers didn’t fully understand my mod, so I’ll put some actually better usage instructions in the ship message. Some guy also said my project was completely AI :/ (it’s not), but i accidentally clicked accept payout instead of flagging the review, while going to the bad review. Oh well. I do wan’t to mention that I did use AI for guidance, but it did not code my mod for me. That’s about it After my second ship, I doubt I can continue developing my mod, because my finals are in like 2 days (and i’m doing anything but studying for it, so hope you enjoy my mod, as it is now! ✌️
Ships:
Does some simple texture swapping. I’m getting into individual textures now. Learning Java definitely took a lot of the time, but I’m happy I got something working.
I have a whole bunch of resource packs installed, and managing all of them was a pain. So I decided, why not make a mod to help me do that? To test my mod: Ensure you have some resourcepacks installed, and they should contain custom textures for leaves (I recommend Faithful, Barebones and Motschen’s better leaves). After which, get into a minecraft world, and possibly place some leaves in front of you. Then go into the resourcepacks settings and change the textures. Each dropdown controls a specific leaf texture, as you can see via the texture renderer on top. If you have more than two resourcepacks, the last one may be hidden by the texture renderer, so you can just click through the texture renderer to activate it. Have fun customising textures, I plan to add more functionality soon! :) ✌️...
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1792850042.0655117
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1792936442.0655117
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29931
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Personal Site by @eathant34 | Stardance
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eathant34
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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": "2026-07-16T17:38:51Z", "hours": 11.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a personal site for myself, with a brief about section, a projects section that features 3 of my recent projects as well as my contacts.", "repo": "https://github.com/Pineollocks/Personal-site", "demo": "https://pineollocks.github.io/Personal-site/"}]...
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[{"post_id": 28356, "ts": "202 [{"post_id": 28356, "ts": "2026-07-14T15:48:06Z", "hours": 7.3442, "text": "Finished the website and the about/projects/contacts sections"}, {"post_id": 21820, "ts": "2026-07-03T23:05:18Z", "hours": 3.4939, "text": "Made initial structure of site"}]...
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Title: Personal Site by @eathant34 | Stardance
De Title: Personal Site by @eathant34 | Stardance
Devlogs:
Made initial structure of site
Finished the website and the about/projects/contacts sections
Ships:
I made a personal site for myself, with a brief about section, a projects section that features 3 of my recent projects as well as my contacts....
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1792850043.3021984
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1792936443.3021984
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18266
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FileOrganiser9000 by @lando498 | Stardance
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lando498
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1
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2.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-14T01:23:21Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "My File is a simple file organizer that organizes files by file extension, detects new files and organises them and tracks how many files have been organised. This project may be short and simple but with just 2 clicks you can organise a whole directory.", "repo": "https://github.com/Lando498/FileOrganiser", "demo": "https://github.com/Lando498/FileOrganiser/releases"}]...
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[{"post_id": 8442, "ts": "2026 [{"post_id": 8442, "ts": "2026-06-14T01:21:46Z", "hours": 0.25, "text": "icon added (made by gemini)"}, {"post_id": 8432, "ts": "2026-06-14T00:54:23Z", "hours": 0.3853, "text": "updated UI"}, {"post_id": 8423, "ts": "2026-06-14T00:16:00Z", "hours": 0.8781, "text": "i might add some cool ui no clue how to do it though all my programs look straight from 2008"}]...
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Title: FileOrganiser9000 by @lando498 | Stardance
Title: FileOrganiser9000 by @lando498 | Stardance
Devlogs:
i might add some cool ui no clue how to do it though all my programs look straight from 2008
updated UI
icon added (made by gemini)
Ships:
My File is a simple file organizer that organizes files by file extension, detects new files and organises them and tracks how many files have been organised. This project may be short and simple but with just 2 clicks you can organise a whole directory....
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1792850044.1889539
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1792936444.1889539
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2253
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Stardump by @GaminGokil | Stardance
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GaminGokil
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1
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8.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-08T07:54:06Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Stardump - an interactive space to dump all of your thoughts and worries to then explode after you complete them. This was a challenge, especially when I used pure html for the entire project, and the code is a bit messy (however Claude helped me through it all!)", "repo": "https://github.com/GaminGokil/Stardump", "demo": "https://gamingokil.github.io/Stardump/"}]...
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[{"post_id": 2902, "ts": "2026 [{"post_id": 2902, "ts": "2026-06-05T20:09:18Z", "hours": 0.5, "text": "Minor UI / Quality of life change Credit to @StarCoder for the Idea The welcome screen can now be dismissed by clicking anywhere Added a small button in the bottom right that takes you back to the welcome screen Try it out here: https://gamingokil.github.io/Stardump/ Thank you to @StarCoder for the Idea! Check out the project and drop any suggestions in the comments below! I’ll try my best to implement them and credit you."}, {"post_id": 2557, "ts": "2026-06-05T03:20:10Z", "hours": 0.4006, "text": "Minor / UI update Added the ability to charge up the supernova! The huge explosion can now be charged with particles coming from outside the screen into the center in a center dot. You can try it out here: https://gamingokil.github.io/Stardump/ PLEASE make some suggestions in the comments for future improvements - like any UI changes you would like to see!"}, {"post_id": 2221, "ts": "2026-06-04T16:39:38Z", "hours": 0.8108, "text": "Minor UI update Made some minor UI changes in order to make it look less like AI slop - let me know if its good and what should I change! Future changes: Make some galaxies float by in the background to add some visual spice Add more functionality to the thought stars (Like making them collide!) Remember, you can always try it out here: https://gamingokil.github.io/Stardump/ Make some suggestions in the comments for what I should do!"}, {"post_id": 1937, "ts": "2026-06-04T05:43:02Z", "hours": 1.5817, "text": "HUGE UPDATE Added a feature where it explodes the whole screen and all of your worries on one big BOOM! creates a bipolar supernova in the middle of the screen that explodes and creates a ring that explodes the stars (both in the background and the stars you created) Explode your worries here! https://gamingokil.github.io/Stardump/"}, {"post_id": 1884, "ts": "2026-06-04T03:17:41Z", "hours": 0.4356, "text": "Added multiple galaxies as favicons for the website!!! it now cycles between 17 different galaxies for the website favicon. try it out now: https://gamingokil.github.io/Stardump/"}, {"post_id": 1760, "ts": "2026-06-03T23:04:21Z", "hours": 1.4239, "text": "Added a start page to help new users through the website! Added an infinite canvas so your not limited to just your screen. Added zooming out and in. Added a double click where you can reset your screen to where your stars are if you get lost. Remember to try it out here! https://gamingokil.github.io/Stardump/"}, {"post_id": 607, "ts": "2026-06-02T03:22:02Z", "hours": 3.3097, "text": "Introducing stardump - a place where you can dump your thoughts and then explode them in supernovas once your done. Finished with the prototype - you can go play around with it right now! Future improvements on the way - introduction page and more fun things to do with your idea stars! try it out now! : https://gamingokil.github.io/Stardump/"}]...
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Title: Stardump by @GaminGokil | Stardance
Devlog Title: Stardump by @GaminGokil | Stardance
Devlogs:
Introducing stardump - a place where you can dump your thoughts and then explode them in supernovas once your done. Finished with the prototype - you can go play around with it right now! Future improvements on the way - introduction page and more fun things to do with your idea stars! try it out now! : https://gamingokil.github.io/Stardump/
Added a start page to help new users through the website! Added an infinite canvas so your not limited to just your screen. Added zooming out and in. Added a double click where you can reset your screen to where your stars are if you get lost. Remember to try it out here! https://gamingokil.github.io/Stardump/
Added multiple galaxies as favicons for the website!!! it now cycles between 17 different galaxies for the website favicon. try it out now: https://gamingokil.github.io/Stardump/
HUGE UPDATE Added a feature where it explodes the whole screen and all of your worries on one big BOOM! creates a bipolar supernova in the middle of the screen that explodes and creates a ring that explodes the stars (both in the background and the stars you created) Explode your worries here! https://gamingokil.github.io/Stardump/
Minor UI update Made some minor UI changes in order to make it look less like AI slop - let me know if its good and what should I change! Future changes: Make some galaxies float by in the background to add some visual spice Add more functionality to the thought stars (Like making them collide!) Remember, you can always try it out here: https://gamingokil.github.io/Stardump/ Make some suggestions in the comments for what I should do!
Minor / UI update Added the ability to charge up the supernova! The huge explosion can now be charged with particles coming from outside the screen into the center in a center dot. You can try it out here: https://gamingokil.github.io/Stardump/ PLEASE make some suggestions in the comments for future improvements - like any UI changes you would like to see!
Minor UI / Quality of life change Credit to @StarCoder for the Idea The welcome screen can now be dismissed by clicking anywhere Added a small button in the bottom right that takes you back to the welcome screen Try it out here: https://gamingokil.github.io/Stardump/ Thank you to @StarCoder for the Idea! Check out the project and drop any suggestions in the comments below! I’ll try my best to implement them and credit you.
Ships:
Stardump - an interactive space to dump all of your thoughts and worries to then explode after you complete them. This was a challenge, especially when I used pure html for the entire project, and the code is a bit messy (however Claude helped me through it all!)...
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1792850045.3240435
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1792936445.3240435
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6522
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Py-Watchdog: Smart Folder Automation Hub by @Greg_ Py-Watchdog: Smart Folder Automation Hub by @Greg_ios | Stardance...
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Greg_ios
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1
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4.0
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19
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-18T08:00:01Z", "hours": 4.0, "multiplier": 4.97, "payout": 19, "blessing": "neutral", "text": "Py-Watchdog: Smart Folder Automation Hub What did you make? I built Py-Watchdog, a smart, privacy-first open-source automation tool written in Python. It runs silently in the background and automatically keeps your cluttered Downloads and Desktop folders organized. It doesn’t just sort files by extension; it supports advanced custom rules (like startswith or contains matching) and features a real-time web dashboard built with Flask and Bootstrap to monitor your file-moving statistics dynamically. What was challenging? The biggest challenge was transitioning the tool from a simple command-line script into a robust background service that updates metrics on the fly. Implementing the asynchronous log tracking and making the backend expose a clean /api/count endpoint for the Flask dashboard—while keeping the background thread lightweight and stable—took a lot of troubleshooting and fine-tuning. What are you proud of? I’m incredibly proud of the customization and user autonomy this project offers. Users aren’t locked into generic folders; they can set up tailored rules for how their files should be managed. I am also proud of packing everything into a clean web dashboard UI and compiling the final script into a standalone .exe so that anyone can use it without needing a Python environment. What should people know so they can test your project? To test it out, you don’t need to write a single line of code! Head over to the GitHub repository and download the latest executable file (.exe) from the releases page. Run it, set up your custom organization rules, and open the web dashboard to see your files getting sorted in real-time. Check the automatically generated log files to see exactly what actions the watchdog performed.", "repo": "https://github.com/travletothefurureprogramming/smart_folder_automation", "demo": "https://github.com/travletothefurureprogramming/smart_folder_automation/releases/tag/SecondRelease"}]...
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[{"post_id": 11162, "ts": "202 [{"post_id": 11162, "ts": "2026-06-18T07:53:42Z", "hours": 0.2583, "text": "Publish the second release(v2.0.0) https://github.com/travletothefurureprogramming/smart_folder_automation/releases/tag/SecondRelease"}, {"post_id": 10862, "ts": "2026-06-17T20:21:07Z", "hours": 1.0878, "text": "Added a Flask-based web dashboard to track the number of files moved in real time. The backend exposes a /api/count endpoint, and the frontend displays the metric using a clean Bootstrap UI."}, {"post_id": 3423, "ts": "2026-06-06T11:07:55Z", "hours": 0.4461, "text": "Make a .exe and github release"}, {"post_id": 3410, "ts": "2026-06-06T10:18:58Z", "hours": 0.8694, "text": "Add suppourt for custom rules and organization not only for extension, from now rules can also organize files if startwith or contains a word based on users custom rules"}, {"post_id": 3070, "ts": "2026-06-05T23:29:13Z", "hours": 0.4039, "text": "From now Py-Watchdog Smart Folder Automation Hub can track and organize downloads and desktop folders. Can also run in backhround. Finaly it write his actions in log file!!!"}, {"post_id": 3058, "ts": "2026-06-05T22:58:53Z", "hours": 0.5903, "text": "Suppourt for organazing desktop and notifications"}, {"post_id": 2989, "ts": "2026-06-05T22:20:01Z", "hours": 0.3431, "text": "Making a basic file tracking for Downloads folder"}]...
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Title: Py-Watchdog: Smart Folder Automation Hub by Title: Py-Watchdog: Smart Folder Automation Hub by @Greg_ios | Stardance
Devlogs:
Making a basic file tracking for Downloads folder
Suppourt for organazing desktop and notifications
From now Py-Watchdog Smart Folder Automation Hub can track and organize downloads and desktop folders. Can also run in backhround. Finaly it write his actions in log file!!!
Add suppourt for custom rules and organization not only for extension, from now rules can also organize files if startwith or contains a word based on users custom rules
Make a .exe and github release
Added a Flask-based web dashboard to track the number of files moved in real time. The backend exposes a /api/count endpoint, and the frontend displays the metric using a clean Bootstrap UI.
Publish the second release(v2.0.0) https://github.com/travletothefurureprogramming/smart_folder_automation/releases/tag/SecondRelease
Ships:
Py-Watchdog: Smart Folder Automation Hub What did you make? I built Py-Watchdog, a smart, privacy-first open-source automation tool written in Python. It runs silently in the background and automatically keeps your cluttered Downloads and Desktop folders organized. It doesn’t just sort files by extension; it supports advanced custom rules (like startswith or contains matching) and features a real-time web dashboard built with Flask and Bootstrap to monitor your file-moving statistics dynamically. What was challenging? The biggest challenge was transitioning the tool from a simple command-line script into a robust background service that updates metrics on the fly. Implementing the asynchronous log tracking and making the backend expose a clean /api/count endpoint for the Flask dashboard—while keeping the background thread lightweight and stable—took a lot of troubleshooting and fine-tuning. What are you proud of? I’m incredibly proud of the customization and user autonomy this project offers. Users aren’t locked into generic folders; they can set up tailored rules for how their files should be managed. I am also proud of packing everything into a clean web dashboard UI and compiling the final script into a standalone .exe so that anyone can use it without needing a Python environment. What should people know so they can test your project? To test it out, you don’t need to write a single line of code! Head over to the GitHub repository and download the latest executable file (.exe) from the releases page. Run it, set up your custom organization rules, and open the web dashboard to see your files getting sorted in real-time. Check the automatically generated log files to see exactly what actions the watchdog performed....
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1792850046.4587927
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1792936446.4587927
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59625
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the lahcen website by @lahcen | Stardance
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lahcen
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1
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1.3
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-08T20:53:07Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made a bare bones site with everything that i know", "repo": "https://github.com/lahcenkhmaissi/site-ig", "demo": "https://lahcenkhmaissi.github.io/site-ig/"}]...
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[{"post_id": 66959, "ts": "202 [{"post_id": 66959, "ts": "2026-09-12T23:00:03Z", "hours": 0.2972, "text": "i fixed the problemssssssssssss!!!!!!!!!!!!!!!!!!!!!!!!!!"}, {"post_id": 64450, "ts": "2026-09-08T20:51:58Z", "hours": 1.1208, "text": "i just finished my first ever website it’s not much but im happy with how it turned out :)"}]...
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Title: the lahcen website by @lahcen | Stardance
Title: the lahcen website by @lahcen | Stardance
Devlogs:
i just finished my first ever website it’s not much but im happy with how it turned out :)
i fixed the problemssssssssssss!!!!!!!!!!!!!!!!!!!!!!!!!!
Ships:
i made a bare bones site with everything that i know...
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1792850047.612287
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1792936447.612287
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15700
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AMAZENG by @nael_sify | Stardance
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nael_sify
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-10T23:27:54Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i’ve made a maze generator but the twist is that i added alghorithms for maze solving that was the most challenging part of the project", "repo": "https://github.com/godofcode1/codingmazes", "demo": "https://godofcode1.itch.io/alghomazics"}]...
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[{"post_id": 6467, "ts": "2026 [{"post_id": 6467, "ts": "2026-06-10T21:35:37Z", "hours": 0.9903, "text": "Devlog-01 soo i was working on maze generation and solving alghorithms,for them like BFS or DFS and two others they’re the most efficient out of all of them soo that’s what i did for the past here’s some of my results"}]...
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Title: AMAZENG by @nael_sify | Stardance
Devlogs: Title: AMAZENG by @nael_sify | Stardance
Devlogs:
Devlog-01 soo i was working on maze generation and solving alghorithms,for them like BFS or DFS and two others they’re the most efficient out of all of them soo that’s what i did for the past here’s some of my results
Ships:
i’ve made a maze generator but the twist is that i added alghorithms for maze solving that was the most challenging part of the project...
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1792850048.4769742
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1792936448.4769742
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23118
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Task Tracker by @Zz315 | Stardance
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Zz315
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1
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2.27
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-20T19:38:13Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Just a simple project because i has some spare time", "repo": "https://github.com/razielhefer1234-cell/simple-project", "demo": "https://github.com/razielhefer1234-cell/simple-project/releases/tag/simple"}]...
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[{"post_id": 14332, "ts": "202 [{"post_id": 14332, "ts": "2026-06-23T12:58:47Z", "hours": 0.2681, "text": "A simple task tracker"}, {"post_id": 12685, "ts": "2026-06-20T18:41:28Z", "hours": 2.3983, "text": "a simple project"}]...
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Title: Task Tracker by @Zz315 | Stardance
Devlogs Title: Task Tracker by @Zz315 | Stardance
Devlogs:
a simple project
A simple task tracker
Ships:
Just a simple project because i has some spare time...
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1792850049.320715
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1792936449.320715
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32841
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Rest Time by @heitordecarvalhopessoa | Stardance
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heitordecarvalhopessoa
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3
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29.09
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402
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-28T01:34:44Z", "hours": 9.0, "multiplier": 16.54, "payout": 145, "blessing": "neutral", "text": "NEW 1.12 FULL VERSION NEW - Clear all particles system NEW - Shortcuts menu NEW - Tutorial NEW - Hud NEW - typescript datastorage system", "repo": "https://github.com/heitordecarvalhopessoa-debug/Rest-Time", "demo": "https://heitordecarvalhopessoa-debug.github.io/Rest-Time/"}, {"ship_num": 2, "ts": "2026-07-22T20:38:52Z", "hours": 10.0, "multiplier": 19.15, "payout": 199, "blessing": "neutral", "text": "Version 9 New - Meteor Brush New - Rain Brush New - BlackHole New - ShortCuts: - Tab: Palette Menu - Shift: Eraser - Ctrl: Pause - B: BlackHole Update - Hud Update - Layout system Update - Brush system Update - Particles system New full version – Notes: New systems and updates to existing ones; Feedback will help improve the game; Ideas will be great for making the game better for our users;", "repo": "https://github.com/heitordecarvalhopessoa-debug/Rest-Time", "demo": "https://heitordecarvalhopessoa-debug.github.io/Rest-Time/"}, {"ship_num": 3, "ts": "2026-07-15T22:52:21Z", "hours": 7.0, "multiplier": 9.01, "payout": 58, "blessing": "neutral", "text": "New version 4 NEW Time system NEW Size system NEW Speed system NEW Forms system Hud update Data Storage update New particles updates", "repo": "https://github.com/heitordecarvalhopessoa-debug/Rest-Time", "demo": "https://heitordecarvalhopessoa-debug.github.io/Rest-Time/"}]...
|
[{"post_id": 63672, "ts": "202 [{"post_id": 63672, "ts": "2026-09-07T16:33:57Z", "hours": 0.9844, "text": "A small update to fix bugs and improve stability."}, {"post_id": 39773, "ts": "2026-08-02T23:25:05Z", "hours": 2.1072, "text": "NEW 1.0.0 LEADERBOARD UPDATE NEW Leaderboard NEW Account system UPDATE HUD UPDATE Buttons"}, {"post_id": 36137, "ts": "2026-07-28T01:11:43Z", "hours": 0.9122, "text": "version 12.2 Tutorial update NEW Tutorial UPDATE Hud UPDATE Music system UPDATE Shortcuts Bugs Fixed"}, {"post_id": 35884, "ts": "2026-07-27T16:37:46Z", "hours": 0.9775, "text": "version 12.1 little update NEW Clear particles (C) NEW Shortcuts Menu (w) Shortcuts: 1-6 »» Brushes Shift »» Eraser Ctrl »» Pause / resume B »» Black hole C »» Clear particles Tab »» Palette Menu H »» Zen mode (hide ui) S »» Screenshot W »» Shortcuts menu UPDATE Hud UPDATE Color system UPDATE Data storage system"}, {"post_id": 35385, "ts": "2026-07-26T19:05:28Z", "hours": 1.5828, "text": "Version 12 Brush optimization Update NEW Shortcut (1-6) NEW Web brush UPDATE Brush system UPDATE Hud UPDATE Paint system UPDATE Shorcuts system Youtube chanel: https://www.youtube.com/@HeitorCPessoa/featured"}, {"post_id": 34864, "ts": "2026-07-25T22:29:55Z", "hours": 1.5786, "text": "Version 11 Options Update NEW Screenshot system NEW Hide UI system UPDATE Hud UPDATE javascript functions UPDATE Brushs systems UPDATE Shortcuts keys I’ve just planned out the next three versions of the game. Here’s what will be added: Tutorial Walls with collision Screen-edge collision (optional) Wind system Screen recording (10s – 2 min) New brush with connected particles Any feedback would be helpful for adding or modifying features."}, {"post_id": 33766, "ts": "2026-07-23T23:03:49Z", "hours": 1.4, "text": "Version 10 Music glow UPDATE NEW glow system NEW background efect system UPDATE ui UPDATE music system UPDATE background UPDATE color + gradient system UPDATE optimization Additional ideas and comments helped shape the project to ensure it is accessible and easy to use."}, {"post_id": 33464, "ts": "2026-07-23T13:14:27Z", "hours": 2.3908, "text": "Version 9.1 BUG FIX UPDATE Blackhole error bug » FIXED Gradient error bug » FIXED Layouts error bug » FIXED Lose Dara bug » FIXED NEW loading screen NEW web icon"}, {"post_id": 32366, "ts": "2026-07-21T14:30:08Z", "hours": 2.3961, "text": "Version 8 BRUSH UPDATE NEW Random Brush NEW Explode Brush NEW Brush Size system UPDATE Hud UPDATE Brush/Paint system UPDATE Sliders"}, {"post_id": 31970, "ts": "2026-07-20T19:59:50Z", "hours": 1.7744, "text": "Mini Update Version 7.1 NEW Layout system NEW FPS system UPDATE Hud UPDATE Gradient system UPDATE Css structure I changed the projects CSS to make it simpler. I split the CSS into three files. This way it is easier to make changes when I need to. I do not have to look for things in a file with, over 400 lines of code. I also added a display that shows the FPS. This helps me check for stuttering or lag in the game. I plan to release an update to make the game run better. The update will fully optimize the game."}, {"post_id": 31874, "ts": "2026-07-20T16:52:40Z", "hours": 1.6367, "text": "New version 7 NEW Pause system NEW Eraser system NEW Change name system UPDATE Hud UPDATE Music system"}, {"post_id": 31480, "ts": "2026-07-19T21:38:22Z", "hours": 1.1442, "text": "New version 6 New Opacity system UPDATE Hud UPDATE Music system UPDATE Color system I’ve finally settled on a HUD design that looks good and fits the project well; feedback on the HUD, features, and systems would be greatly appreciated to help make the project excellent and ensure it appeals to users."}, {"post_id": 30928, "ts": "2026-07-18T22:32:12Z", "hours": 1.7525, "text": "New version 5 NEW Gradient system UPDATE Music system UPDATE Color system UPDATE Particules system Hud changes Data Storage update Important The game is still undergoing updates and changes. Feedback will be useful for improvements and modifications to the project. Ideas can be added."}, {"post_id": 30412, "ts": "2026-07-17T22:26:42Z", "hours": 1.7842, "text": "New version 4.1 New music box HUD change Data storage and account system update"}, {"post_id": 26700, "ts": "2026-07-11T17:17:27Z", "hours": 0.8711, "text": "Version 3.1 A minor update, and I need to talk about the project’s future: A chat system might be added to the project, but with moderation A layout system is now more likely to be included Interface changes will be made to improve the user experience New Stars count system Hud Changes"}, {"post_id": 26644, "ts": "2026-07-11T16:07:44Z", "hours": 1.9558, "text": "Version 3 UPDATE Color system NEW “Stars” LiveTime Bugs Fixed"}, {"post_id": 26209, "ts": "2026-07-10T21:28:49Z", "hours": 1.2519, "text": "Version 2 New color system New data storage system using TypeScript New HUD changes Bug-fix related systems The site includes additional features, such as: Potential additions Alternative painting methods Color system improvements Custom shape creation system “Layout” system Room for improvement Chat system July 10, 2026"}, {"post_id": 25026, "ts": "2026-07-08T23:27:03Z", "hours": 2.4397, "text": "Version 1 Features: Enter your name Rest time Data storage Paint 07/08/2026"}]...
|
Title: Rest Time by @heitordecarvalhopessoa | Star Title: Rest Time by @heitordecarvalhopessoa | Stardance
Devlogs:
Version 1 Features: Enter your name Rest time Data storage Paint 07/08/2026
Version 2 New color system New data storage system using TypeScript New HUD changes Bug-fix related systems The site includes additional features, such as: Potential additions Alternative painting methods Color system improvements Custom shape creation system “Layout” system Room for improvement Chat system July 10, 2026
Version 3 UPDATE Color system NEW “Stars” LiveTime Bugs Fixed
Version 3.1 A minor update, and I need to talk about the project’s future: A chat system might be added to the project, but with moderation A layout system is now more likely to be included Interface changes will be made to improve the user experience New Stars count system Hud Changes
New version 4.1 New music box HUD change Data storage and account system update
New version 5 NEW Gradient system UPDATE Music system UPDATE Color system UPDATE Particules system Hud changes Data Storage update Important The game is still undergoing updates and changes. Feedback will be useful for improvements and modifications to the project. Ideas can be added.
New version 6 New Opacity system UPDATE Hud UPDATE Music system UPDATE Color system I’ve finally settled on a HUD design that looks good and fits the project well; feedback on the HUD, features, and systems would be greatly appreciated to help make the project excellent and ensure it appeals to users.
New version 7 NEW Pause system NEW Eraser system NEW Change name system UPDATE Hud UPDATE Music system
Mini Update Version 7.1 NEW Layout system NEW FPS system UPDATE Hud UPDATE Gradient system UPDATE Css structure I changed the projects CSS to make it simpler. I split the CSS into three files. This way it is easier to make changes when I need to. I do not have to look for things in a file with, over 400 lines of code. I also added a display that shows the FPS. This helps me check for stuttering or lag in the game. I plan to release an update to make the game run better. The update will fully optimize the game.
Version 8 BRUSH UPDATE NEW Random Brush NEW Explode Brush NEW Brush Size system UPDATE Hud UPDATE Brush/Paint system UPDATE Sliders
Version 9.1 BUG FIX UPDATE Blackhole error bug » FIXED Gradient error bug » FIXED Layouts error bug » FIXED Lose Dara bug » FIXED NEW loading screen NEW web icon
Version 10 Music glow UPDATE NEW glow system NEW background efect system UPDATE ui UPDATE music system UPDATE background UPDATE color + gradient system UPDATE optimization Additional ideas and comments helped shape the project to ensure it is accessible and easy to use.
Version 11 Options Update NEW Screenshot system NEW Hide UI system UPDATE Hud UPDATE javascript functions UPDATE Brushs systems UPDATE Shortcuts keys I’ve just planned out the next three versions of the game. Here’s what will be added: Tutorial Walls with collision Screen-edge collision (optional) Wind system Screen recording (10s – 2 min) New brush with connected particles Any feedback would be helpful for adding or modifying features.
Version 12 Brush optimization Update NEW Shortcut (1-6) NEW Web brush UPDATE Brush system UPDATE Hud UPDATE Paint system UPDATE Shorcuts system Youtube chanel: https://www.youtube.com/@HeitorCPessoa/featured
version 12.1 little update NEW Clear particles (C) NEW Shortcuts Menu (w) Shortcuts: 1-6 »» Brushes Shift »» Eraser Ctrl »» Pause / resume B »» Black hole C »» Clear particles Tab »» Palette Menu H »» Zen mode (hide ui) S »» Screenshot W »» Shortcuts menu UPDATE Hud UPDATE Color system UPDATE Data storage system
version 12.2 Tutorial update NEW Tutorial UPDATE Hud UPDATE Music system UPDATE Shortcuts Bugs Fixed
NEW 1.0.0 LEADERBOARD UPDATE NEW Leaderboard NEW Account system UPDATE HUD UPDATE Buttons
A small update to fix bugs and improve stability.
Ships:
New version 4 NEW Time system NEW Size system NEW Speed system NEW Forms system Hud update Data Storage update New particles updates
Version 9 New - Meteor Brush New - Rain Brush New - BlackHole New - ShortCuts: - Tab: Palette Menu - Shift: Eraser - Ctrl: Pause - B: BlackHole Update - Hud Update - Layout system Update - Brush system Update - Particles system New full version – Notes: New systems and updates to existing ones; Feedback will help improve the game; Ideas will be great for making the game better for our users;
NEW 1.12 FULL VERSION NEW - Clear all particles system NEW - Shortcuts menu NEW - Tutorial NEW - Hud NEW - typescript datastorage system...
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1792850050.3216734
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1792936450.3216734
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53395
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knullOS by @harshitkataria20 | Stardance
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harshitkataria20
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-24T09:48:44Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made an webOS , it was very challenging as i never worked with js that much but i still did it , the css was a little tuff also.", "repo": "https://github.com/hshit2010/knullOS", "demo": "https://aboutharshit.info/knullOS/"}]...
|
[{"post_id": 53649, "ts": "202 [{"post_id": 53649, "ts": "2026-08-24T09:41:41Z", "hours": 0.7558, "text": "just completed my OS"}, {"post_id": 53233, "ts": "2026-08-23T17:51:37Z", "hours": 0.6414, "text": "creating my very on web-based OS , hopefully it turns out to be good"}]...
|
Title: knullOS by @harshitkataria20 | Stardance
D Title: knullOS by @harshitkataria20 | Stardance
Devlogs:
creating my very on web-based OS , hopefully it turns out to be good
just completed my OS
Ships:
i made an webOS , it was very challenging as i never worked with js that much but i still did it , the css was a little tuff also....
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1792850051.8701062
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1792936451.8701062
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30562
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My very own WebOS by @akshajdewan102 | Stardance
|
akshajdewan102
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2
|
1.0
|
1
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-05T04:08:21Z", "hours": 0.0, "multiplier": 3.11, "payout": 1, "blessing": "neutral", "text": "gave akshOS a proper visual overhaul. redid the whole css so it’s got a warm paper look now, cream background with a dotted grid, thick black borders, and hard shadows behind the windows instead of the soft blurry ones. put it on space grotesk and space mono and made everything lowercase. added two apps too. paint is a little canvas with a color palette, brush sizes, an eraser and a save-to-png button. and you can right-click the desktop to drop a sticky note now, drag it wherever, and it’s still there when you come back. threw a couple easter eggs in the terminal too, try sudo. also rewrote the readme so it actually explains the thing. play with it here: https://downbeatfoil.github.io/webos/", "repo": "https://github.com/Downbeatfoil/webos", "demo": "https://downbeatfoil.github.io/webos/"}, {"ship_num": 2, "ts": "2026-07-04T22:12:19Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "AkshOS — my operating system that runs in the browser 🪟 I built a little desktop OS that lives entirely in a web page — no installs, no accounts, just open the link. It boots to a lock screen with my name, then drops you onto a desktop with draggable, resizable windows and a taskbar, exactly like a real OS. The apps all actually work: a Terminal with real commands (help, whoami, date, open, theme, joke), a Notepad that autosaves to your browser, a Calculator, a file explorer, a clock, and — my favorite part — a built-in Snake game that saves your high score. There’s also a theme switcher with 6 wallpapers that remembers your pick between visits. It’s all vanilla HTML/CSS/JS with no frameworks, so the whole thing is just three files. The trickiest bug was an invisible boot overlay that was silently swallowing every click until I realized the hidden attribute was losing to a CSS rule — one line fixed it. Try it yourself (no password, works on any browser): https://downbeatfoil.github.io/webos/", "repo": "https://github.com/Downbeatfoil/webos", "demo": "https://downbeatfoil.github.io/webos/"}]...
|
[{"post_id": 22596, "ts": "202 [{"post_id": 22596, "ts": "2026-07-05T04:08:01Z", "hours": 0.3047, "text": "gave akshOS a proper visual overhaul. redid the whole css so it’s got a warm paper look now, cream background with a dotted grid, thick black borders, and hard shadows behind the windows instead of the soft blurry ones. put it on space grotesk and space mono and made everything lowercase.added two apps too. paint is a little canvas with a color palette, brush sizes, an eraser and a save-to-png button. and you can right-click the desktop to drop a sticky note now, drag it wherever, and it’s still there when you come back. threw a couple easter eggs in the terminal too, try sudo.also rewrote the readme so it actually explains the thing. play with it here: https://downbeatfoil.github.io/webos/"}, {"post_id": 22440, "ts": "2026-07-04T22:11:44Z", "hours": 0.5408, "text": "AkshOS — my operating system that runs in the browser 🪟I built a little desktop OS that lives entirely in a web page — no installs, no accounts, just open the link. It boots to a lock screen with my name, then drops you onto a desktop with draggable, resizable windows and a taskbar, exactly like a real OS. The apps all actually work: a Terminal with real commands (help, whoami, date, open, theme, joke), a Notepad that autosaves to your browser, a Calculator, a file explorer, a clock, and — my favorite part — a built-in Snake game that saves your high score. There’s also a theme switcher with 6 wallpapers that remembers your pick between visits. It’s all vanilla HTML/CSS/JS with no frameworks, so the whole thing is just three files. The trickiest bug was an invisible boot overlay that was silently swallowing every click until I realized the hidden attribute was losing to a CSS rule — one line fixed it. Try it yourself (no password, works on any browser): https://downbeatfoil.github.io/webos/"}]...
|
Title: My very own WebOS by @akshajdewan102 | Star Title: My very own WebOS by @akshajdewan102 | Stardance
Devlogs:
AkshOS — my operating system that runs in the browser 🪟I built a little desktop OS that lives entirely in a web page — no installs, no accounts, just open the link. It boots to a lock screen with my name, then drops you onto a desktop with draggable, resizable windows and a taskbar, exactly like a real OS. The apps all actually work: a Terminal with real commands (help, whoami, date, open, theme, joke), a Notepad that autosaves to your browser, a Calculator, a file explorer, a clock, and — my favorite part — a built-in Snake game that saves your high score. There’s also a theme switcher with 6 wallpapers that remembers your pick between visits. It’s all vanilla HTML/CSS/JS with no frameworks, so the whole thing is just three files. The trickiest bug was an invisible boot overlay that was silently swallowing every click until I realized the hidden attribute was losing to a CSS rule — one line fixed it. Try it yourself (no password, works on any browser): https://downbeatfoil.github.io/webos/
gave akshOS a proper visual overhaul. redid the whole css so it’s got a warm paper look now, cream background with a dotted grid, thick black borders, and hard shadows behind the windows instead of the soft blurry ones. put it on space grotesk and space mono and made everything lowercase.added two apps too. paint is a little canvas with a color palette, brush sizes, an eraser and a save-to-png button. and you can right-click the desktop to drop a sticky note now, drag it wherever, and it’s still there when you come back. threw a couple easter eggs in the terminal too, try sudo.also rewrote the readme so it actually explains the thing. play with it here: https://downbeatfoil.github.io/webos/
Ships:
AkshOS — my operating system that runs in the browser 🪟 I built a little desktop OS that lives entirely in a web page — no installs, no accounts, just open the link. It boots to a lock screen with my name, then drops you onto a desktop with draggable, resizable windows and a taskbar, exactly like a real OS. The apps all actually work: a Terminal with real commands (help, whoami, date, open, theme, joke), a Notepad that autosaves to your browser, a Calculator, a file explorer, a clock, and — my favorite part — a built-in Snake game that saves your high score. There’s also a theme switcher with 6 wallpapers that remembers your pick between visits. It’s all vanilla HTML/CSS/JS with no frameworks, so the whole thing is just three files. The trickiest bug was an invisible boot overlay that was silently swallowing every click until I realized the hidden attribute was losing to a CSS rule — one line fixed it. Try it yourself (no password, works on any browser): https://downbeatfoil.github.io/webos/
gave akshOS a proper visual overhaul. redid the whole css so it’s got a warm paper look now, cream background with a dotted grid, thick black borders, and hard shadows behind the windows instead of the soft blurry ones. put it on space grotesk and space mono and made everything lowercase. added two apps too. paint is a little canvas with a color palette, brush sizes, an eraser and a save-to-png button. and you can right-click the desktop to drop a sticky note now, drag it wherever, and it’s still there when you come back. threw a couple easter eggs in the terminal too, try sudo. also rewrote the readme so it actually explains the thing. play with it here: https://downbeatfoil.github.io/webos/...
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1792850052.7468832
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1792936452.7468832
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59634
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Webos by @Veert | Stardance
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Veert
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1
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5.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-08T05:11:16Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a modern and simple Os hope you guys enjoy it will further improve it with the feedback i get", "repo": "https://github.com/VrSchool11/Web-os1", "demo": "https://vrschool11.github.io/Web-os1/"}]...
|
[{"post_id": 64035, "ts": "202 [{"post_id": 64035, "ts": "2026-09-08T05:07:27Z", "hours": 0.5333, "text": "Installed Some music into the music player"}, {"post_id": 64023, "ts": "2026-09-08T04:13:54Z", "hours": 0.3775, "text": "Working on some improvements like the ability to enter your name"}, {"post_id": 63967, "ts": "2026-09-08T01:49:44Z", "hours": 4.1533, "text": "Started Working on the project and started designing and tweaking the ui"}]...
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Title: Webos by @Veert | Stardance
Devlogs:
Start Title: Webos by @Veert | Stardance
Devlogs:
Started Working on the project and started designing and tweaking the ui
Working on some improvements like the ability to enter your name
Installed Some music into the music player
Ships:
I made a modern and simple Os hope you guys enjoy it will further improve it with the feedback i get...
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1792850053.9401417
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1792936453.9401417
|
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59635
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Day Calculator by @arpanshah102 | Stardance
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arpanshah102
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1
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4.0
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8
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T02:37:13Z", "hours": 4.0, "multiplier": 1.71, "payout": 8, "blessing": "neutral", "text": "Hello, this is a simple schedule manager. Label you time and create custom tags.", "repo": "https://github.com/Arpan-Shah-102/day-calculator", "demo": "https://day-calculator-chi.vercel.app/"}]...
|
[{"post_id": 63968, "ts": "202 [{"post_id": 63968, "ts": "2026-09-08T01:50:04Z", "hours": 4.4172, "text": "I finished this project; here is my schedule I built with this."}]...
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Title: Day Calculator by @arpanshah102 | Stardance Title: Day Calculator by @arpanshah102 | Stardance
Devlogs:
I finished this project; here is my schedule I built with this.
Ships:
Hello, this is a simple schedule manager. Label you time and create custom tags....
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1792850055.0614016
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1792936455.0614016
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24446
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AnimalSay by @august | Stardance
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august
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1
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2.33
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-23T05:18:09Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a bot to emulate the cowsay library in Python! The logic was not that tough, but making it modular was difficult because of the different imports. I’m really proud of it because this is my first ever project, and my first Github repo. If you want to test it, please read the README.md file on Github. It’s available in the project details.", "repo": "https://github.com/10la5-Veygarn/animalsay", "demo": "https://hackclub.enterprise.slack.com/archives/C0BCR4G7ZBP"}]...
|
[{"post_id": 14907, "ts": "202 [{"post_id": 14907, "ts": "2026-06-24T06:30:29Z", "hours": 0.3264, "text": "So, I shipped my project, but a nice person reviewed it and said that I can’t host it on Render because it isn’t guaranteed to be hosted forever, and it spins down after inactivity. So, what I have done is to put it up on Hack Club Nest. Seriously, whoever came up with this and the domains is goated. What do you mean I get a perpetually running private VM and domains like *.iolas.hackclub.app for free? Anyways, just tested it, and it now works, so, I guess I’ll finally ship it. Smol update: You can play around with the bot in the #animalsay-fun channel un the Hack Club Slack workspace."}, {"post_id": 14165, "ts": "2026-06-23T04:51:58Z", "hours": 2.4278, "text": "Okay, I forgot to post devlogs while actually making it, so I’m doing it now, I guess. Welcome to Animalsay! If you’ve used Python extensively, randomly scrolled through pypi.org or taken CS50 course for Introduction to Python, you’ll probably know about cowsay, a library which takes text from you and outputs it as said by an ASCII cow. Now, I loved the idea, so I decided to make the Slack bot when I sw it was one of the suggested projects on Hack Club. SO excited was I that I did not see they have a guide for it. I wrote the basic logic in Python first, and then tested it in the terminal. Then, I moved to a local server with Flask and tested then, then with ngrok, and finally pushed it to Github and uploaded it to run on Render. It’s free, so I’m happy. The only con is that it spins down after inactivity and takes about a minute to wake up when called. Eh, still worth it. If I had read the guide, I could have uploaded it to Hack Club Nest, but it still works. The next steps are to test it in a private Slack workspace first before uploading it to Hack Club’s workspace. If you want to use it, you’re welcome to. To access it online, go to: https://animalsay.onrender.com After it wakes up, you can go here: https://animalsay.onrender.com/animalsay?text=random+hello ! This will output a random animal saying hello! to you. You can replace entire string after text with ‘help’ to see available commands, ‘list’ to know which animals are supported, ‘random’+text separated by + signs to output a random animal with said text and ‘’+text for a specific animal. Complicated, but this is the only way I can get HTTP requests to my program. Bye for now, I’ll go back and start working on more features."}]...
|
Title: AnimalSay by @august | Stardance
Devlogs:
Title: AnimalSay by @august | Stardance
Devlogs:
Okay, I forgot to post devlogs while actually making it, so I’m doing it now, I guess. Welcome to Animalsay! If you’ve used Python extensively, randomly scrolled through pypi.org or taken CS50 course for Introduction to Python, you’ll probably know about cowsay, a library which takes text from you and outputs it as said by an ASCII cow. Now, I loved the idea, so I decided to make the Slack bot when I sw it was one of the suggested projects on Hack Club. SO excited was I that I did not see they have a guide for it. I wrote the basic logic in Python first, and then tested it in the terminal. Then, I moved to a local server with Flask and tested then, then with ngrok, and finally pushed it to Github and uploaded it to run on Render. It’s free, so I’m happy. The only con is that it spins down after inactivity and takes about a minute to wake up when called. Eh, still worth it. If I had read the guide, I could have uploaded it to Hack Club Nest, but it still works. The next steps are to test it in a private Slack workspace first before uploading it to Hack Club’s workspace. If you want to use it, you’re welcome to. To access it online, go to: https://animalsay.onrender.com After it wakes up, you can go here: https://animalsay.onrender.com/animalsay?text=random+hello ! This will output a random animal saying hello! to you. You can replace entire string after text with ‘help’ to see available commands, ‘list’ to know which animals are supported, ‘random’+text separated by + signs to output a random animal with said text and ‘’+text for a specific animal. Complicated, but this is the only way I can get HTTP requests to my program. Bye for now, I’ll go back and start working on more features.
So, I shipped my project, but a nice person reviewed it and said that I can’t host it on Render because it isn’t guaranteed to be hosted forever, and it spins down after inactivity. So, what I have done is to put it up on Hack Club Nest. Seriously, whoever came up with this and the domains is goated. What do you mean I get a perpetually running private VM and domains like *.iolas.hackclub.app for free? Anyways, just tested it, and it now works, so, I guess I’ll finally ship it. Smol update: You can play around with the bot in the #animalsay-fun channel un the Hack Club Slack workspace.
Ships:
I made a bot to emulate the cowsay library in Python! The logic was not that tough, but making it modular was difficult because of the different imports. I’m really proud of it because this is my first ever project, and my first Github repo. If you want to test it, please read the README.md file on Github. It’s available in the project details....
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1792850055.9255135
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1792936455.9255135
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18550
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Slack Bot Icekeem by @Ankush | Stardance
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Ankush
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2
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8.0
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41
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-13T11:30:32Z", "hours": 3.0, "multiplier": 7.78, "payout": 26, "blessing": "neutral", "text": "IceKeem is a slack bot that helps me out with my channel! This is the 2nd ship for my bot, and is on the smaller side. This update, I added the home page for my bot, added @mention replies. There are some fun pre-determined replies for @mentions , but when none match, the input is passed down to an AI to answer. I learnt a lot while making this bot, had a lot of fun. I got to know a lot about slack bots and how slack works. I am really proud of the banner image I made! Apart from that, I am so happy to be able to bring back the chonky button that a user gets to press when they join my channel! Trying out my bot Most of the bot commands like /icekeem-ping , /icekeem-blog and /icekeem-help work from anywhere, but if you want to use @mention you have to join my channel. #ankush-loves-icecream You should defo join my channel :3 I hope you have fun with my bot! Features in a glimpse 3 commands /icekeem-ping , /icekeem-blog and /icekeem-help Personal channel join and leave triggers Button interactions Home page @mention replies", "repo": "https://github.com/aroyx/IceKeem-Slack-bot", "demo": "https://app.slack.com/client/E09V59WQY1E/C09CT01115K"}, {"ship_num": 2, "ts": "2026-06-17T08:42:24Z", "hours": 5.0, "multiplier": 2.98, "payout": 15, "blessing": "neutral", "text": "IceKeem silly little helper for my channel in slack. It is stupidly simple and pretty (super tasty too!). After Hackclub nuked “workflows” in our slack, my beloved bot IceKeem was shot dead in the carnage. After months I got time to work on this and I had a great time reviving my friend! I am very happy with how things are and I believe the /icekeem-blog command output is very cool! Though I definitely have to polish up my blogs and remove the dummy ones. Even though slack docs are great I think I had a hard time navigating through them. Github issues and other forum posts were a life saver. Currently the three commands /icekeem-ping , /icekeem-help and /icekeem-blog work from everywhere in slack, but a there are other functionalities like “Welcome” message when people join. and a huge satisfying button to top it off. (You should definitely join my channel) There are other features that I plan on working later this week, some of them are: App page or whatever they are called @mention replies Make the bot more flexible, so others can easily use this bot for themselves. Any other suggestions I might get", "repo": "https://github.com/aroyx/IceKeem-Slack-bot", "demo": "https://app.slack.com/client/E09V59WQY1E/C09CT01115K"}]...
|
[{"post_id": 27616, "ts": "202 [{"post_id": 27616, "ts": "2026-07-13T11:12:58Z", "hours": 3.3211, "text": "Slack bot home page done! Along with that I also added tags of my blogs to my carousal . Most of the hard part was debugging why my Home page wasn’t showing up properly. It was because I forgot to add error reporting I also spent a long time trying to add images to my hope page. The images didn’t just work! After a lot of time googling, I think it is because the image block can’t render svg files Lastly, I also added @mention replies to my bot. There are a few fun pre-determined replies and when the input matches none, it passes the input to a free tier model of Gemini called Gemini Lite Flash 3.1 Some BTS I had a lot of love and passion for this bot, and such also had high expectations with the payout. But unfortunately I only got 3x multiplier . I was sad, but I was ready to improve on the mistakes I made, I wanted to know what went wrong. After I read the reviews, I was a little bit happier. They all said my bot was really good made! But unfortunately it didn’t work. I spent the next couple of hours trying to find out what I did wrong! … … … I couldn’t. I lastly resorted to asking AI, I gave it full details. And it gave me my answer… the reason my bot shut down was because I was using the --user tag while starting my bot using systemd I was devastated. I will never emotionally recover from this. But the all good reviews kept motivated to keep on working. So i kept working on my other projects with full motivation! And yesterday I took some time off to complete the final few features I planned on adding to the bot. Currently the bot is “completed” as per my book, but I will still add new features, updates when I see a interesting one! Currently this is probably the last devlog of IceKeem in Stardance."}, {"post_id": 10513, "ts": "2026-06-17T08:17:45Z", "hours": 1.2408, "text": "Made a carousal for my blogs! This was surprisingly simple due to slack block builder ! I just used the default carousal they provide and put in my data in-place of the dummy texts :) But there was a problem! If someone invocated the /icekeem-blog command from #channel123 it the msg will be sent to my personal channel! That was bad and I was having a hard time figuring out how to get the channel id where the command was invocated. The function I was using: await client . chat . postEphemeral ({ user : presser , channel : ChannelID , text : \" text \" , blocks : [...], }) I don’t know why but I was under a illusion that respond function can’t do the blocks that my carousal uses… When I tried, it worked! await respond ({ text : `text` , blocks : [...] })"}, {"post_id": 9177, "ts": "2026-06-15T12:16:33Z", "hours": 0.7717, "text": "Just as I had planned I improved the welcome thing. When ppl join my channel the bot sends a welcome msg with a big fat squishy asmr satisfying button. This time I worked on to make the button a one-time-button and only allowing the joinee to press the button… Ah yes! I also spent some time finishing up the banner image. Looks cool imo. But there are overall 3 different views I encountered in stardance.hackclub.com. And it looks bad in 2 of them due to the image being cropped…idk what I should do… the natural thing to do would be to bring everything to the center…but that’d look ugly…idk what to do. I think I’ll finish this project with this devlog. I still have to make the README, but that shouldn’t take much time, i’ll do that in github’s online editor"}, {"post_id": 9154, "ts": "2026-06-15T10:19:49Z", "hours": 1.7514, "text": "It’s been a smooth and calm day for me. So smooth that something feels off…idk but everything I had in mind worked super easily… something definitely is off… Anyway, first thing I did was make the /icekeem-help command. It was easy - just like a print statement. Also added link to the blog in /icekeem-blog command. I also made the event triggers for people joining/leaving my channel. There probably are bugs rn… but we’ll fix them when we encounter them. The slack docs is amazing! I google stuff and almost always the first thing in the slack docs has my answer, I don’t want to admit but the google ai in the search also is useful… The last thing I did before sleeping was make the sleep function work… I couldn’t, lastly had to resort to ai making the code for me. I didn’t try to partition my code in different files like I’d like to. I will, if the codebase becomes more than 500+ lines. Today morning I tried the blog command and found that the link is not working. Easy fix, I path was defined in the top layer insead of inside meta . I also added buttons for the people who join my channel. It is great you should check it out!! Making this frustrated me a little, but it worked by the end. I had to ask AI for help with making the button green like my previous workflow bot had. Fortunately a single option did the trick. After done with coding, I made the “banner”(?) for this project. It is still a wip, but it is something. I think I’ll change the bg for the screenshots of the bot working. But that is a task for future me. My next steps will be to make the button one time use and the “ping me” message be sent in thread."}, {"post_id": 8754, "ts": "2026-06-14T15:46:09Z", "hours": 1.23, "text": "The bot setup and a basic Ping/fetch function to my own blogs! There is not much to say about my progress since things aren’t going very complex rn. I made a ping command that takes a int for timeout/sleeping (which doesn’t work rn…sob) While following the tutorial I saw them using the Cat Facts API, and I remembered that I also made an API for my blogs! So I used that to fetch the latest BLOG that I have updated. Currently the site of blogs and the blogs aren’t really finished either…so we’ll just have to work with what crap had the last time I worked on it The one thing that took some time was figuring out how the arguments work. Another thing that took some time is FIGURING OUT HOW TO USE A FUNCTION DEFINED IN ANOTHER FILE 😭 I couldn’t figure that out…probably will ask my friends for help. I plan on adding triggers for when ppl join my channel…also is buttons available now? Those chonky buttons were great, I hope they are available to use in a bot"}]...
|
Title: Slack Bot Icekeem by @Ankush | Stardance
D Title: Slack Bot Icekeem by @Ankush | Stardance
Devlogs:
The bot setup and a basic Ping/fetch function to my own blogs! There is not much to say about my progress since things aren’t going very complex rn. I made a ping command that takes a int for timeout/sleeping (which doesn’t work rn…sob) While following the tutorial I saw them using the Cat Facts API, and I remembered that I also made an API for my blogs! So I used that to fetch the latest BLOG that I have updated. Currently the site of blogs and the blogs aren’t really finished either…so we’ll just have to work with what crap had the last time I worked on it The one thing that took some time was figuring out how the arguments work. Another thing that took some time is FIGURING OUT HOW TO USE A FUNCTION DEFINED IN ANOTHER FILE 😭 I couldn’t figure that out…probably will ask my friends for help. I plan on adding triggers for when ppl join my channel…also is buttons available now? Those chonky buttons were great, I hope they are available to use in a bot
It’s been a smooth and calm day for me. So smooth that something feels off…idk but everything I had in mind worked super easily… something definitely is off… Anyway, first thing I did was make the /icekeem-help command. It was easy - just like a print statement. Also added link to the blog in /icekeem-blog command. I also made the event triggers for people joining/leaving my channel. There probably are bugs rn… but we’ll fix them when we encounter them. The slack docs is amazing! I google stuff and almost always the first thing in the slack docs has my answer, I don’t want to admit but the google ai in the search also is useful… The last thing I did before sleeping was make the sleep function work… I couldn’t, lastly had to resort to ai making the code for me. I didn’t try to partition my code in different files like I’d like to. I will, if the codebase becomes more than 500+ lines. Today morning I tried the blog command and found that the link is not working. Easy fix, I path was defined in the top layer insead of inside meta . I also added buttons for the people who join my channel. It is great you should check it out!! Making this frustrated me a little, but it worked by the end. I had to ask AI for help with making the button green like my previous workflow bot had. Fortunately a single option did the trick. After done with coding, I made the “banner”(?) for this project. It is still a wip, but it is something. I think I’ll change the bg for the screenshots of the bot working. But that is a task for future me. My next steps will be to make the button one time use and the “ping me” message be sent in thread.
Just as I had planned I improved the welcome thing. When ppl join my channel the bot sends a welcome msg with a big fat squishy asmr satisfying button. This time I worked on to make the button a one-time-button and only allowing the joinee to press the button… Ah yes! I also spent some time finishing up the banner image. Looks cool imo. But there are overall 3 different views I encountered in stardance.hackclub.com. And it looks bad in 2 of them due to the image being cropped…idk what I should do… the natural thing to do would be to bring everything to the center…but that’d look ugly…idk what to do. I think I’ll finish this project with this devlog. I still have to make the README, but that shouldn’t take much time, i’ll do that in github’s online editor
Made a carousal for my blogs! This was surprisingly simple due to slack block builder ! I just used the default carousal they provide and put in my data in-place of the dummy texts :) But there was a problem! If someone invocated the /icekeem-blog command from #channel123 it the msg will be sent to my personal channel! That was bad and I was having a hard time figuring out how to get the channel id where the command was invocated. The function I was using: await client . chat . postEphemeral ({ user : presser , channel : ChannelID , text : " text " , blocks : [...], }) I don’t know why but I was under a illusion that respond function can’t do the blocks that my carousal uses… When I tried, it worked! await respond ({ text : `text` , blocks : [...] })
Slack bot home page done! Along with that I also added tags of my blogs to my carousal . Most of the hard part was debugging why my Home page wasn’t showing up properly. It was because I forgot to add error reporting I also spent a long time trying to add images to my hope page. The images didn’t just work! After a lot of time googling, I think it is because the image block can’t render svg files Lastly, I also added @mention replies to my bot. There are a few fun pre-determined replies and when the input matches none, it passes the input to a free tier model of Gemini called Gemini Lite Flash 3.1 Some BTS I had a lot of love and passion for this bot, and such also had high expectations with the payout. But unfortunately I only got 3x multiplier . I was sad, but I was ready to improve on the mistakes I made, I wanted to know what went wrong. After I read the reviews, I was a little bit happier. They all said my bot was really good made! But unfortunately it didn’t work. I spent the next couple of hours trying to find out what I did wrong! … … … I couldn’t. I lastly resorted to asking AI, I gave it full details. And it gave me my answer… the reason my bot shut down was because I was using the --user tag while starting my bot using systemd I was devastated. I will never emotionally recover from this. But the all good reviews kept motivated to keep on working. So i kept working on my other projects with full motivation! And yesterday I took some time off to complete the final few features I planned on adding to the bot. Currently the bot is “completed” as per my book, but I will still add new features, updates when I see a interesting one! Currently this is probably the last devlog of IceKeem in Stardance.
Ships:
IceKeem silly little helper for my channel in slack. It is stupidly simple and pretty (super tasty too!). After Hackclub nuked “workflows” in our slack, my beloved bot IceKeem was shot dead in the carnage. After months I got time to work on this and I had a great time reviving my friend! I am very happy with how things are and I believe the /icekeem-blog command output is very cool! Though I definitely have to polish up my blogs and remove the dummy ones. Even though slack docs are great I think I had a hard time navigating through them. Github issues and other forum posts were a life saver. Currently the three commands /icekeem-ping , /icekeem-help and /icekeem-blog work from everywhere in slack, but a there are other functionalities like “Welcome” message when people join. and a huge satisfying button to top it off. (You should definitely join my channel) There are other features that I plan on working later this week, some of them are: App page or whatever they are called @mention replies Make the bot more flexible, so others can easily use this bot for themselves. Any other suggestions I might get
IceKeem is a slack bot that helps me out with my channel! This is the 2nd ship for my bot, and is on the smaller side. This update, I added the home page for my bot, added @mention replies. There are some fun pre-determined replies for @mentions , but when none match, the input is passed down to an AI to answer. I learnt a lot while making this bot, had a lot of fun. I got to know a lot about slack bots and how slack works. I am really proud of the banner image I made! Apart from that, I am so happy to be able to bring back the chonky button that a user gets to press when they join my channel! Trying out my bot Most of the bot commands like /icekeem-ping , /icekeem-blog and /icekeem-help work from anywhere, but if you want to use @mention you have to join my channel. #ankush-loves-icecream You should defo join my channel :3 I hope you have fun with my bot! Features in a glimpse 3 commands /icekeem-ping , /icekeem-blog and /icekeem-help Personal channel join and leave triggers Button interactions Home page @mention replies...
|
1792850057.0412846
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1792936457.0412846
|
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18323
|
Appick by @vrplays | Stardance
|
vrplays
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-23T16:05:13Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Appick is a four key macropad that can launch apps for you instantly. Currently, it can open Brave, Discord, Steam, and Spotify, but with some modifications it can open any app! This took a long time to create, but eventually I was able to finish this and created a good product.", "repo": "https://github.com/VR2011/Appick", "demo": ""}]...
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[{"post_id": 14448, "ts": "202 [{"post_id": 14448, "ts": "2026-06-23T16:02:02Z", "hours": 0.3356, "text": "Devlog #3 - Firmware complete! With that done, my Hackpad is finally complete! I thought that I wouldn’t even be able to complete this, but with lots of perseverance (nasa reference lol) I was able to create full projects in applications I’ve NEVER used before. Seriously, I’ve never used Fusion 360 or KiCad before, but with help from a lot of resources (and a little bit of AI), I’ve created working projects. Hopefully this is everything I need to do, because this took a very long time."}, {"post_id": 13939, "ts": "2026-06-22T21:33:52Z", "hours": 2.5164, "text": "Devlog #2 - CAD and PCB FINISHED! This took way too long to complete. I had to remake the CAD project maybe 4 times because of random issues, and had to rewire my PCB many, many times thanks to the fact that the wires wouldn’t move with the objects. Anyway, I also added the components to my PCB and made a final, full CAD project. IF ANYONE IS SEEING THIS, PLEASE GIVE ME FEEDBACK!!!!!!"}, {"post_id": 13520, "ts": "2026-06-22T04:00:44Z", "hours": 0.9594, "text": "Devlog #1 - CAD and PCB Took a bit of time (unfortunately I didn’t log some of the time I spent on the CAD,) but I finished the base of the CAD, along with the PCB. What do you guys think?"}]...
|
Title: Appick by @vrplays | Stardance
Devlogs:
De Title: Appick by @vrplays | Stardance
Devlogs:
Devlog #1 - CAD and PCB Took a bit of time (unfortunately I didn’t log some of the time I spent on the CAD,) but I finished the base of the CAD, along with the PCB. What do you guys think?
Devlog #2 - CAD and PCB FINISHED! This took way too long to complete. I had to remake the CAD project maybe 4 times because of random issues, and had to rewire my PCB many, many times thanks to the fact that the wires wouldn’t move with the objects. Anyway, I also added the components to my PCB and made a final, full CAD project. IF ANYONE IS SEEING THIS, PLEASE GIVE ME FEEDBACK!!!!!!
Devlog #3 - Firmware complete! With that done, my Hackpad is finally complete! I thought that I wouldn’t even be able to complete this, but with lots of perseverance (nasa reference lol) I was able to create full projects in applications I’ve NEVER used before. Seriously, I’ve never used Fusion 360 or KiCad before, but with help from a lot of resources (and a little bit of AI), I’ve created working projects. Hopefully this is everything I need to do, because this took a very long time.
Ships:
Appick is a four key macropad that can launch apps for you instantly. Currently, it can open Brave, Discord, Steam, and Spotify, but with some modifications it can open any app! This took a long time to create, but eventually I was able to finish this and created a good product....
|
1792850058.2263048
|
1792936458.2263048
|
|
32630
|
gnex_cli by @lin3598197 | Stardance
|
lin3598197
|
1
|
5.92
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-09T15:41:53Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "My First Ship!! The new version is in progress", "repo": "https://github.com/lin3598197/gnex_cli", "demo": "https://github.com/lin3598197/gnex_cli/releases/"}]...
|
[{"post_id": 30791, "ts": "202 [{"post_id": 30791, "ts": "2026-07-18T17:59:14Z", "hours": 0.3689, "text": "We have a realese version of project now! I pack it to an appimage file so we can run it more easily"}, {"post_id": 28750, "ts": "2026-07-15T06:41:29Z", "hours": 0.9808, "text": "Finally!!! Web install tab complete!"}, {"post_id": 27669, "ts": "2026-07-13T13:19:56Z", "hours": 1.2419, "text": "Add a detail page about online extensions, but i’m thinking how to solve aout the install button, it doesn’t work:("}, {"post_id": 27087, "ts": "2026-07-12T10:31:51Z", "hours": 0.9756, "text": "add a web search tab, but it doesn’t have install button or show the info about the extension that i seleted, maybe i can add this feature and post in next devlog"}, {"post_id": 26586, "ts": "2026-07-11T14:33:40Z", "hours": 0.5372, "text": "Oh god, I didn’t see my CSS is in the wrong place so this is the CSS included version and I also add a search block to search extensions if you have too much ><"}, {"post_id": 25990, "ts": "2026-07-10T15:21:02Z", "hours": 0.8136, "text": "Some error happend when i select extensions fix bug and push again"}, {"post_id": 25260, "ts": "2026-07-09T12:46:01Z", "hours": 0.6308, "text": "Finish first version of app!!"}, {"post_id": 24809, "ts": "2026-07-08T16:42:42Z", "hours": 0.7956, "text": "Create a Repo,update file,and here we go write app.py but the main function isn’t done yet"}]...
|
Title: gnex_cli by @lin3598197 | Stardance
Devlog Title: gnex_cli by @lin3598197 | Stardance
Devlogs:
Create a Repo,update file,and here we go write app.py but the main function isn’t done yet
Finish first version of app!!
Some error happend when i select extensions fix bug and push again
Oh god, I didn’t see my CSS is in the wrong place so this is the CSS included version and I also add a search block to search extensions if you have too much ><
add a web search tab, but it doesn’t have install button or show the info about the extension that i seleted, maybe i can add this feature and post in next devlog
Add a detail page about online extensions, but i’m thinking how to solve aout the install button, it doesn’t work:(
Finally!!! Web install tab complete!
We have a realese version of project now! I pack it to an appimage file so we can run it more easily
Ships:
My First Ship!! The new version is in progress...
|
1792850061.3567019
|
1792936461.3567019
|
|
5365
|
Pokemon WebOS by @Sahild | Stardance
|
Sahild
|
2
|
14.0
|
60
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-09T20:13:30Z", "hours": 4.0, "multiplier": 6.6, "payout": 14, "blessing": "neutral", "text": "shipped pokéOS v2, a pokémon themed web desktop OS with a real macos style dock now. there are new apps like a coin flip that has a chance to yeet a random desktop icon if you land heads, a video player for the theme video, and an image carousel for pokémon art. pokeRecords also got a plus button so you’re not stuck with just the 3 records i hardcoded in, and the top bar has a proper play pause button for the theme song now instead of just play. the challenging part was the play pause button. it was rebuilding the whole button element every time the state changed which quietly killed the click listener after the first press, so pause just stopped working. took a minute to realize the button node itself was getting replaced instead of just its text, fixed it by keeping one button and only swapping the label. to test it just open it and click through the dock icons at the bottom, flip the coin a few times and see if you lose an icon, and hit the yellow button up top for a surprise. cdn.hackclub.com/019f4883-10a2-7c73-87e0-1aa0e5dafc79/Video%20Project%201.mp4", "repo": "https://github.com/sahilchess/Pokemon-Web-OS", "demo": "https://sahilchess.github.io/Pokemon-Web-OS/"}, {"ship_num": 2, "ts": "2026-06-19T01:13:48Z", "hours": 10.0, "multiplier": 4.87, "payout": 46, "blessing": "neutral", "text": "shipped pokéOS v0.1.0, a pokémon themed web desktop OS. there are draggable windows, a top bar with a live clock, a button that plays the pokémon theme song, and pokéRecords as the first app where you can keep notes on your team and moves with a sidebar that swaps content dynamically. the challenging part was getting the window z index stuff working and figuring out why drag was broken (one missing dash in an id lol). pretty proud of how the whole thing looks and feels, the glassmorphism windows over the pokémon background art goes hard. to test it just open it and drag the windows around, click the pokédex icon to open pokéRecords and click the sidebar entries to switch between records. *hit the button at the top for a surprise *", "repo": "https://github.com/sahilchess/Pokemon-Web-OS", "demo": "https://sahilchess.github.io/Pokemon-Web-OS/"}]...
|
[{"post_id": 25479, "ts": "202 [{"post_id": 25479, "ts": "2026-07-09T19:37:19Z", "hours": 1.8644, "text": "v2.1 added a plus for the pokerecords so youcan add mroe records added a feature so that you can play pause athe song, but the thign is all in one button instaead of 2 added a dock like macos added better styling"}, {"post_id": 16420, "ts": "2026-06-26T18:28:56Z", "hours": 2.4406, "text": "version 2 i added some stuff imma just list it im too lazy to give any paragraph a coin flip that removess a random desktop app if the coin is heads a video player an image carousel added a favicon the file was too large https://cdn.hackclub.com/019f052f-c148-7c51-916c-bdd13bb43783/Screen%20Recording%202026-06-26%20142254.mp4"}, {"post_id": 11682, "ts": "2026-06-19T01:11:31Z", "hours": 2.1872, "text": "shipped pokéOS v0.1.0-beta!! its a pokémon themed web desktop OS. draggable windows, a top bar with a live clock and a button that plays the pokémon theme, and pokéRecords as the first app which lets you keep notes on your pokémon team and moves. sidebar with dynamic entries, content panel on the right, fully editable text. built with just html css and js, no frameworks. had to debug a ton of stuff to get here like windows not rising to the top when clicked and the drag being broken because of one missing dash in an id. live: here foreseeable future: ship on stardance webOS 2 sometime more apps (maybe a pokedex lookup?)"}, {"post_id": 11022, "ts": "2026-06-18T01:29:04Z", "hours": 0.9222, "text": "Update 3 ig im starting to now put devlog numbers….. here is the rendown of what happened. i restarted the pokerecords app and have an idea for what to do. i drew it out and attached the image. next is to how my mistakes. i was tryig to figure out how to make the window rise when it was tapped, but couldnt figure out why. i realized i need this code: addWindowTapHandling ( welcomeScreen ) addWindowTapHandling ( prScreen ) tasks to get done for next devlog: finish poke records app ship on stardance next in the forseeable future: start webOS 2 make more apps"}, {"post_id": 10166, "ts": "2026-06-16T19:40:20Z", "hours": 4.4494, "text": "I made somthign!!!! i made a first welcome screen and also a records app that will be my first app. It is still in progress i also removed the changing bg because i want less AI made onmy site"}, {"post_id": 6407, "ts": "2026-06-10T19:35:58Z", "hours": 2.0156, "text": "The Start of stmg So i kinda realized that a pokemonOS is already sorta a thing…. BUT THAT WONT STOP ME! Imma make it better that that website! (idk if that is possible bc that is really well made so who knows. i followed the tutorial and added some of my own stuff like custom fonts and a button that plays the theme song of pokemon. I also ai-genned the pokemon-font, where there is padding on the font that is a different color making it look like a pokemon font."}]...
|
Title: Pokemon WebOS by @Sahild | Stardance
Devlo Title: Pokemon WebOS by @Sahild | Stardance
Devlogs:
The Start of stmg So i kinda realized that a pokemonOS is already sorta a thing…. BUT THAT WONT STOP ME! Imma make it better that that website! (idk if that is possible bc that is really well made so who knows. i followed the tutorial and added some of my own stuff like custom fonts and a button that plays the theme song of pokemon. I also ai-genned the pokemon-font, where there is padding on the font that is a different color making it look like a pokemon font.
I made somthign!!!! i made a first welcome screen and also a records app that will be my first app. It is still in progress i also removed the changing bg because i want less AI made onmy site
Update 3 ig im starting to now put devlog numbers….. here is the rendown of what happened. i restarted the pokerecords app and have an idea for what to do. i drew it out and attached the image. next is to how my mistakes. i was tryig to figure out how to make the window rise when it was tapped, but couldnt figure out why. i realized i need this code: addWindowTapHandling ( welcomeScreen ) addWindowTapHandling ( prScreen ) tasks to get done for next devlog: finish poke records app ship on stardance next in the forseeable future: start webOS 2 make more apps
shipped pokéOS v0.1.0-beta!! its a pokémon themed web desktop OS. draggable windows, a top bar with a live clock and a button that plays the pokémon theme, and pokéRecords as the first app which lets you keep notes on your pokémon team and moves. sidebar with dynamic entries, content panel on the right, fully editable text. built with just html css and js, no frameworks. had to debug a ton of stuff to get here like windows not rising to the top when clicked and the drag being broken because of one missing dash in an id. live: here foreseeable future: ship on stardance webOS 2 sometime more apps (maybe a pokedex lookup?)
version 2 i added some stuff imma just list it im too lazy to give any paragraph a coin flip that removess a random desktop app if the coin is heads a video player an image carousel added a favicon the file was too large https://cdn.hackclub.com/019f052f-c148-7c51-916c-bdd13bb43783/Screen%20Recording%202026-06-26%20142254.mp4
v2.1 added a plus for the pokerecords so youcan add mroe records added a feature so that you can play pause athe song, but the thign is all in one button instaead of 2 added a dock like macos added better styling
Ships:
shipped pokéOS v0.1.0, a pokémon themed web desktop OS. there are draggable windows, a top bar with a live clock, a button that plays the pokémon theme song, and pokéRecords as the first app where you can keep notes on your team and moves with a sidebar that swaps content dynamically. the challenging part was getting the window z index stuff working and figuring out why drag was broken (one missing dash in an id lol). pretty proud of how the whole thing looks and feels, the glassmorphism windows over the pokémon background art goes hard. to test it just open it and drag the windows around, click the pokédex icon to open pokéRecords and click the sidebar entries to switch between records. *hit the button at the top for a surprise *
shipped pokéOS v2, a pokémon themed web desktop OS with a real macos style dock now. there are new apps like a coin flip that has a chance to yeet a random desktop icon if you land heads, a video player for the theme video, and an image carousel for pokémon art. pokeRecords also got a plus button so you’re not stuck with just the 3 records i hardcoded in, and the top bar has a proper play pause button for the theme song now instead of just play. the challenging part was the play pause button. it was rebuilding the whole button element every time the state changed which quietly killed the click listener after the first press, so pause just stopped working. took a minute to realize the button node itself was getting replaced instead of just its text, fixed it by keeping one button and only swapping the label. to test it just open it and click through the dock icons at the bottom, flip the coin a few times and see if you lose an icon, and hit the yellow button up top for a surprise. cdn.hackclub.com/019f4883-10a2-7c73-87e0-1aa0e5dafc79/Video%20Project%201.mp4...
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1792850062.5302455
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1792936462.5302455
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28966
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SpaceWeb by @mygulash | Stardance
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mygulash
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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": "2026-07-01T00:59:24Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "🚀SpaceWeb It is a website that shows you the Astronomy Picture of the Day (APOD). When you visit the website first you will see todays APOD but there is a date picker which lets you pick date and the APOD from that day will show up. It runs on NASA API. The main problem is that the fail rate of connection is quite high. But refresh always helps. I added loading animation so people do not get that much frustrated. SpaceWeb is programmed in Javascript and designed using HTML and CSS. It is hosted on GitHub Pages.", "repo": "https://github.com/Mygulash/SpaceWeb", "demo": "https://mygulash.github.io/SpaceWeb/"}]...
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[{"post_id": 19637, "ts": "202 [{"post_id": 19637, "ts": "2026-07-01T00:44:02Z", "hours": 0.5453, "text": "🚀SpaceWeb devlog#2 In the last devlog I was talking about adding a date picker and so I did. Now the website feels much more useful and I do not have to stare at the one same image. I also tried making the looks better by adding some headings and also more colors ✨ Here are some pretty photos I found:"}, {"post_id": 19621, "ts": "2026-07-01T00:06:38Z", "hours": 2.0281, "text": "🚀SpaceWeb devlog#1 I just finished the Give Your Website a Pulse and here is what I learned and implemented: NASAs API fetching Using Google fonts on websites Making basic text animations I will try letting the users change the date of the “astronomy photo of the day” so you can kinda browse through them"}]...
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Title: SpaceWeb by @mygulash | Stardance
Devlogs: Title: SpaceWeb by @mygulash | Stardance
Devlogs:
🚀SpaceWeb devlog#1 I just finished the Give Your Website a Pulse and here is what I learned and implemented: NASAs API fetching Using Google fonts on websites Making basic text animations I will try letting the users change the date of the “astronomy photo of the day” so you can kinda browse through them
🚀SpaceWeb devlog#2 In the last devlog I was talking about adding a date picker and so I did. Now the website feels much more useful and I do not have to stare at the one same image. I also tried making the looks better by adding some headings and also more colors ✨ Here are some pretty photos I found:
Ships:
🚀SpaceWeb It is a website that shows you the Astronomy Picture of the Day (APOD). When you visit the website first you will see todays APOD but there is a date picker which lets you pick date and the APOD from that day will show up. It runs on NASA API. The main problem is that the fail rate of connection is quite high. But refresh always helps. I added loading animation so people do not get that much frustrated. SpaceWeb is programmed in Javascript and designed using HTML and CSS. It is hosted on GitHub Pages....
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1792850063.7170591
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1792936463.7170591
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33590
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Cursorletics by @rheanath | Stardance
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rheanath
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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": "2026-07-19T00:24:48Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "For my first hackathon (United Hacks V7), I built Cursorletics, a website that helps users improve their cursor skills through interactive training drills. The current version includes a Speed Drill that tests clicking speed and a Reaction Drill that tests reflexes. I’m very proud that I was able to create two fully interactive drills within a timely manner, especially since I’m much more experienced with HTML and CSS compared to JavaScript. To try out Cursorletics, simply choose either the Speed Drill or the Reaction Drill from the homepage. Each drill begins with a short instruction screen before the game starts, and your results will be displayed once you finish. I hope you have fun trying it out, and thank you for checking out my solo project! :)", "repo": "https://github.com/rheanathjr/Cursorletics", "demo": "https://rheanathjr.github.io/Cursorletics/"}]...
|
[{"post_id": 30976, "ts": "202 [{"post_id": 30976, "ts": "2026-07-19T00:11:27Z", "hours": 3.0192, "text": "Cursorletics Devlog #1 What I built: I built Cursorletics, a website that helps users improve their cursor skills through interactive drills, for my first hackathon (United Hacks V7). The current version includes two training drills: a Speed Drill that tests users’ clicking speed and a Reaction Drill that tests users’ reflexes. What broke: There were some bugs while I was working on Cursorletics. One silly cosmetic bug I resolved had to do with the sparkles that appear after a user clicks on the screen. At first, the sparkles did appear wherever I clicked the screen. However, once I scrolled down, the sparkles were appearing nowhere near my cursor (it was now offset). Yikes! Another bug I quickly resolved had to do with Bootstrap. The orange buttons changed into the default blue for a second whenever I click it. What did I learn: Working on Cursorletics gave me much more experience with using both JavaScript and Bootstrap as well as coding within a timely manner (no procrastination!). A decision I made: One decision I made while working on Cursorletics was to keep the entire website centered around an orange palette. Originally, I was planning to use a blue palette, but I ended up using an orange palette because it makes the website look more bold and energetic. Something that surprised me: I was surprised by how my two training drills successfully worked out, especially since I am more used to web designing (HTML and CSS). It was really cool that I was able to add interactive elements. Aesthetic and design: Apart from the orange palette I discussed earlier, I also wanted to include my own artwork (made in MediBang Paint Pro) within the website as well. I made sure that the website overall is welcoming and engaging! Thank you for reading my devlog! Take care! :)"}]...
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Title: Cursorletics by @rheanath | Stardance
Devl Title: Cursorletics by @rheanath | Stardance
Devlogs:
Cursorletics Devlog #1 What I built: I built Cursorletics, a website that helps users improve their cursor skills through interactive drills, for my first hackathon (United Hacks V7). The current version includes two training drills: a Speed Drill that tests users’ clicking speed and a Reaction Drill that tests users’ reflexes. What broke: There were some bugs while I was working on Cursorletics. One silly cosmetic bug I resolved had to do with the sparkles that appear after a user clicks on the screen. At first, the sparkles did appear wherever I clicked the screen. However, once I scrolled down, the sparkles were appearing nowhere near my cursor (it was now offset). Yikes! Another bug I quickly resolved had to do with Bootstrap. The orange buttons changed into the default blue for a second whenever I click it. What did I learn: Working on Cursorletics gave me much more experience with using both JavaScript and Bootstrap as well as coding within a timely manner (no procrastination!). A decision I made: One decision I made while working on Cursorletics was to keep the entire website centered around an orange palette. Originally, I was planning to use a blue palette, but I ended up using an orange palette because it makes the website look more bold and energetic. Something that surprised me: I was surprised by how my two training drills successfully worked out, especially since I am more used to web designing (HTML and CSS). It was really cool that I was able to add interactive elements. Aesthetic and design: Apart from the orange palette I discussed earlier, I also wanted to include my own artwork (made in MediBang Paint Pro) within the website as well. I made sure that the website overall is welcoming and engaging! Thank you for reading my devlog! Take care! :)
Ships:
For my first hackathon (United Hacks V7), I built Cursorletics, a website that helps users improve their cursor skills through interactive training drills. The current version includes a Speed Drill that tests clicking speed and a Reaction Drill that tests reflexes. I’m very proud that I was able to create two fully interactive drills within a timely manner, especially since I’m much more experienced with HTML and CSS compared to JavaScript. To try out Cursorletics, simply choose either the Speed Drill or the Reaction Drill from the homepage. Each drill begins with a short instruction screen before the game starts, and your results will be displayed once you finish. I hope you have fun trying it out, and thank you for checking out my solo project! :)...
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1792850064.8482132
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1792936464.8482132
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12036
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FRC Prediction Simulator by @nicholasrueb | Starda FRC Prediction Simulator by @nicholasrueb | Stardance...
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nicholasrueb
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1
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0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-23T22:20:05Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I struggled so hard with integrating the API, this is my first stuff with HTML and CSS, I hope you guys enjoy! Many of you might not know FRC, but it is a robotics competition. For event key you can use 2026nytr for some example results!", "repo": "https://github.com/agoofygoat/FRCPredictionSimulator.github.io", "demo": "https://frc-prediction-simulator-github-io.vercel.app/"}]...
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[{"post_id": 14709, "ts": "202 [{"post_id": 14709, "ts": "2026-06-23T22:17:19Z", "hours": 0.3194, "text": "Full project is done and hosted on Vercel!!!!!"}]...
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Title: FRC Prediction Simulator by @nicholasrueb | Title: FRC Prediction Simulator by @nicholasrueb | Stardance
Devlogs:
Full project is done and hosted on Vercel!!!!!
Ships:
I struggled so hard with integrating the API, this is my first stuff with HTML and CSS, I hope you guys enjoy! Many of you might not know FRC, but it is a robotics competition. For event key you can use 2026nytr for some example results!...
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1792850065.6990526
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1792936465.6990526
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33418
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Flappiest bird by @Alexander_Wolf | Stardance
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Alexander_Wolf
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2
|
11.0
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58
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-19T15:54:02Z", "hours": 5.0, "multiplier": 8.55, "payout": 46, "blessing": "neutral", "text": "This is the second ship. Many important modifications have been made. These things have been added to the game since the last ship: A difficulty switch Highscore PlayerPrefs for the difficulty and the highscore Music and sound effects And the most important note: The game is now playable on itch.io. If the game somehow doesn’t open up via stardance, here is the link: ciferwolf.itch.io/flappiest-bird", "repo": "https://github.com/Wolf-Alexander/Flappiest-Bird", "demo": "https://ciferwolf.itch.io/flappiest-bird"}, {"ship_num": 2, "ts": "2026-07-13T19:38:34Z", "hours": 6.0, "multiplier": 2.11, "payout": 12, "blessing": "neutral", "text": "Ship #1 I have finished the tutorial and added some stuff on my own. This is the first version of my Flappy Bird game. It’s playable and kinda fun. Although it’s not on the same level as a finished game, so please consider this as a demo (v1). It won’t take long until I manage to add more stuff to make it more interesting to play", "repo": "https://github.com/Wolf-Alexander/Flappiest-Bird", "demo": "https://ciferwolf.itch.io/flappiest-bird"}]...
|
[{"post_id": 29583, "ts": "202 [{"post_id": 29583, "ts": "2026-07-16T16:45:11Z", "hours": 0.8167, "text": "Devlog #8 I’ve fixed some error during the gameplay. The game is finished! It’s not beautiful, but for my very first Unity project good enough. Once I’m able to ship again, I’ll do it"}, {"post_id": 29460, "ts": "2026-07-16T12:46:45Z", "hours": 0.9836, "text": "Devlog #7 I added music and some sound effect. Music for: Starting screen Ingame Sound effects: Score Death All sounds are from itch.io. The following music packs have been used: https://tallbeard.itch.io/music-loop-bundle https://jdsherbert.itch.io/ultimate-ui-sfx-pack"}, {"post_id": 28241, "ts": "2026-07-14T11:56:12Z", "hours": 0.8581, "text": "Devlog #6 The difficulty switch works and even after a reset or restart of the game, the previous difficulty gets saved. The same goes for the highscore that actually works!!!! What I should implement next is the highscore based on the difficulty, but that is for later"}, {"post_id": 28205, "ts": "2026-07-14T10:48:27Z", "hours": 1.6669, "text": "Devlog #5 I’ve made some changes to the game: Improved starting screen Added a difficulty switch Difficulty: There are 3 options. Easy, Medium, Hard. Medium is the standard option. They all influence the speed as well as the spawn rate of the pipes Issues for the future: If you restart the game after the game over, the difficulty gets set to Medium. Probably the fix would be to have some data saved for after the restart. This is also my current idea how I’ll make the high score. Or maybe some sort of database would make it easier"}, {"post_id": 27922, "ts": "2026-07-13T21:02:04Z", "hours": 1.0469, "text": "Devlog #4 I’m working on the starting screen. I had also fixed some unknown issues with the bird. It cannot leave the screen now and the game over mechanic works a lot better"}, {"post_id": 27874, "ts": "2026-07-13T19:35:45Z", "hours": 1.9169, "text": "Devlog #3 I created a starting screen (WITHOUT A TUTORIAL) and connected everything to it. It was a lot harder than expected, because everything runs on Start function, so I had to edit every object. This concludes the first version of this game. Yeah it’s not beautiful, but it’s functional. The other To-Do’s will be added in further versions!"}, {"post_id": 27646, "ts": "2026-07-13T12:26:38Z", "hours": 1.1167, "text": "Devlog #2 So I finished the tutorial… The game exists and now I have some knowledge about Unity and Game Development. Now I will add some additional stuff to this game to finish it. These include: Starting Screen High Score Difficulties (change speed of the game) Music If you have some ideas, please comment them. I’ll try my best, but can’t promise anything"}, {"post_id": 25993, "ts": "2026-07-10T15:25:02Z", "hours": 2.4667, "text": "Devlog #1 I’m starting out with Unity. And what is the best option to choose, when you’re starting out? Watch a Flappy Bird tutorial and hope you understand everything, so that you can add your own stuff at the end… I want to create my own games, but have no clue how Unity works. This project is focused on helping me learn all the basics and be able to create my own games from then on. Even though I’m using a tutorial to create this game, I’m planning on using my knowledge to upgrade the game with a few features to market it as my own ;)"}]...
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Title: Flappiest bird by @Alexander_Wolf | Stardan Title: Flappiest bird by @Alexander_Wolf | Stardance
Devlogs:
Devlog #1 I’m starting out with Unity. And what is the best option to choose, when you’re starting out? Watch a Flappy Bird tutorial and hope you understand everything, so that you can add your own stuff at the end… I want to create my own games, but have no clue how Unity works. This project is focused on helping me learn all the basics and be able to create my own games from then on. Even though I’m using a tutorial to create this game, I’m planning on using my knowledge to upgrade the game with a few features to market it as my own ;)
Devlog #2 So I finished the tutorial… The game exists and now I have some knowledge about Unity and Game Development. Now I will add some additional stuff to this game to finish it. These include: Starting Screen High Score Difficulties (change speed of the game) Music If you have some ideas, please comment them. I’ll try my best, but can’t promise anything
Devlog #3 I created a starting screen (WITHOUT A TUTORIAL) and connected everything to it. It was a lot harder than expected, because everything runs on Start function, so I had to edit every object. This concludes the first version of this game. Yeah it’s not beautiful, but it’s functional. The other To-Do’s will be added in further versions!
Devlog #4 I’m working on the starting screen. I had also fixed some unknown issues with the bird. It cannot leave the screen now and the game over mechanic works a lot better
Devlog #5 I’ve made some changes to the game: Improved starting screen Added a difficulty switch Difficulty: There are 3 options. Easy, Medium, Hard. Medium is the standard option. They all influence the speed as well as the spawn rate of the pipes Issues for the future: If you restart the game after the game over, the difficulty gets set to Medium. Probably the fix would be to have some data saved for after the restart. This is also my current idea how I’ll make the high score. Or maybe some sort of database would make it easier
Devlog #6 The difficulty switch works and even after a reset or restart of the game, the previous difficulty gets saved. The same goes for the highscore that actually works!!!! What I should implement next is the highscore based on the difficulty, but that is for later
Devlog #7 I added music and some sound effect. Music for: Starting screen Ingame Sound effects: Score Death All sounds are from itch.io. The following music packs have been used: https://tallbeard.itch.io/music-loop-bundle https://jdsherbert.itch.io/ultimate-ui-sfx-pack
Devlog #8 I’ve fixed some error during the gameplay. The game is finished! It’s not beautiful, but for my very first Unity project good enough. Once I’m able to ship again, I’ll do it
Ships:
Ship #1 I have finished the tutorial and added some stuff on my own. This is the first version of my Flappy Bird game. It’s playable and kinda fun. Although it’s not on the same level as a finished game, so please consider this as a demo (v1). It won’t take long until I manage to add more stuff to make it more interesting to play
This is the second ship. Many important modifications have been made. These things have been added to the game since the last ship: A difficulty switch Highscore PlayerPrefs for the difficulty and the highscore Music and sound effects And the most important note: The game is now playable on itch.io. If the game somehow doesn’t open up via stardance, here is the link: ciferwolf.itch.io/flappiest-bird...
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1792850066.5612233
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1792936466.5612233
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26591
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T to MO by @jo_brain | Stardance
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jo_brain
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-27T09:58:02Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an Project that takes Text via BLE and turns them into Morse code including Numbers!", "repo": "https://raw.githubusercontent.com/jobrain1/T-to-MO/refs/heads/master/README.md", "demo": ""}]...
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[{"post_id": 16740, "ts": "202 [{"post_id": 16740, "ts": "2026-06-27T06:15:17Z", "hours": 1.1389, "text": "I used an ESP32 Wrover that has Bluetooth to turn Text I to Morse Code and show that Morse code with an LED and an Buzzer"}]...
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Title: T to MO by @jo_brain | Stardance
Devlogs:
Title: T to MO by @jo_brain | Stardance
Devlogs:
I used an ESP32 Wrover that has Bluetooth to turn Text I to Morse Code and show that Morse code with an LED and an Buzzer
Ships:
I made an Project that takes Text via BLE and turns them into Morse code including Numbers!...
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1792850067.7208328
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1792936467.7208328
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20381
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Detention Loop SDK by @DoMax | Stardance
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DoMax
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1
|
9.0
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52
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-17T16:57:00Z", "hours": 9.0, "multiplier": 5.84, "payout": 52, "blessing": "neutral", "text": "“Exhausted after a long day of school, you just want to go home. Instead, you’re trapped in an endless corridor with entities trying to distort your reality. Look closely. Trust nothing. There might be a way out.” It’s the best way to describe the game “Detention Loop” that was made for Hack Club’s Sprig! Despite the challenges and Sprig’s limitations, it was a very fun time building this project! One of the more frustrating limitations of Sprig’s engine was not being able to load full-sized images. Instead, Sprig only offers loading maps from pre-made sprites. They take up both too much space and are hard to draw/make changes to. So I decided to code it myself - by uploading a full bitmap of the image and dynamically creating maps during runtime with loops, I saved myself a LOT of time. There was other technology involved too that you would rarely see in Sprig games, so I thought of conveniently sharing them all in this Detention Loop SDK available for anyone! With subtle adaptations it can be ported for different purposes too. The SDK includes full game art and script files, as well as reusable snippets and instructions on how to use everything. And as for the game itself, you can play it for free by clicking on the demo link!", "repo": "https://github.com/domasles/detention-loop-sdk", "demo": "https://detention-loop.domax.lt"}]...
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[{"post_id": 10317, "ts": "202 [{"post_id": 10317, "ts": "2026-06-16T23:53:15Z", "hours": 8.9833, "text": "The first, and probably one of the only devlogs this project will have. It aims to provide all the tools initially used to create a game called “Detention Loop” for the Hack Club’s Sprig! (But heavily updated and adapted for repeated use) It includes: Game itself (with a link to the live demo) A script for converting game assets to a computer-friendly format Reusable code snippets for other game creators that want to adopt Detention Loop’s technology All game assets (and GIMP files with layered drawings) I hope this inspires other creators to pay more attention to code optimization and encourages working with the Sprig! It’s an amazing little gadget with a lot of potential! I also hope that one day solutions used in this project get merged to the full engine so no workarounds need to be found when creating sophisticated games!"}]...
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Title: Detention Loop SDK by @DoMax | Stardance
D Title: Detention Loop SDK by @DoMax | Stardance
Devlogs:
The first, and probably one of the only devlogs this project will have. It aims to provide all the tools initially used to create a game called “Detention Loop” for the Hack Club’s Sprig! (But heavily updated and adapted for repeated use) It includes: Game itself (with a link to the live demo) A script for converting game assets to a computer-friendly format Reusable code snippets for other game creators that want to adopt Detention Loop’s technology All game assets (and GIMP files with layered drawings) I hope this inspires other creators to pay more attention to code optimization and encourages working with the Sprig! It’s an amazing little gadget with a lot of potential! I also hope that one day solutions used in this project get merged to the full engine so no workarounds need to be found when creating sophisticated games!
Ships:
“Exhausted after a long day of school, you just want to go home. Instead, you’re trapped in an endless corridor with entities trying to distort your reality. Look closely. Trust nothing. There might be a way out.” It’s the best way to describe the game “Detention Loop” that was made for Hack Club’s Sprig! Despite the challenges and Sprig’s limitations, it was a very fun time building this project! One of the more frustrating limitations of Sprig’s engine was not being able to load full-sized images. Instead, Sprig only offers loading maps from pre-made sprites. They take up both too much space and are hard to draw/make changes to. So I decided to code it myself - by uploading a full bitmap of the image and dynamically creating maps during runtime with loops, I saved myself a LOT of time. There was other technology involved too that you would rarely see in Sprig games, so I thought of conveniently sharing them all in this Detention Loop SDK available for anyone! With subtle adaptations it can be ported for different purposes too. The SDK includes full game art and script files, as well as reusable snippets and instructions on how to use everything. And as for the game itself, you can play it for free by clicking on the demo link!...
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1792850068.5961447
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1792936468.5961447
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213
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Jeff vs The Underground by @keshavdaboss | Stardan Jeff vs The Underground by @keshavdaboss | Stardance...
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keshavdaboss
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1
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4.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-04T06:49:48Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a platformer on Godot, where you avoid enemies and find the exit!", "repo": "https://github.com/KeshavDaBoss/jeff-vs-the-underground", "demo": "https://keshavdaboss.itch.io/jeff-vs-the-underground"}]...
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[{"post_id": 21989, "ts": "202 [{"post_id": 21989, "ts": "2026-07-04T06:39:58Z", "hours": 3.8336, "text": "Hi! I’m creating a platformer game in which you must avoid the enemies and find the exit (could be anywhere yk)"}]...
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Title: Jeff vs The Underground by @keshavdaboss | Title: Jeff vs The Underground by @keshavdaboss | Stardance
Devlogs:
Hi! I’m creating a platformer game in which you must avoid the enemies and find the exit (could be anywhere yk)
Ships:
I made a platformer on Godot, where you avoid enemies and find the exit!...
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1792850069.714712
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1792936469.714712
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24802
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battle bot by @jonathan | Stardance
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jonathan
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1
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6.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-05T13:12:38Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "An antweight battle bot", "repo": "https://github.com/Zoomwag/Undercutter-Battlebot", "demo": ""}]...
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[{"post_id": 22815, "ts": "202 [{"post_id": 22815, "ts": "2026-07-05T12:26:58Z", "hours": 2.6333, "text": "finshed"}, {"post_id": 18266, "ts": "2026-06-29T11:03:13Z", "hours": 2.1811, "text": "cONVERETED IT INTO AN UNDERCUTTER"}, {"post_id": 14596, "ts": "2026-06-23T19:20:58Z", "hours": 1.4486, "text": "I started doing cad and did a bunch of research"}]...
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Title: battle bot by @jonathan | Stardance
Devlog Title: battle bot by @jonathan | Stardance
Devlogs:
I started doing cad and did a bunch of research
cONVERETED IT INTO AN UNDERCUTTER
finshed
Ships:
An antweight battle bot...
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1792850070.5758207
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1792936470.5758207
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50559
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AmateurWare by @amateur_tech_guy | Stardance
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amateur_tech_guy
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3
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32.0
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163
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T19:58:15Z", "hours": 12.0, "multiplier": 9.05, "payout": 110, "blessing": "neutral", "text": "AmateurWare(once again) PLEASE READ!! If you get an error saying WEBGL is not working, or something along those lines, that is NOT from me, its from your browser, I’m no expert so I don’t know the fix to that unfortunetly:( Anyways I listened to the reviews and fixed everything asked of me, except for the animation part, i drew 3 frames of my sprite but i just couldnt animate it for some reason, im sorry for disappointing yall at that part. But the good news is I added a score system just like requested, someone said let the score change on every run and i made that! finish 20 minigames or more and get the win screen, finish less than 20 minigames and get the losers screen:P GOODLUCK AND THANKS FOR TUNING IN", "repo": "https://github.com/amateurtechguy/AmateurWare", "demo": "https://amateurtechguy.itch.io/amateurware"}, {"ship_num": 2, "ts": "2026-08-27T17:43:40Z", "hours": 8.0, "multiplier": 8.98, "payout": 53, "blessing": "neutral", "text": "AmateurWare AmateurWare’s new update contains 4 new minigames made entirely from brainstorming and implying the previously learnt skills into this game, I really was having fun until lapse and hackatime started tweaking, it wasn’t fun losing all of those hours of work, but at last I’m done, I know the games aren’t really creative but it’s the best I could do as a beginner forgive me y’all. I’m really proud of how the game turned out tho, it had a lot of bugs that pissed me off, but I ended up debugging them SOMEHOW I myself don’t even know how I managed but either way, thanks to anyone and everyone who were invested in the making of this game, safe to say might add more minigames in the future:)", "repo": "https://github.com/amateurtechguy/AmateurWare", "demo": "https://amateurtechguy.itch.io/amateurware"}, {"ship_num": 3, "ts": "2026-08-24T15:40:13Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "** AmateurWare ** This is genuinely the most fun thing I ever had to make, I enjoyed playing it as well even if it only had 2 minigames, it falls in the requirements which is neat, planning to make more minigames on my second ship. I’m really proud of myself for not giving up at this point and I’m really proud of my pixel art, that took me HOURS to make each, I have no experience or interest in it but I figured it would look good in my game!", "repo": "https://github.com/amateurtechguy/AmateurWare", "demo": "https://amateurtechguy.itch.io/amateurware"}]...
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[{"post_id": 59157, "ts": "202 [{"post_id": 59157, "ts": "2026-08-31T19:45:53Z", "hours": 2.7789, "text": "devlog #21: I added miningame 7, idk why the shooting sound effect plays whenever it wants to and the animation doesnt work but ill be completely honest. Animating is NOT my thing and if i have to spend another hour trying to animation something, shoot me anyways time to ship AND i also enhanced the buttons cause someone said it looks too bland so, i changed it to my color scheme:)"}, {"post_id": 58963, "ts": "2026-08-31T15:10:12Z", "hours": 0.3206, "text": "devlog #20: for some reason, the animation won’t work, I might ship this with no animation and keep it just like that, time wasted on the sprite design but it’s whatever i guess it doesnt want to align for some reason, either way atleast I tried, ill make minigame 7 and then ill ship it, and for the record i did NOT only spend 19 minutes on this i have no idea why it says that"}, {"post_id": 58619, "ts": "2026-08-31T03:13:55Z", "hours": 2.2336, "text": "devlog #19: i finished drawing the walk animation and now im just trying to apply it to godot, as you can tell im no expert at this haha"}, {"post_id": 58471, "ts": "2026-08-30T21:46:55Z", "hours": 0.6211, "text": "devlog #18: got the score system working, now if you finish under 20 minigames before losing all your lives you get the first screen, if you get 20 or more you get the second screen, thats your score!! also, forgot to mention someone complained about minigame 3 and told me that the stardust only falls on the right side so i fixed that too, might add minigame 7 next and then ill look through the reviews and see more recommendations"}, {"post_id": 58423, "ts": "2026-08-30T20:38:59Z", "hours": 2.2503, "text": "devlog #17: worked on my second frame of the walk animation, just as i was asked. all i need is a third one and the walk animation will be done, but ill focus on that later, rn i still have to debug the game because the levels arent working anymore due to some issues in the code"}, {"post_id": 58309, "ts": "2026-08-30T18:00:37Z", "hours": 1.8167, "text": "devlog #16: taking the reviwer’s advices and makiing an animation that way the character isnt so bland, I made frame 1/3 ima finish all of them tonight tho. heres the left and right frame i just made it and reverted the duplicate cause im not that dedicated on animating each frame"}, {"post_id": 57731, "ts": "2026-08-30T00:08:22Z", "hours": 1.8525, "text": "devlog #15: okay so i read the reviews and a lot of people recommended that i should add a score system instead of winning after level 5, but i spent a long time on my pixel art so heres the plan, if a player has less than 10 minigames beat they get the lose scene however if they have more they get the win scene with the celebrations and everything, and the amount of minigames played will depend more on the player rather than the code"}, {"post_id": 55753, "ts": "2026-08-27T18:53:24Z", "hours": 0.2639, "text": "I accidentally shiped it without connecting the mission to it bruhhhhhh what do i do i thought i did"}, {"post_id": 55691, "ts": "2026-08-27T17:36:08Z", "hours": 0.6239, "text": "devlog #13: finally done with this, maybe in the future ill add some but im really mad at lapse and for not logging 90% of my time either way minigame 6/6 DONE, the target disappears and appears randomly and you have to click it before the timer ends"}, {"post_id": 55546, "ts": "2026-08-27T13:58:04Z", "hours": 2.9961, "text": "devlog #12: I have no idea whats going on with my lapse because it won’t let me log my hours in and its frustrating it keeps saying cannot calculate hours and i have no idea what all that is about but its whatever, 4 hours wasted, anyways minigame 5/6 done"}, {"post_id": 55187, "ts": "2026-08-26T18:09:52Z", "hours": 1.6167, "text": "devlog # 11: I have been working on minigame 4, which is stop the needle i know the needle looks kind of ugly but its the best I could do with how frustrating it was to even make this game, either way game 4/6 done :D THIS IS AN EDIT so im editing this the same day i posted it i logged 4 hours on lapse, i made minigame 5 and 6 and now im done, but it says cannot caluclate hours so i have to disclose it here!!"}, {"post_id": 54710, "ts": "2026-08-25T19:43:35Z", "hours": 1.5814, "text": "devlog #10: game 3/6 completed and i also debugged the game randomization algorithm that way you can’t play the same game twice in a row!"}, {"post_id": 54572, "ts": "2026-08-25T16:23:42Z", "hours": 1.2572, "text": "devlog #9: I’m adding minigame n3 and I’m sure everyone is familiar with this minigame, I decided to make a different minigame each day until i reach 5 or 6 minigames and then i’ll ship it for the second time!"}, {"post_id": 53819, "ts": "2026-08-24T14:52:26Z", "hours": 2.0883, "text": "devlog #8: I officially debugged minigame 2 and it works just fine now, I also had to figure out how to keep the music running throughtout the main screen and the settings scene, and i finished designing the sprite for it now the settings screen is fully functional and designed, ill prob be adding more minigames on my second ship, wish me luck:)"}, {"post_id": 53232, "ts": "2026-08-23T17:50:17Z", "hours": 1.1306, "text": "devlog #7: Well, gotta say I’m completely done with minigame n1 the only thing that bothers me is the fact that my sprite has no animation but its fully functional, now i’m on minigame 2 and im struggling a bit because of the code, however I am enjoying this"}, {"post_id": 53057, "ts": "2026-08-23T13:37:02Z", "hours": 0.4231, "text": "devlog #6: gave the character a glow up and I debugged the game, now it works perfectly, the only thing that bothers me about it is the fact that my character has no animation but i spent hours and i mean HOURS making the character alone i cant be asked to animate him it would be so hard, anyways minigame 1 done, now all we need is one more or maybe two more minigames and then were done for our first ship!"}, {"post_id": 52644, "ts": "2026-08-22T21:39:33Z", "hours": 1.6458, "text": "devlog #5: redesigned the ugly green platforms and made them brick, also did some backend coding and i might redesign my character, i stilll have abit of debugging but im almost finished with minigame n1!"}, {"post_id": 52291, "ts": "2026-08-22T12:27:30Z", "hours": 1.7856, "text": "devlog #4: Today I started working on the backend of my minigame, i added stardust as collectibles but im kind og trying to debug stuff cause the timer scene doesnt want to appear on the corner for some reason, either way i debugged the animation so the stardust are actually floating up and down now! either way I’m almost done"}, {"post_id": 51912, "ts": "2026-08-21T20:24:04Z", "hours": 1.8633, "text": "devlog #3: I finally made my loading screen functional and I made my character all that’s left for me now are the mini games, pic n2 is a sneak peak of my first minigame’s background:D"}, {"post_id": 51801, "ts": "2026-08-21T17:18:34Z", "hours": 1.8147, "text": "devlog #2: Hey guys so I know I didnt do much on this project earlier but now i added a level scene, gonna make the game have like 2 or 3 minigames cause I’m not really feeling well, i would make more but i cant unfortunately :( but its really fun making this game im not gonna lie im learning a new programming language while making this game so its really fun!"}, {"post_id": 51626, "ts": "2026-08-21T12:26:17Z", "hours": 0.7833, "text": "devlog #1: Hi guys, I’m sick so I’m sorry for the lack of effort in my projects lately, but anyways I have started on a game called AmateurWare and I don’t have much rn but we’ll see how this goes"}]...
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Title: AmateurWare by @amateur_tech_guy | Stardanc Title: AmateurWare by @amateur_tech_guy | Stardance
Devlogs:
devlog #1: Hi guys, I’m sick so I’m sorry for the lack of effort in my projects lately, but anyways I have started on a game called AmateurWare and I don’t have much rn but we’ll see how this goes
devlog #2: Hey guys so I know I didnt do much on this project earlier but now i added a level scene, gonna make the game have like 2 or 3 minigames cause I’m not really feeling well, i would make more but i cant unfortunately :( but its really fun making this game im not gonna lie im learning a new programming language while making this game so its really fun!
devlog #3: I finally made my loading screen functional and I made my character all that’s left for me now are the mini games, pic n2 is a sneak peak of my first minigame’s background:D
devlog #4: Today I started working on the backend of my minigame, i added stardust as collectibles but im kind og trying to debug stuff cause the timer scene doesnt want to appear on the corner for some reason, either way i debugged the animation so the stardust are actually floating up and down now! either way I’m almost done
devlog #5: redesigned the ugly green platforms and made them brick, also did some backend coding and i might redesign my character, i stilll have abit of debugging but im almost finished with minigame n1!
devlog #6: gave the character a glow up and I debugged the game, now it works perfectly, the only thing that bothers me about it is the fact that my character has no animation but i spent hours and i mean HOURS making the character alone i cant be asked to animate him it would be so hard, anyways minigame 1 done, now all we need is one more or maybe two more minigames and then were done for our first ship!
devlog #7: Well, gotta say I’m completely done with minigame n1 the only thing that bothers me is the fact that my sprite has no animation but its fully functional, now i’m on minigame 2 and im struggling a bit because of the code, however I am enjoying this
devlog #8: I officially debugged minigame 2 and it works just fine now, I also had to figure out how to keep the music running throughtout the main screen and the settings scene, and i finished designing the sprite for it now the settings screen is fully functional and designed, ill prob be adding more minigames on my second ship, wish me luck:)
devlog #9: I’m adding minigame n3 and I’m sure everyone is familiar with this minigame, I decided to make a different minigame each day until i reach 5 or 6 minigames and then i’ll ship it for the second time!
devlog #10: game 3/6 completed and i also debugged the game randomization algorithm that way you can’t play the same game twice in a row!
devlog # 11: I have been working on minigame 4, which is stop the needle i know the needle looks kind of ugly but its the best I could do with how frustrating it was to even make this game, either way game 4/6 done :D THIS IS AN EDIT so im editing this the same day i posted it i logged 4 hours on lapse, i made minigame 5 and 6 and now im done, but it says cannot caluclate hours so i have to disclose it here!!
devlog #12: I have no idea whats going on with my lapse because it won’t let me log my hours in and its frustrating it keeps saying cannot calculate hours and i have no idea what all that is about but its whatever, 4 hours wasted, anyways minigame 5/6 done
devlog #13: finally done with this, maybe in the future ill add some but im really mad at lapse and for not logging 90% of my time either way minigame 6/6 DONE, the target disappears and appears randomly and you have to click it before the timer ends
I accidentally shiped it without connecting the mission to it bruhhhhhh what do i do i thought i did
devlog #15: okay so i read the reviews and a lot of people recommended that i should add a score system instead of winning after level 5, but i spent a long time on my pixel art so heres the plan, if a player has less than 10 minigames beat they get the lose scene however if they have more they get the win scene with the celebrations and everything, and the amount of minigames played will depend more on the player rather than the code
devlog #16: taking the reviwer’s advices and makiing an animation that way the character isnt so bland, I made frame 1/3 ima finish all of them tonight tho. heres the left and right frame i just made it and reverted the duplicate cause im not that dedicated on animating each frame
devlog #17: worked on my second frame of the walk animation, just as i was asked. all i need is a third one and the walk animation will be done, but ill focus on that later, rn i still have to debug the game because the levels arent working anymore due to some issues in the code
devlog #18: got the score system working, now if you finish under 20 minigames before losing all your lives you get the first screen, if you get 20 or more you get the second screen, thats your score!! also, forgot to mention someone complained about minigame 3 and told me that the stardust only falls on the right side so i fixed that too, might add minigame 7 next and then ill look through the reviews and see more recommendations
devlog #19: i finished drawing the walk animation and now im just trying to apply it to godot, as you can tell im no expert at this haha
devlog #20: for some reason, the animation won’t work, I might ship this with no animation and keep it just like that, time wasted on the sprite design but it’s whatever i guess it doesnt want to align for some reason, either way atleast I tried, ill make minigame 7 and then ill ship it, and for the record i did NOT only spend 19 minutes on this i have no idea why it says that
devlog #21: I added miningame 7, idk why the shooting sound effect plays whenever it wants to and the animation doesnt work but ill be completely honest. Animating is NOT my thing and if i have to spend another hour trying to animation something, shoot me anyways time to ship AND i also enhanced the buttons cause someone said it looks too bland so, i changed it to my color scheme:)
Ships:
** AmateurWare ** This is genuinely the most fun thing I ever had to make, I enjoyed playing it as well even if it only had 2 minigames, it falls in the requirements which is neat, planning to make more minigames on my second ship. I’m really proud of myself for not giving up at this point and I’m really proud of my pixel art, that took me HOURS to make each, I have no experience or interest in it but I figured it would look good in my game!
AmateurWare AmateurWare’s new update contains 4 new minigames made entirely from brainstorming and implying the previously learnt skills into this game, I really was having fun until lapse and hackatime started tweaking, it wasn’t fun losing all of those hours of work, but at last I’m done, I know the games aren’t really creative but it’s the best I could do as a beginner forgive me y’all. I’m really proud of how the game turned out tho, it had a lot of bugs that pissed me off, but I ended up debugging them SOMEHOW I myself don’t even know how I managed but either way, thanks to anyone and everyone who were invested in the making of this game, safe to say might add more minigames in the future:)
AmateurWare(once again) PLEASE READ!! If you get an error saying WEBGL is not working, or something along those lines, that is NOT from me, its from your browser, I’m no expert so I don’t know the fix to that unfortunetly:( Anyways I listened to the reviews and fixed everything asked of me, except for the animation part, i drew 3 frames of my sprite but i just couldnt animate it for some reason, im sorry for disappointing yall at that part. But the good news is I added a score system just like requested, someone said let the score change on every run and i made that! finish 20 minigames or more and get the win screen, finish less than 20 minigames and get the losers screen:P GOODLUCK AND THANKS FOR TUNING IN...
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1792850071.4475849
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1792936471.4475849
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49504
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My own site! by @dayandnightgooner | Stardance
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dayandnightgooner
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1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T17:23:56Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A personal portfolio website where I showcase my skills, projects, and what I’m learning. I built it using HTML, CSS, and JavaScript, then deployed it with GitHub Pages. btw i didnt used my information its my friends bwhahahahaha", "repo": "https://github.com/devchandak04/dev-personal-site", "demo": "https://devchandak04.github.io/dev-personal-site/"}]...
|
[{"post_id": 48214, "ts": "202 [{"post_id": 48214, "ts": "2026-08-16T14:47:51Z", "hours": 1.3569, "text": "I built my personal website using HTML, CSS, and JavaScript. I created the site in VS Code, added styling and interactive features, pushed it to GitHub, and deployed it using GitHub Pages. I also learned how to connect my coding time through Hackatime and prepare the project for shipping on Stardance."}]...
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Title: My own site! by @dayandnightgooner | Starda Title: My own site! by @dayandnightgooner | Stardance
Devlogs:
I built my personal website using HTML, CSS, and JavaScript. I created the site in VS Code, added styling and interactive features, pushed it to GitHub, and deployed it using GitHub Pages. I also learned how to connect my coding time through Hackatime and prepare the project for shipping on Stardance.
Ships:
A personal portfolio website where I showcase my skills, projects, and what I’m learning. I built it using HTML, CSS, and JavaScript, then deployed it with GitHub Pages. btw i didnt used my information its my friends bwhahahahaha...
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1792850072.7093527
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1792936472.7093527
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15256
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the way to teal(just kill) by @love | Stardance
|
love
|
2
|
60.67
|
877
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-15T00:30:44Z", "hours": 23.0, "multiplier": 18.83, "payout": 413, "blessing": "neutral", "text": "this is a movement shooter made in godot 4.6 about a blue man in a green world, i really poured my soul into it so i hope you like it:)", "repo": "https://github.com/IDoTweaks/the-way-to-teal-just-kill-", "demo": "https://idotweaks.itch.io/the-way-to-tealjust-kill"}, {"ship_num": 2, "ts": "2026-06-21T13:09:47Z", "hours": 25.0, "multiplier": 18.23, "payout": 464, "blessing": "neutral", "text": "i made a speedrunning game inspired by a song, i will add more bosses and levels but now its in a state i very much like because this is my first game that i actually like i focused on the game feel way more than the looks and it shows its so fun i made a ghost system without any tutorial something i could never dream of this project let me see that i can build things on my own also i am aiming for a 3d printer so i need like 3x the hours so expect updates!", "repo": "https://github.com/IDoTweaks/the-way-to-teal-just-kill-", "demo": "https://idotweaks.itch.io/the-way-to-tealjust-kill"}]...
|
[{"post_id": 31312, "ts": "202 [{"post_id": 31312, "ts": "2026-07-19T16:42:06Z", "hours": 4.2094, "text": "DEVLOG 18 - ig we got a lot of art now new things in the game so pretty much all i did was new ui, make the game fit into a cartoon art style and some cover art for it new itch.io page the itch.io page sucked so i made it again and its so much better now check it out so as always the downloadable version is much better but there is still web support try it out: https://idotweaks.itch.io/the-way-to-tealjust-kill AND I LEFT SOME OF THE ART HERE SO YOU CAN SEE"}, {"post_id": 30937, "ts": "2026-07-18T22:54:39Z", "hours": 8.4639, "text": "DEVLOG 17 - i cant stop working on this last devlog i said i am done with the game but after those reviews i just cant stop key insights from the reviews so the main complains are that the game isnt visually appealing in some devices it ran poorly some mechanics arent clear/ need better tutorial the sfx are annoying (also there were some balancing issues and little bugs) i still got a little less than 19 per hour meaning people really did like it and it needs little changes so what did i change? i changed the tutorial to MAKE you do each mechanic and added a ghost that shows you how to do it new sfx i changed all the art style to be cartoonist i buffed the shotgun i did so much more but its so little that i cant point to each one so lets just say qol changes planning next i have already made 2 mini bosses and currently am working on some more enemy types, i will change the current levels to be the story mode with added story and dialogue and add a completly new mode which i will talk about in later devlogs"}, {"post_id": 28633, "ts": "2026-07-15T00:29:18Z", "hours": 1.1447, "text": "mini DEVLOG 16 - da final straw important if you rate it please download it, the web version is much much worse new levels added levels 7-9 unfortunate losses: sadly the styling system was very bad and i couldnt make it work so i just took it out something i had to add you could cheese everything with the dashes so im sorry… i added stamina da end so yeah i wont work on this project anymore prob but i am starting my own asm docs! be sure to stay updated!"}, {"post_id": 28494, "ts": "2026-07-14T19:34:05Z", "hours": 5.3678, "text": "DEVLOG 15 - boss redesign boss update the boss now attacks with a couple of new attacks! you can see them in the video AND a new paralysis system da cool af part so the boss now takes you to his office where he will offer you a deal: for 20% of your health you can get your paralysis level down! ui update so it looks better now, thats it XD UPDATE! so it is now updated in both github and itch.io but its very bad in the web versionT_T please just download itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill github: https://github.com/IDoTweaks/the-way-to-teal-just-kill-/releases/tag/NEWEST video btw the video was compressed and then converted so its low quality"}, {"post_id": 26518, "ts": "2026-07-11T11:21:23Z", "hours": 5.4061, "text": "DEVLOG 14 - the project is super star! boss update the current boss is very lazy in design so i decided to change it completely! with a snake boss, what i did is create a self generating floor and a snake with custom pathfinding boring technical stuff the floor has a function that does holes in it and makes sure the snake cannot get soft locked(since it cant pass through its own body) then the snake turns its positon + the player’s position into a tile in the map and using breadth first search from the head’s tile to the player’s tile it finds the next tile it needs to travel to this sounds so simple why did it take 5 hours? the reason is that this mf floor does not like generating how i want it to and i am very bad at algorithms so i had to try again and again and again and then i had to do the same thing with the snake because i havnt touched bfs in like 1.5 years THANKS FOR THE SUPER STAR as you can see while i was on vacation this project got a super star! i am very grateful for it! when will it be in the game? as you can see in the video it just follows the player right now, it has no attacks or something like it so i hope i can get it done by the end of this week(its saturday now so by next saturday) and it isnt wired into the game yet so its still just the old boss"}, {"post_id": 17327, "ts": "2026-06-28T02:11:05Z", "hours": 11.3172, "text": "DEVLOG 13 - UPDATE 1.1! this is a large update 1.1 basically doubles the size of the game and makes it actually feel good to play heres everything: enemies/combat added 4 new enemy types: the charger (rushes you and dashes), the drone (flies around and shoots), the exploder (runs at you and goes boom), and the sniper (snipes. very creative ik) added a sniper weapon for the player too shotgun and sniper now play a little reload animation between shots the new style system grading is no longer based on time insted its based on a style meter that is affected by cool things like no scoping in the air your final grade now mixes score + style + your final health ranking up the meter pops and flashes like super cool game feel hit-stop on kills(like a tiny freeze frame) FOV widens when you’re moving fast and stuff like that low health throws up a red vignette and getting hit shows an arrow pointing at whoever hit you combo kills rise in pitch the longer chain camera rolls when you strafe and dips when you land levels redesigned level 1 from scratch added levels 2 through 6 added a proper boss fight at the end added a tutorial UI + quality of life completely new UI that looks 10x better weapon indicator in the side added sound effects and music pause menu, switching weapons with the scroll wheel, on screen enemy counter settings menu for sensitivity, fov, volume, resolution, etc progress (and your best-run ghosts) now save locally web version web version is now fixed BUT its still a desktop game so its worse download github release: https://github.com/IDoTweaks/the-way-to-teal-just-kill-/releases/tag/NEWEST itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill yeah thats it now go kill stuff"}, {"post_id": 13096, "ts": "2026-06-21T13:00:34Z", "hours": 2.7217, "text": "DEVLOG - 12 shipping soon notes if a reviewer sees this: i got a report about some web problems which did not happen to me, if you see the textures as too dark tho try downloading it i was not able to test the mac version as well changes i made a readme for the github added a text of damage done above enemies added a mage type enemy that shoots projectiles SHIPPING after this im shipping this so make sure to look at my github + itch.io github: https://github.com/IDoTweaks/the-way-to-teal-just-kill- itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill"}, {"post_id": 12239, "ts": "2026-06-19T23:54:55Z", "hours": 4.3089, "text": "DEVLOG - 11 (THE GAME IS ALMOST COMPLETE) + WINNER ANNOUNCEMENT so in the competition the only person that submitted a score was in the comments and late but he is now the winner:) @Connor you won! i will add you to the game soon major things i added: a ghost of your best run that plays back (if anyone is wondering i spent like an hour making it record every input with a timestamp and the WAY easier approach i ended up using is just saving the position + rotation + weapon used every frame (if animations were important to me i would have added them its not that hard) ground slam that does damage to enemies a jump orb to make levels feel less slow minor things i added: a health bar fixed enemies to know attack with a cooldown added a death screen now the enemies have black hands because animating csg shapes is expensive the state of the game now the game now is in what i feel full technicality ready the only things needed are: more levels, bosses, more enemies, more obstacles and interesting things in general and maybe a 3rd gun but other than that its basically ready so dont forget to playtest and lmk DOWNLOAD itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill side note:D also im the developer of the game so its not that hard for me to get s+ and im sure you can too so just spam ground slam its op(expect a patch soon🫣🫣🫣)so here is a clip of me getting s+ plus you can see the ghost after"}, {"post_id": 11305, "ts": "2026-06-18T14:29:13Z", "hours": 0.5894, "text": "THE TOURNAMENT IS STARTING NOW! as you can see in the last devlog the tournament said in it is starting right now! explanation this is a speedrunning competition in my 1 level demo game(very early in development) in that game you cant even die yet so go wild rules the clips must be unedited(unless you add like an edit of lebron and then its fine) submissions end when this post reaches 24 hours/2:30 pm utc and will be sent directly to me on slack/discord(which you can find in my bio) exploits are allowed! runs can only be in the current build in itch.io -runs that are on linux/windows must not use the web version because its super bad changes this version press r to restart + finished the end gui + fixed some score calculation bugs controls: wasd + space - normal movement ngl ctrl - slide lmb - shoot(with shotgun you get knockback btw) shift - dash 1/2 - switch weapons r - restart winner the winner will be the one with highest score by the end of the 24 hours/2:30 pm utc or the first person to reach a perfect score and he will win being inside the game + in the next devlog itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill now for the general stuff my discord: swiftfishi3 my slack: loveTheGodotDeveloper (if there will be any edits i will put them here) for now take a look at my fastest run(you have to wait a bit and its mid development)- runs can only be in the current build in itch.io like and repost so more people see it:D"}, {"post_id": 10797, "ts": "2026-06-17T18:26:42Z", "hours": 2.7661, "text": "DEVLOG - 10 this is a large milestone! COMPETITION ANNOUNCEMENT AT THE END i updated the map textures to a retro-ish style and updated the bullet holes and steps to look much better too! i added a timer and score with a grading system that allows for better speedrunning! i added a custom finish level orb with a custom shader that makes it look super cool look at this gameplay it looks like a real game! now the competition: so the competition will start in the next devlog because i plan to add a restart button to make it easier to speedrun and more now THE WINNER AND PRIZE: the winner will be the person that will get the highest score in 24 hours after the devlog is posted or the first person to get a perfect score of 20k(which is very hard gl) and the prize will be (imagine a drum roll) yeah you will just be on a wall or something its not that huge i will also write about you in the next devlog if thats important to you CLARIFICATIONS BECAUSE CLAUDE SAID THIS DEVLOG IS SHIT: 1.the competition will not be in the current build and will be submitted directly to me through slack/discord with the name you have in stardance 2.the prize is shit idk why claude treats it like i should try to deceive you into thinking its good, its bad i promise 3.if someone sends me they got a 20k score it will end idk whats confusing about it anyway only like 3 people will submit probably itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill (textures in web version are bugged please download!) if you have anything to say about this devlog you may comment it and i will ignore it(unless its a real question) anyway look at this clippp its happening now look at next devlog!"}, {"post_id": 10574, "ts": "2026-06-17T11:42:16Z", "hours": 1.5328, "text": "DEVLOG - 09 i added a shotgun! the shotgun has a large cooldown + it applies force on you! + itch.io update IF YOU DONT CARE ABOUT THE TECHNICAL STUFF WATCH THE VIDEO DOWN HERE TO JUST SEE THE COOL SHOTGUN it was much easier to implement because all i did was add a bunch of raycasts and randomize them with this simple code: func randomizeRays(): var i : int = 0 for ray in children: if ray is RayCast3D: ray.target_position.x = orgPos[i] + randf_range(-spread,spread) i+=1 ray.target_position.y = orgPos[i] + randf_range(-spread,spread) i+=1 the actual hard part was getting both guns to work with eachother but i managed to do that the force function was also interesting because i use a chartacterbody3d in godot i have to make this stuff myself with basically only velocity so the code is pretty easy to understand i dont think i need to explain much func _applyForce(point :Vector3,force , maxRange:float = 10): var dir = global_position - point var dist = dir.length() if dist > maxRange: return dir = dir.normalized() var fallOff = clamp(1 - (dist/ maxRange),0,1) velocity += dir * force * fallOff knockbackTimer = KNOCKBACK_LOCK_TIME also the game is now updated and free on itch.io! link: https://idotweaks.itch.io/the-way-to-tealjust-kill (please download it its much better than the web version because i cant solve some web specific bugs)"}, {"post_id": 9462, "ts": "2026-06-15T20:27:16Z", "hours": 1.6878, "text": "DEVLOG - 08 added an interesting navigation optimization script i encountered some lag even with 4 enemies so sadly i had to optimize it on the bright side i saw yesterday a video about exactly that and omfg it saved me and explains the general idea of what i do its just that i do it worse and in a different way video: https://www.youtube.com/watch?v=BPNr_txi6TU&t=813s time 33(already in link) how it works? ok so its not the MOST OPTIMAL but it is good i mean i can every time an enemy die to resort it blah blah blah and use the modulo but this works good enough even though i spent half an hour fixing a bug that doesnt exist(turns out if you select a navigation region and bake navigation mesh it does that to all regions and not just the one you selected) but for some reason i did have to use a raycast down the enemy’s feet for it to work so they wont fall probably because of friction so anyways here is the code: extends Node3D var tickAssigned = [] var tickCount = [] var currentTick = 0; var tickTimer = 0.0 const TICK_RATE = 0.025 func _ready() -> void: tickAssigned.resize(navObjects.size()) tickAssigned.fill(0) tickCount.resize(20); tickCount.fill(0) var length = navObjects.size() for i in tickAssigned.size(): tickAssigned[i] = -1 var num = 20.0 /length var current = 0.0 for i in length: if current >= 20: current -= 20 tickAssigned[i] = int(current) tickCount[int(current)]+=1 current += num``` # Called every frame. 'delta' is the elapsed time since the previous frame. ```func _process(delta: float) -> void: tickTimer +=delta if tickTimer < TICK_RATE: return tickTimer = 0.0 var tickDelta = TICK_RATE var count = 0 for entity in navObjects: if entity != null: if tickAssigned[count] == currentTick: var target = entity.target if target != null: var navAgent = entity.navAgent var mode = entity.mode var gotShot = entity.gotShot var SPEED = entity.SPEED var accelaration = entity.accelaration var velocity = entity.velocity if mode == \"chase\" or gotShot: navAgent.target_position = Vector3(target.global_position.x,target.global_position.y,target.global_position.z) var dir = (navAgent.get_next_path_position() - entity.global_position).normalized() print(entity.name, navAgent.get_next_path_position()) entity.velocity = velocity.lerp(dir * SPEED, tickDelta * accelaration) entity.look_at(Vector3(target.global_position.x,entity.global_position.y,target.global_position.z),Vector3.UP,true) entity.shouldMove = true elif mode == \"attack\": navAgent.target_position = Vector3(target.global_position.x,target.global_position.y,target.global_position.z) var dir = (navAgent.get_next_path_position() - entity.global_position).normalized() print(entity.name, navAgent.get_next_path_position()) entity.velocity = velocity.lerp(dir * SPEED, tickDelta * accelaration) entity.look_at(Vector3(target.global_position.x,entity.global_position.y,target.global_position.z),Vector3.UP,true) entity.shouldMove = true count+=1 currentTick +=1 if currentTick >= 20: currentTick = 0 #@onready var body =$body #@onready var explosionParticles = preload(\"res://Particles/enemyExplode.tscn\") #var particleInstance #@export var navAgent : NavigationAgent3D #@export var damage = 10 #@export var accelaration = 10 #var target #var mode : String = \"idle\" #var gotShot = false``` and the enemy code is too long so i cant put it here also here is a clip of the current state of the game"}, {"post_id": 9354, "ts": "2026-06-15T18:10:19Z", "hours": 2.9417, "text": "DEVLOG - 07 added vertical dash wall jumping and started with the tutorial level today i wanted to design the first level so i looked up what good level builders there are and saw trenchbroom and after like an hour of trying to make it work on fedora i gave up and tried something called cyclops but it doesnt support my current godot version so i spent MORE TIME diving into its code because there was only 1 small error(or so i thought) which i managed to fix but then every like 3 minutes of using it it just crashed so i guess im sticking with normal godot AND it took me like 20 versions and about 5 commits that i thought i fixed it to get to a working version of the 4 line code that lets me dash vertically but setting it up based on camera lets you dash up and gain insane momentum instantly so i tried a system of my own which calculated you vertical velocity using your horizontal one and tried a bunch of formulas and ended up with this fine version so the wall jumping was very easy to do because i just reflect the current movement and add a boost the hard part was that every time before hitting the wall i would already switch in my keyboard to the other other direction so to deal with that i “predicted the future” like i did with the slopes so that the movement feels smoother but to deal with the problem of the keyboard switching i also checked for the opposite directions(which is bassicly copy paste with minuses)so here is the code for that: if is_on_floor(): canWallJump = false return var veloc = Vector3(velocity.x,velocity.y,velocity.z) #var future = self.global_position + veloc for i in get_slide_collision_count(): var collision = get_slide_collision(i) if collision.get_normal().y < .3: wallNormal = collision.get_normal() canWallJump = true return if veloc.length() > 0.5: var spaceState = get_world_3d().direct_space_state var ray = PhysicsRayQueryParameters3D.create(global_position,global_position + veloc.normalized() * 1.2) ray.exclude = [self.get_rid()] var hit = spaceState.intersect_ray(ray) if hit and hit.normal.y < .3: wallNormal = hit.normal canWallJump = true return var altVeloc = Vector3(-velocity.x,velocity.y,velocity.z) if altVeloc.length() > 0.5: var spaceState = get_world_3d().direct_space_state var ray = PhysicsRayQueryParameters3D.create(global_position,global_position + altVeloc.normalized() * 1.2) ray.exclude = [self.get_rid()] var hit = spaceState.intersect_ray(ray) if hit and hit.normal.y < .3: wallNormal = hit.normal canWallJump = true return altVeloc = Vector3(velocity.x,velocity.y,-velocity.z) if altVeloc.length() > 0.5: var spaceState = get_world_3d().direct_space_state var ray = PhysicsRayQueryParameters3D.create(global_position,global_position + altVeloc.normalized() * 1.2) ray.exclude = [self.get_rid()] var hit = spaceState.intersect_ray(ray) if hit and hit.normal.y < .3: wallNormal = hit.normal canWallJump = true return canWallJump = false``` anyway here is a clip of the tutorial level now(compressed cause it was somehow 155mb): **NOTE**: it will be updated on itch.io after i finish making this tutorial level im just a little tired today and couldnt work on the project yesterday so i uploaded this devlog early"}, {"post_id": 8257, "ts": "2026-06-13T18:56:58Z", "hours": 1.4006, "text": "DEVLOG - 06 added a main menu! now as you can see THERE IS A MAIN MENU and it doesnt work very good on linux but my eye hurts so thats a problem for tommorow and let me know how it is on windows itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill"}, {"post_id": 8086, "ts": "2026-06-13T14:35:14Z", "hours": 2.2019, "text": "DEVLOG - 05 (it should’ve taken like 30 minutes wth) i added enemies that chase you and animations to your movements the animations were the easy part… but can someone tell me why godot uses the exact same shader to all of my models? so it took me like 50 god damn minutes to realise i need to just duplicate it and then i had a typo and i thought duplicating it doesnt work because of that so i gave up and sent it to chatgpt AND THEN I WAS RIGHT I DO NEED TO DUPLICATE IT anyways here is a clip of the game now and you have to like it ALSO SPECIAL THANKS TO CONNOR - thank him he is the reason the downloads now work in itch.io at least thats what i hope because if they dont idfk what to do itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill"}, {"post_id": 7998, "ts": "2026-06-13T10:48:12Z", "hours": 1.0583, "text": "DEVLOG - 04 HUGE MILESTONE movement is now finished with all new momentum logic and added dashing wait… why wont you just see for your selves? try out the movement in the link here and tell me if you like it:) https://idotweaks.itch.io/the-way-to-tealjust-kill note: i added downloadable versions and a web version the game is generally for windows/linux(i am on linux so i kinda have to XD) so i will not be fixing any only web only bugs anyways i have to put an image here so watch my first attempt of a crosshairT_T"}, {"post_id": 7964, "ts": "2026-06-13T09:10:34Z", "hours": 0.4461, "text": "mini devlog - 03.5 i wanted some art to the game so i made this banner it isnt proffesional at all and took me a damn hour for something thats kinda bad but this is what i cam up with i hope you like it (if you are interested in the project go check out my profile:)"}, {"post_id": 7754, "ts": "2026-06-12T23:03:36Z", "hours": 0.6658, "text": "DEVLOG - 03 added enemies that turn teal with time read devlog 00 to understand the game:) for this game i didnt want a boring health bar what i wanted was a visual indicator and well the green enemies are the health bar now you can see easily how much health they have as you can see in the video its a simple use of shaders and its my first time! I REALLY HATE THOSE but it works also look at those particles(i<3particles) –please like if you liked it and comment suggestions it really makes me feel better and improve the game"}, {"post_id": 7503, "ts": "2026-06-12T14:46:54Z", "hours": 1.8969, "text": "DEVLOG - 02 (still day one of the project i just do a lot:) IF YOU DONT KNOW WHAT THE GAME IS ABOUT GO TO DEVLOG - 00 added teal footsteps and teal bullet holes to emphasize the mix of blue and green it was implemented using decals which it is the first time i use them so they arent the greatest as you may have noticed i also added a gun with a simple animation+particles and a raycast currently it has nothing to shoot at but i might fix it soon… so the basics are done but i do need to add movement like double jump because after all it is a movement shooter and figure out how i can copy ultrakill’s movement so my game doesnt feel so “slow” next devlog will probably be today againT_T i just cant stop working on itttt"}, {"post_id": 7442, "ts": "2026-06-12T12:05:00Z", "hours": 0.9031, "text": "DEVLOG - 01 – how the way to teal(just kill) calculates sliding i added sliding and right now it isnt as smooth and polished as it might be at the end but i came up with a method that works quite well and im certain i will use it until the end how it works : if you are sliding a script checks what will be your position if you will continue in your current motion without changing the y if you wont be on the ground it means you will probably be on a slope how do we know how “sloppy”(hehe just like the game) it is? we shoot a raycast starting at the player’s feet down about 5 units(you may do whatever number you like) afterwards we check the position in which the raycast intersected with the floor and use it to calculate the force/boost we will give the player using that i can calculate everything i need to slide the player note :if you end up using it check my github because in the code you will need to adjust some things like more downward force in order for the player to not fly anyway here is a clip of it in action the game is in a newborn stage so no judging! –CODE TIME– (I NEVER USE COMMENTS BE GRATEFUL) #calculate the position in the future var horizontalVel = Vector3(velocity.x,0,velocity.z) var future = feet.global_position + horizontalVel #raycast prep var spaceState = get_world_3d().direct_space_state #starting above the future pos in case of upward slopes var rayStart = future + Vector3(0,1,0) var rayEnd = future + Vector3(0,-5,0) #setUp rayCast var rayQuery = PhysicsRayQueryParameters3D.create(rayStart,rayEnd) #so we dont hit ourselves xd rayQuery.exclude = [self.get_rid()] #now lets shoot this bad boyyy var intersect = spaceState.intersect_ray(rayQuery) #results time!!!! if intersect: #we want to return the distance from now to the future return feet.global_position.y - intersect.position.y else: #if it hits nothing we are fucking flying lets return so fucking much return 0```"}, {"post_id": 7416, "ts": "2026-06-12T10:55:30Z", "hours": 0.325, "text": "devlog - 00 today i thought about the idea of the game it will be inspired by a song i heard as a kid of a green man in a green world and he encounters a blue man “from a whole different story” the story is that you are a blue man who is sick from the inequality so you go to a mission killing all the green top % to get to a teal world from which comes the name: the way to teal(just kill) it will be a movement shooter made in godot i will try to create the assets myself but i might end up using some free models for now we will just use this bean with hands"}]...
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Title: the way to teal(just kill) by @love | Stard Title: the way to teal(just kill) by @love | Stardance
Devlogs:
devlog - 00 today i thought about the idea of the game it will be inspired by a song i heard as a kid of a green man in a green world and he encounters a blue man “from a whole different story” the story is that you are a blue man who is sick from the inequality so you go to a mission killing all the green top % to get to a teal world from which comes the name: the way to teal(just kill) it will be a movement shooter made in godot i will try to create the assets myself but i might end up using some free models for now we will just use this bean with hands
DEVLOG - 01 – how the way to teal(just kill) calculates sliding i added sliding and right now it isnt as smooth and polished as it might be at the end but i came up with a method that works quite well and im certain i will use it until the end how it works : if you are sliding a script checks what will be your position if you will continue in your current motion without changing the y if you wont be on the ground it means you will probably be on a slope how do we know how “sloppy”(hehe just like the game) it is? we shoot a raycast starting at the player’s feet down about 5 units(you may do whatever number you like) afterwards we check the position in which the raycast intersected with the floor and use it to calculate the force/boost we will give the player using that i can calculate everything i need to slide the player note :if you end up using it check my github because in the code you will need to adjust some things like more downward force in order for the player to not fly anyway here is a clip of it in action the game is in a newborn stage so no judging! –CODE TIME– (I NEVER USE COMMENTS BE GRATEFUL) #calculate the position in the future var horizontalVel = Vector3(velocity.x,0,velocity.z) var future = feet.global_position + horizontalVel #raycast prep var spaceState = get_world_3d().direct_space_state #starting above the future pos in case of upward slopes var rayStart = future + Vector3(0,1,0) var rayEnd = future + Vector3(0,-5,0) #setUp rayCast var rayQuery = PhysicsRayQueryParameters3D.create(rayStart,rayEnd) #so we dont hit ourselves xd rayQuery.exclude = [self.get_rid()] #now lets shoot this bad boyyy var intersect = spaceState.intersect_ray(rayQuery) #results time!!!! if intersect: #we want to return the distance from now to the future return feet.global_position.y - intersect.position.y else: #if it hits nothing we are fucking flying lets return so fucking much return 0```
DEVLOG - 02 (still day one of the project i just do a lot:) IF YOU DONT KNOW WHAT THE GAME IS ABOUT GO TO DEVLOG - 00 added teal footsteps and teal bullet holes to emphasize the mix of blue and green it was implemented using decals which it is the first time i use them so they arent the greatest as you may have noticed i also added a gun with a simple animation+particles and a raycast currently it has nothing to shoot at but i might fix it soon… so the basics are done but i do need to add movement like double jump because after all it is a movement shooter and figure out how i can copy ultrakill’s movement so my game doesnt feel so “slow” next devlog will probably be today againT_T i just cant stop working on itttt
DEVLOG - 03 added enemies that turn teal with time read devlog 00 to understand the game:) for this game i didnt want a boring health bar what i wanted was a visual indicator and well the green enemies are the health bar now you can see easily how much health they have as you can see in the video its a simple use of shaders and its my first time! I REALLY HATE THOSE but it works also look at those particles(i<3particles) –please like if you liked it and comment suggestions it really makes me feel better and improve the game
mini devlog - 03.5 i wanted some art to the game so i made this banner it isnt proffesional at all and took me a damn hour for something thats kinda bad but this is what i cam up with i hope you like it (if you are interested in the project go check out my profile:)
DEVLOG - 04 HUGE MILESTONE movement is now finished with all new momentum logic and added dashing wait… why wont you just see for your selves? try out the movement in the link here and tell me if you like it:) https://idotweaks.itch.io/the-way-to-tealjust-kill note: i added downloadable versions and a web version the game is generally for windows/linux(i am on linux so i kinda have to XD) so i will not be fixing any only web only bugs anyways i have to put an image here so watch my first attempt of a crosshairT_T
DEVLOG - 05 (it should’ve taken like 30 minutes wth) i added enemies that chase you and animations to your movements the animations were the easy part… but can someone tell me why godot uses the exact same shader to all of my models? so it took me like 50 god damn minutes to realise i need to just duplicate it and then i had a typo and i thought duplicating it doesnt work because of that so i gave up and sent it to chatgpt AND THEN I WAS RIGHT I DO NEED TO DUPLICATE IT anyways here is a clip of the game now and you have to like it ALSO SPECIAL THANKS TO CONNOR - thank him he is the reason the downloads now work in itch.io at least thats what i hope because if they dont idfk what to do itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill
DEVLOG - 06 added a main menu! now as you can see THERE IS A MAIN MENU and it doesnt work very good on linux but my eye hurts so thats a problem for tommorow and let me know how it is on windows itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill
DEVLOG - 07 added vertical dash wall jumping and started with the tutorial level today i wanted to design the first level so i looked up what good level builders there are and saw trenchbroom and after like an hour of trying to make it work on fedora i gave up and tried something called cyclops but it doesnt support my current godot version so i spent MORE TIME diving into its code because there was only 1 small error(or so i thought) which i managed to fix but then every like 3 minutes of using it it just crashed so i guess im sticking with normal godot AND it took me like 20 versions and about 5 commits that i thought i fixed it to get to a working version of the 4 line code that lets me dash vertically but setting it up based on camera lets you dash up and gain insane momentum instantly so i tried a system of my own which calculated you vertical velocity using your horizontal one and tried a bunch of formulas and ended up with this fine version so the wall jumping was very easy to do because i just reflect the current movement and add a boost the hard part was that every time before hitting the wall i would already switch in my keyboard to the other other direction so to deal with that i “predicted the future” like i did with the slopes so that the movement feels smoother but to deal with the problem of the keyboard switching i also checked for the opposite directions(which is bassicly copy paste with minuses)so here is the code for that: if is_on_floor(): canWallJump = false return var veloc = Vector3(velocity.x,velocity.y,velocity.z) #var future = self.global_position + veloc for i in get_slide_collision_count(): var collision = get_slide_collision(i) if collision.get_normal().y < .3: wallNormal = collision.get_normal() canWallJump = true return if veloc.length() > 0.5: var spaceState = get_world_3d().direct_space_state var ray = PhysicsRayQueryParameters3D.create(global_position,global_position + veloc.normalized() * 1.2) ray.exclude = [self.get_rid()] var hit = spaceState.intersect_ray(ray) if hit and hit.normal.y < .3: wallNormal = hit.normal canWallJump = true return var altVeloc = Vector3(-velocity.x,velocity.y,velocity.z) if altVeloc.length() > 0.5: var spaceState = get_world_3d().direct_space_state var ray = PhysicsRayQueryParameters3D.create(global_position,global_position + altVeloc.normalized() * 1.2) ray.exclude = [self.get_rid()] var hit = spaceState.intersect_ray(ray) if hit and hit.normal.y < .3: wallNormal = hit.normal canWallJump = true return altVeloc = Vector3(velocity.x,velocity.y,-velocity.z) if altVeloc.length() > 0.5: var spaceState = get_world_3d().direct_space_state var ray = PhysicsRayQueryParameters3D.create(global_position,global_position + altVeloc.normalized() * 1.2) ray.exclude = [self.get_rid()] var hit = spaceState.intersect_ray(ray) if hit and hit.normal.y < .3: wallNormal = hit.normal canWallJump = true return canWallJump = false``` anyway here is a clip of the tutorial level now(compressed cause it was somehow 155mb): **NOTE**: it will be updated on itch.io after i finish making this tutorial level im just a little tired today and couldnt work on the project yesterday so i uploaded this devlog early
DEVLOG - 08 added an interesting navigation optimization script i encountered some lag even with 4 enemies so sadly i had to optimize it on the bright side i saw yesterday a video about exactly that and omfg it saved me and explains the general idea of what i do its just that i do it worse and in a different way video: https://www.youtube.com/watch?v=BPNr_txi6TU&t=813s time 33(already in link) how it works? ok so its not the MOST OPTIMAL but it is good i mean i can every time an enemy die to resort it blah blah blah and use the modulo but this works good enough even though i spent half an hour fixing a bug that doesnt exist(turns out if you select a navigation region and bake navigation mesh it does that to all regions and not just the one you selected) but for some reason i did have to use a raycast down the enemy’s feet for it to work so they wont fall probably because of friction so anyways here is the code: extends Node3D var tickAssigned = [] var tickCount = [] var currentTick = 0; var tickTimer = 0.0 const TICK_RATE = 0.025 func _ready() -> void: tickAssigned.resize(navObjects.size()) tickAssigned.fill(0) tickCount.resize(20); tickCount.fill(0) var length = navObjects.size() for i in tickAssigned.size(): tickAssigned[i] = -1 var num = 20.0 /length var current = 0.0 for i in length: if current >= 20: current -= 20 tickAssigned[i] = int(current) tickCount[int(current)]+=1 current += num``` # Called every frame. 'delta' is the elapsed time since the previous frame. ```func _process(delta: float) -> void: tickTimer +=delta if tickTimer < TICK_RATE: return tickTimer = 0.0 var tickDelta = TICK_RATE var count = 0 for entity in navObjects: if entity != null: if tickAssigned[count] == currentTick: var target = entity.target if target != null: var navAgent = entity.navAgent var mode = entity.mode var gotShot = entity.gotShot var SPEED = entity.SPEED var accelaration = entity.accelaration var velocity = entity.velocity if mode == "chase" or gotShot: navAgent.target_position = Vector3(target.global_position.x,target.global_position.y,target.global_position.z) var dir = (navAgent.get_next_path_position() - entity.global_position).normalized() print(entity.name, navAgent.get_next_path_position()) entity.velocity = velocity.lerp(dir * SPEED, tickDelta * accelaration) entity.look_at(Vector3(target.global_position.x,entity.global_position.y,target.global_position.z),Vector3.UP,true) entity.shouldMove = true elif mode == "attack": navAgent.target_position = Vector3(target.global_position.x,target.global_position.y,target.global_position.z) var dir = (navAgent.get_next_path_position() - entity.global_position).normalized() print(entity.name, navAgent.get_next_path_position()) entity.velocity = velocity.lerp(dir * SPEED, tickDelta * accelaration) entity.look_at(Vector3(target.global_position.x,entity.global_position.y,target.global_position.z),Vector3.UP,true) entity.shouldMove = true count+=1 currentTick +=1 if currentTick >= 20: currentTick = 0 #@onready var body =$body #@onready var explosionParticles = preload("res://Particles/enemyExplode.tscn") #var particleInstance #@export var navAgent : NavigationAgent3D #@export var damage = 10 #@export var accelaration = 10 #var target #var mode : String = "idle" #var gotShot = false``` and the enemy code is too long so i cant put it here also here is a clip of the current state of the game
DEVLOG - 09 i added a shotgun! the shotgun has a large cooldown + it applies force on you! + itch.io update IF YOU DONT CARE ABOUT THE TECHNICAL STUFF WATCH THE VIDEO DOWN HERE TO JUST SEE THE COOL SHOTGUN it was much easier to implement because all i did was add a bunch of raycasts and randomize them with this simple code: func randomizeRays(): var i : int = 0 for ray in children: if ray is RayCast3D: ray.target_position.x = orgPos[i] + randf_range(-spread,spread) i+=1 ray.target_position.y = orgPos[i] + randf_range(-spread,spread) i+=1 the actual hard part was getting both guns to work with eachother but i managed to do that the force function was also interesting because i use a chartacterbody3d in godot i have to make this stuff myself with basically only velocity so the code is pretty easy to understand i dont think i need to explain much func _applyForce(point :Vector3,force , maxRange:float = 10): var dir = global_position - point var dist = dir.length() if dist > maxRange: return dir = dir.normalized() var fallOff = clamp(1 - (dist/ maxRange),0,1) velocity += dir * force * fallOff knockbackTimer = KNOCKBACK_LOCK_TIME also the game is now updated and free on itch.io! link: https://idotweaks.itch.io/the-way-to-tealjust-kill (please download it its much better than the web version because i cant solve some web specific bugs)
DEVLOG - 10 this is a large milestone! COMPETITION ANNOUNCEMENT AT THE END i updated the map textures to a retro-ish style and updated the bullet holes and steps to look much better too! i added a timer and score with a grading system that allows for better speedrunning! i added a custom finish level orb with a custom shader that makes it look super cool look at this gameplay it looks like a real game! now the competition: so the competition will start in the next devlog because i plan to add a restart button to make it easier to speedrun and more now THE WINNER AND PRIZE: the winner will be the person that will get the highest score in 24 hours after the devlog is posted or the first person to get a perfect score of 20k(which is very hard gl) and the prize will be (imagine a drum roll) yeah you will just be on a wall or something its not that huge i will also write about you in the next devlog if thats important to you CLARIFICATIONS BECAUSE CLAUDE SAID THIS DEVLOG IS SHIT: 1.the competition will not be in the current build and will be submitted directly to me through slack/discord with the name you have in stardance 2.the prize is shit idk why claude treats it like i should try to deceive you into thinking its good, its bad i promise 3.if someone sends me they got a 20k score it will end idk whats confusing about it anyway only like 3 people will submit probably itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill (textures in web version are bugged please download!) if you have anything to say about this devlog you may comment it and i will ignore it(unless its a real question) anyway look at this clippp its happening now look at next devlog!
THE TOURNAMENT IS STARTING NOW! as you can see in the last devlog the tournament said in it is starting right now! explanation this is a speedrunning competition in my 1 level demo game(very early in development) in that game you cant even die yet so go wild rules the clips must be unedited(unless you add like an edit of lebron and then its fine) submissions end when this post reaches 24 hours/2:30 pm utc and will be sent directly to me on slack/discord(which you can find in my bio) exploits are allowed! runs can only be in the current build in itch.io -runs that are on linux/windows must not use the web version because its super bad changes this version press r to restart + finished the end gui + fixed some score calculation bugs controls: wasd + space - normal movement ngl ctrl - slide lmb - shoot(with shotgun you get knockback btw) shift - dash 1/2 - switch weapons r - restart winner the winner will be the one with highest score by the end of the 24 hours/2:30 pm utc or the first person to reach a perfect score and he will win being inside the game + in the next devlog itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill now for the general stuff my discord: swiftfishi3 my slack: loveTheGodotDeveloper (if there will be any edits i will put them here) for now take a look at my fastest run(you have to wait a bit and its mid development)- runs can only be in the current build in itch.io like and repost so more people see it:D
DEVLOG - 11 (THE GAME IS ALMOST COMPLETE) + WINNER ANNOUNCEMENT so in the competition the only person that submitted a score was in the comments and late but he is now the winner:) @Connor you won! i will add you to the game soon major things i added: a ghost of your best run that plays back (if anyone is wondering i spent like an hour making it record every input with a timestamp and the WAY easier approach i ended up using is just saving the position + rotation + weapon used every frame (if animations were important to me i would have added them its not that hard) ground slam that does damage to enemies a jump orb to make levels feel less slow minor things i added: a health bar fixed enemies to know attack with a cooldown added a death screen now the enemies have black hands because animating csg shapes is expensive the state of the game now the game now is in what i feel full technicality ready the only things needed are: more levels, bosses, more enemies, more obstacles and interesting things in general and maybe a 3rd gun but other than that its basically ready so dont forget to playtest and lmk DOWNLOAD itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill side note:D also im the developer of the game so its not that hard for me to get s+ and im sure you can too so just spam ground slam its op(expect a patch soon🫣🫣🫣)so here is a clip of me getting s+ plus you can see the ghost after
DEVLOG - 12 shipping soon notes if a reviewer sees this: i got a report about some web problems which did not happen to me, if you see the textures as too dark tho try downloading it i was not able to test the mac version as well changes i made a readme for the github added a text of damage done above enemies added a mage type enemy that shoots projectiles SHIPPING after this im shipping this so make sure to look at my github + itch.io github: https://github.com/IDoTweaks/the-way-to-teal-just-kill- itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill
DEVLOG 13 - UPDATE 1.1! this is a large update 1.1 basically doubles the size of the game and makes it actually feel good to play heres everything: enemies/combat added 4 new enemy types: the charger (rushes you and dashes), the drone (flies around and shoots), the exploder (runs at you and goes boom), and the sniper (snipes. very creative ik) added a sniper weapon for the player too shotgun and sniper now play a little reload animation between shots the new style system grading is no longer based on time insted its based on a style meter that is affected by cool things like no scoping in the air your final grade now mixes score + style + your final health ranking up the meter pops and flashes like super cool game feel hit-stop on kills(like a tiny freeze frame) FOV widens when you’re moving fast and stuff like that low health throws up a red vignette and getting hit shows an arrow pointing at whoever hit you combo kills rise in pitch the longer chain camera rolls when you strafe and dips when you land levels redesigned level 1 from scratch added levels 2 through 6 added a proper boss fight at the end added a tutorial UI + quality of life completely new UI that looks 10x better weapon indicator in the side added sound effects and music pause menu, switching weapons with the scroll wheel, on screen enemy counter settings menu for sensitivity, fov, volume, resolution, etc progress (and your best-run ghosts) now save locally web version web version is now fixed BUT its still a desktop game so its worse download github release: https://github.com/IDoTweaks/the-way-to-teal-just-kill-/releases/tag/NEWEST itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill yeah thats it now go kill stuff
DEVLOG 14 - the project is super star! boss update the current boss is very lazy in design so i decided to change it completely! with a snake boss, what i did is create a self generating floor and a snake with custom pathfinding boring technical stuff the floor has a function that does holes in it and makes sure the snake cannot get soft locked(since it cant pass through its own body) then the snake turns its positon + the player’s position into a tile in the map and using breadth first search from the head’s tile to the player’s tile it finds the next tile it needs to travel to this sounds so simple why did it take 5 hours? the reason is that this mf floor does not like generating how i want it to and i am very bad at algorithms so i had to try again and again and again and then i had to do the same thing with the snake because i havnt touched bfs in like 1.5 years THANKS FOR THE SUPER STAR as you can see while i was on vacation this project got a super star! i am very grateful for it! when will it be in the game? as you can see in the video it just follows the player right now, it has no attacks or something like it so i hope i can get it done by the end of this week(its saturday now so by next saturday) and it isnt wired into the game yet so its still just the old boss
DEVLOG 15 - boss redesign boss update the boss now attacks with a couple of new attacks! you can see them in the video AND a new paralysis system da cool af part so the boss now takes you to his office where he will offer you a deal: for 20% of your health you can get your paralysis level down! ui update so it looks better now, thats it XD UPDATE! so it is now updated in both github and itch.io but its very bad in the web versionT_T please just download itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill github: https://github.com/IDoTweaks/the-way-to-teal-just-kill-/releases/tag/NEWEST video btw the video was compressed and then converted so its low quality
mini DEVLOG 16 - da final straw important if you rate it please download it, the web version is much much worse new levels added levels 7-9 unfortunate losses: sadly the styling system was very bad and i couldnt make it work so i just took it out something i had to add you could cheese everything with the dashes so im sorry… i added stamina da end so yeah i wont work on this project anymore prob but i am starting my own asm docs! be sure to stay updated!
DEVLOG 17 - i cant stop working on this last devlog i said i am done with the game but after those reviews i just cant stop key insights from the reviews so the main complains are that the game isnt visually appealing in some devices it ran poorly some mechanics arent clear/ need better tutorial the sfx are annoying (also there were some balancing issues and little bugs) i still got a little less than 19 per hour meaning people really did like it and it needs little changes so what did i change? i changed the tutorial to MAKE you do each mechanic and added a ghost that shows you how to do it new sfx i changed all the art style to be cartoonist i buffed the shotgun i did so much more but its so little that i cant point to each one so lets just say qol changes planning next i have already made 2 mini bosses and currently am working on some more enemy types, i will change the current levels to be the story mode with added story and dialogue and add a completly new mode which i will talk about in later devlogs
DEVLOG 18 - ig we got a lot of art now new things in the game so pretty much all i did was new ui, make the game fit into a cartoon art style and some cover art for it new itch.io page the itch.io page sucked so i made it again and its so much better now check it out so as always the downloadable version is much better but there is still web support try it out: https://idotweaks.itch.io/the-way-to-tealjust-kill AND I LEFT SOME OF THE ART HERE SO YOU CAN SEE
Ships:
i made a speedrunning game inspired by a song, i will add more bosses and levels but now its in a state i very much like because this is my first game that i actually like i focused on the game feel way more than the looks and it shows its so fun i made a ghost system without any tutorial something i could never dream of this project let me see that i can build things on my own also i am aiming for a 3d printer so i need like 3x the hours so expect updates!
this is a movement shooter made in godot 4.6 about a blue man in a green world, i really poured my soul into it so i hope you like it:)...
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1792850073.6002128
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1792936473.6002128
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58158
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My personal site by @IcedThrower_95 | Stardance
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IcedThrower_95
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2
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14.0
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96
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T10:19:01Z", "hours": 11.0, "multiplier": 8.57, "payout": 96, "blessing": "neutral", "text": "I redesigned my personal Portfolio website for myself. I have made some pretty good upgrades I first went over to the projects section and added scrolling using GSAP and Lenis to add some nice animations for these, I found the right inspiration from this website to develop this : https://www.epic.net/en/ . Second, to develop the starting loading animation, I referred to a few sites on https://www.awwwards.com/awwwards/collections/loading-page/ , took some code and gave it my twist. I also changed the fonts to Inter for the home page. -Once again i was struggling with the css for the home page. At last I am so happy with the way it turned out.", "repo": "https://github.com/IcedThrower95/mokii.dev_Portfolio", "demo": "https://icedthrower95.github.io/mokii.dev_Portfolio/"}, {"ship_num": 2, "ts": "2026-09-06T13:05:35Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made personal Portfolio website for myself.Getting creative the CSS elements was a bit challenging.I am proud that i was able to pull of such a good one in such less time.I actually spent a lot of time learning what are the styles and effects available.", "repo": "https://github.com/IcedThrower95/mokii.dev_Portfolio", "demo": "https://icedthrower95.github.io/mokii.dev_Portfolio/"}]...
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[{"post_id": 73919, "ts": "202 [{"post_id": 73919, "ts": "2026-09-26T09:58:10Z", "hours": 2.5556, "text": "finally I am finished with the redesign of the webiste,i am so happy with the way it turned out at last. today i spent my time fixing the messy scroll animations everything was so wrong in the projects page and also i made the letter in “Projects” to jump to add a nice fun element to the page and finally I finished the scrollign part of the home page and added a small terminal window to give it a developer vibe, showcasing my current projects and at last I added the text “Lets Build What’s Next”, also added links to my socials and my email"}, {"post_id": 73200, "ts": "2026-09-24T16:22:06Z", "hours": 8.6325, "text": "over the past two days i have been working on redeveloping my portfolio site. I have made some pretty good upgrades i can, first i went over to the projects section. I added scrolling animations using GSAP and Lenis to add some nice animations; I found the right inspiration from this websiteto develop this : https://www.epic.net/en/ . Second, I developed the starting loading animation, I referred to a few sites on https://www.awwwards.com/awwwards/collections/loading-page/ , and I also changed the fonts to better ones. Let me know how is it."}, {"post_id": 62894, "ts": "2026-09-06T12:55:21Z", "hours": 1.6611, "text": "Built on my own from scratch, initially using AI to learn about new effects and taking it’s code and then modifying it to my usecase,the F1-themed idea initially struck me and i decided to use its wallpaper across the site and I made several iterations of the layout variations before settling on the final one. Additionally, added glassmorphism UI with Petronas Teal accents, and an interactive landing hero section. Rebuilt the hobbies page as an extreme expanding flex-gallery, showcasing my activities, and turned the start-up and robotics sections into a 3D-flip card grid. Furthermore, I debugged the layout issues using AI and unified the look and feel and published the site on GitHub Pages."}, {"post_id": 62203, "ts": "2026-09-05T13:51:21Z", "hours": 1.6433, "text": "I just started working on my personal site and added custom Mercedes F1 background, Petronas Teal accents, and a blue hover glow. I also rebuilt the project flip-cards and fixed the navigation bar layout"}]...
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Title: My personal site by @IcedThrower_95 | Stard Title: My personal site by @IcedThrower_95 | Stardance
Devlogs:
I just started working on my personal site and added custom Mercedes F1 background, Petronas Teal accents, and a blue hover glow. I also rebuilt the project flip-cards and fixed the navigation bar layout
Built on my own from scratch, initially using AI to learn about new effects and taking it’s code and then modifying it to my usecase,the F1-themed idea initially struck me and i decided to use its wallpaper across the site and I made several iterations of the layout variations before settling on the final one. Additionally, added glassmorphism UI with Petronas Teal accents, and an interactive landing hero section. Rebuilt the hobbies page as an extreme expanding flex-gallery, showcasing my activities, and turned the start-up and robotics sections into a 3D-flip card grid. Furthermore, I debugged the layout issues using AI and unified the look and feel and published the site on GitHub Pages.
over the past two days i have been working on redeveloping my portfolio site. I have made some pretty good upgrades i can, first i went over to the projects section. I added scrolling animations using GSAP and Lenis to add some nice animations; I found the right inspiration from this websiteto develop this : https://www.epic.net/en/ . Second, I developed the starting loading animation, I referred to a few sites on https://www.awwwards.com/awwwards/collections/loading-page/ , and I also changed the fonts to better ones. Let me know how is it.
finally I am finished with the redesign of the webiste,i am so happy with the way it turned out at last. today i spent my time fixing the messy scroll animations everything was so wrong in the projects page and also i made the letter in “Projects” to jump to add a nice fun element to the page and finally I finished the scrollign part of the home page and added a small terminal window to give it a developer vibe, showcasing my current projects and at last I added the text “Lets Build What’s Next”, also added links to my socials and my email
Ships:
I made personal Portfolio website for myself.Getting creative the CSS elements was a bit challenging.I am proud that i was able to pull of such a good one in such less time.I actually spent a lot of time learning what are the styles and effects available.
I redesigned my personal Portfolio website for myself. I have made some pretty good upgrades I first went over to the projects section and added scrolling using GSAP and Lenis to add some nice animations for these, I found the right inspiration from this website to develop this : https://www.epic.net/en/ . Second, to develop the starting loading animation, I referred to a few sites on https://www.awwwards.com/awwwards/collections/loading-page/ , took some code and gave it my twist. I also changed the fonts to Inter for the home page. -Once again i was struggling with the css for the home page. At last I am so happy with the way it turned out....
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1792850074.8314476
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1792936474.8314476
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49506
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My own website! by @berragurlesin | Stardance
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berragurlesin
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1
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5.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-17T21:25:51Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This project is a personal website I created for myself. It’s a platform where I can bring together my research and other things related to myself. It includes an “About Me” page I designed in a scrapbook style, an “Essays and Research” section where I’ll share my personal writings and research, a “Projects and Milestones” page showcasing my competitions, awards, and projects, and a “Social and Media” page with links to my other social media accounts. I also added hover effects that make the images enlarge and stand out when the mouse hovers over them, and I also created a mobile-specific design to make the site simpler and more user-friendly on smaller screens. One of the most challenging parts for me was adjusting the positions of the images in the scrapbook collage. Since I wanted the collage to look a certain way, I manually adjusted the positions of each image one by one and experimented with different values until I achieved the look I wanted. Since changing the position or size of a single image sometimes affected the appearance of the entire collage, this process required a great deal of trial and error. In addition, I had to learn many things I didn’t know before during the process. Although this made the project more difficult, it allowed me to learn more about web development. What I’m most proud of about this project is that it’s my first website and while people usually use ready-made applications to build websites, I’m very happy that I created this site from scratch by coding it myself in Visual Studio, and the site turned out exactly the way I wanted it to. One thing to keep in mind while browsing the site is that the “Essays and Research” section isn’t complete yet. The reason for this is that, although I’ve actually written some pieces for this section, I want to polish them up before adding them. That’s why I’ve chosen not to upload my articles at this stage. I plan to add them to the site as I continue to refine my writing. I spent a total of more than 5–6 hours on this project, but seeing something functional come out of it makes me feel like it was worth the effort! If you check out my site, I’d love to hear your feedback and make improvements based on it. ˚.⋆🔭⋆⭒🪐⭒˚.⋆", "repo": "https://github.com/berragurlesin/my-website", "demo": "https://berragurlesin.github.io/my-website"}]...
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[{"post_id": 49145, "ts": "202 [{"post_id": 49145, "ts": "2026-08-17T19:36:15Z", "hours": 1.0336, "text": "My website now looks good on mobile devices too! To fix this issue, I removed the images from the mobile version, but it’s fully functional now. So I’ve finished my project, gained experience building a website, and feel really motivated!! ༄˖°.🚀.ೃ࿔*:・"}, {"post_id": 48447, "ts": "2026-08-16T19:55:18Z", "hours": 3.4408, "text": "After +4 hours, my website is almost done! After creating the basic layout of my website, I selected the photos I wanted to use in the collage on the homepage and chose the fonts and colors. I wrote my bio and spent hours tweaking the collage to look exactly the way I wanted, adjusting the position of each photo one by one. Inspired by a website I’d seen before, I wanted the images to move when the mouse hovered over them and to have a footer section at the bottom, so I asked the AI to teach me how to do that. It turned out to be really easy! To make the images move, CSS uses a property called :hover (basically, you’re telling it what should happen when the mouse hovers over it) I added “transform: scale(1.08)” to the image to make it enlarge slightly when hovered over. To ensure this happened smoothly, I also added “transition: transform 0.25s ease”. For the footer, there’s an HTML tag called “”. Just add it to the very bottom of the page and type whatever text you want inside it (I added a copyright notice to make it look cool). You can try it too! Right now, I have a homepage introducing me, a page where I talk about my projects and achievements, and a page with links to my social media accounts. Later, I’ll also add my own essays to the site. That’s how I built my first website, and it actually really excited me!"}, {"post_id": 48100, "ts": "2026-08-16T11:59:20Z", "hours": 0.2747, "text": "My own website! This is just the beginning! 🚀"}]...
|
Title: My own website! by @berragurlesin | Stardan Title: My own website! by @berragurlesin | Stardance
Devlogs:
My own website! This is just the beginning! 🚀
After +4 hours, my website is almost done! After creating the basic layout of my website, I selected the photos I wanted to use in the collage on the homepage and chose the fonts and colors. I wrote my bio and spent hours tweaking the collage to look exactly the way I wanted, adjusting the position of each photo one by one. Inspired by a website I’d seen before, I wanted the images to move when the mouse hovered over them and to have a footer section at the bottom, so I asked the AI to teach me how to do that. It turned out to be really easy! To make the images move, CSS uses a property called :hover (basically, you’re telling it what should happen when the mouse hovers over it) I added “transform: scale(1.08)” to the image to make it enlarge slightly when hovered over. To ensure this happened smoothly, I also added “transition: transform 0.25s ease”. For the footer, there’s an HTML tag called “”. Just add it to the very bottom of the page and type whatever text you want inside it (I added a copyright notice to make it look cool). You can try it too! Right now, I have a homepage introducing me, a page where I talk about my projects and achievements, and a page with links to my social media accounts. Later, I’ll also add my own essays to the site. That’s how I built my first website, and it actually really excited me!
My website now looks good on mobile devices too! To fix this issue, I removed the images from the mobile version, but it’s fully functional now. So I’ve finished my project, gained experience building a website, and feel really motivated!! ༄˖°.🚀.ೃ࿔*:・
Ships:
This project is a personal website I created for myself. It’s a platform where I can bring together my research and other things related to myself. It includes an “About Me” page I designed in a scrapbook style, an “Essays and Research” section where I’ll share my personal writings and research, a “Projects and Milestones” page showcasing my competitions, awards, and projects, and a “Social and Media” page with links to my other social media accounts. I also added hover effects that make the images enlarge and stand out when the mouse hovers over them, and I also created a mobile-specific design to make the site simpler and more user-friendly on smaller screens. One of the most challenging parts for me was adjusting the positions of the images in the scrapbook collage. Since I wanted the collage to look a certain way, I manually adjusted the positions of each image one by one and experimented with different values until I achieved the look I wanted. Since changing the position or size of a single image sometimes affected the appearance of the entire collage, this process required a great deal of trial and error. In addition, I had to learn many things I didn’t know before during the process. Although this made the project more difficult, it allowed me to learn more about web development. What I’m most proud of about this project is that it’s my first website and while people usually use ready-made applications to build websites, I’m very happy that I created this site from scratch by coding it myself in Visual Studio, and the site turned out exactly the way I wanted it to. One thing to keep in mind while browsing the site is that the “Essays and Research” section isn’t complete yet. The reason for this is that, although I’ve actually written some pieces for this section, I want to polish them up before adding them. That’s why I’ve chosen not to upload my articles at this stage. I plan to add them to the site as I continue to refine my writing. I spent a total of more than 5–6 hours on this project, but seeing something functional come out of it makes me feel like it was worth the effort! If you check out my site, I’d love to hear your feedback and make improvements based on it. ˚.⋆🔭⋆⭒🪐⭒˚.⋆...
|
1792850075.960813
|
1792936475.960813
|
|
34051
|
ysws Simulator by @rangodamango | Stardance
|
rangodamango
|
1
|
8.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-16T11:59:16Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I finally completed the game. Never using python again, the conversion to exe was a nightmare. Also, let me know if there’s any feedback. Thx!", "repo": "https://github.com/RangoDaMango/ysws-sim", "demo": "https://rangodamango.itch.io/ysws-simulator"}]...
|
[{"post_id": 29416, "ts": "202 [{"post_id": 29416, "ts": "2026-07-16T11:02:00Z", "hours": 0.7458, "text": "Finally finished enough for it to be a ship! Please try it out and lemme know how it goes. also, try not to break the game (pls)."}, {"post_id": 28876, "ts": "2026-07-15T13:28:40Z", "hours": 1.0683, "text": "Finally finished enough for it to be at the very least a C, and now, I’m going to be polishing everything up. for some reason, i’ve resorted to naming my variables woho, or choho, or mochoho, or prowo, or vopro, or some other variation of two or three syllables with a consonant phoneme followed by an o sound afterwards, which corresponds to the first 2 phonemes of each word (for example, woho being worked hours). Someone tell me how to make variables look normal, if i keep this up until i get into the workforce im not getting hired for anything involving teams."}, {"post_id": 28286, "ts": "2026-07-14T13:23:02Z", "hours": 1.2958, "text": "I finally added the ability to work on projects! also scoring. i unfortunately ditched the programs since all programs were essentially the same."}, {"post_id": 27677, "ts": "2026-07-13T13:38:07Z", "hours": 2.0839, "text": "Finally got to the skill system. Rng to determine result of study session. i also started on projects."}, {"post_id": 27535, "ts": "2026-07-13T05:31:06Z", "hours": 1.3033, "text": "added in 4 ysws programs you can be in: sunjig, tastecity, summer of production, and red publish. i also added in a skill system and started time progression. skill system also has training, where rng decides the effectiveness of your study. 213 lines in 2 hours isnt that bad. next devlog will probably finally be projects."}, {"post_id": 27201, "ts": "2026-07-12T15:24:41Z", "hours": 1.1983, "text": "I started on the initial screen, created the basics of the simulation system, and set up the project and program mechanism."}]...
|
Title: ysws Simulator by @rangodamango | Stardance Title: ysws Simulator by @rangodamango | Stardance
Devlogs:
I started on the initial screen, created the basics of the simulation system, and set up the project and program mechanism.
added in 4 ysws programs you can be in: sunjig, tastecity, summer of production, and red publish. i also added in a skill system and started time progression. skill system also has training, where rng decides the effectiveness of your study. 213 lines in 2 hours isnt that bad. next devlog will probably finally be projects.
Finally got to the skill system. Rng to determine result of study session. i also started on projects.
I finally added the ability to work on projects! also scoring. i unfortunately ditched the programs since all programs were essentially the same.
Finally finished enough for it to be at the very least a C, and now, I’m going to be polishing everything up. for some reason, i’ve resorted to naming my variables woho, or choho, or mochoho, or prowo, or vopro, or some other variation of two or three syllables with a consonant phoneme followed by an o sound afterwards, which corresponds to the first 2 phonemes of each word (for example, woho being worked hours). Someone tell me how to make variables look normal, if i keep this up until i get into the workforce im not getting hired for anything involving teams.
Finally finished enough for it to be a ship! Please try it out and lemme know how it goes. also, try not to break the game (pls).
Ships:
I finally completed the game. Never using python again, the conversion to exe was a nightmare. Also, let me know if there’s any feedback. Thx!...
|
1792850077.0875375
|
1792936477.0875375
|
|
1912
|
Something in Hardware by @tejusj98 | Stardance
|
tejusj98
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-03T03:46:03Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What I made: I built a custom 3-key vertical mechanical macropad optimized for streamlined, rapid-fire gaming inputs (perfect for fast character swaps or macro hotkeys). The hardware is powered by a Seeed Studio XIAO RP2040 on a custom 2-layer PCB, and it runs on KMK (CircuitPython) for easy, plug-and-play configuration. What was challenging: The biggest hurdle was wrestling with the CAD modeling workspace in Fusion 360. Ensuring the custom “sandwich-mount” enclosure perfectly accommodated the 0.4mm printing tolerances of my PCB while precisely lining up 2.90mm screw holes through both the top plate and bottom tub took some meticulous alignment and timeline troubleshooting. What I’m proud of: Instead of just copying the standard horizontal/landscape layouts from the documentation, I stepped out of my comfort zone to design a unique, minimalist vertical column layout. Hand-routing the PCB and tailoring a custom case around that vertical layout from scratch felt incredibly rewarding. What to know for testing: Because the firmware relies on KMK, it is completely beginner-friendly and handles remapping on the fly. You can just open up main.py in the repository, edit the keymap array to whatever bindings or macros you want, and drop it straight onto the board like a flash drive—no massive C compilers or development environments required.", "repo": "https://github.com/tejuas98/my-first-macropad", "demo": ""}]...
|
[{"post_id": 1257, "ts": "2026 [{"post_id": 1257, "ts": "2026-06-03T03:43:18Z", "hours": 0.3667, "text": "Exploring KidCad features “it feels so tuff”"}, {"post_id": 955, "ts": "2026-06-02T18:40:23Z", "hours": 0.3667, "text": "My first thing in hardware is A Unique Hack Club Macropad"}]...
|
Title: Something in Hardware by @tejusj98 | Starda Title: Something in Hardware by @tejusj98 | Stardance
Devlogs:
My first thing in hardware is A Unique Hack Club Macropad
Exploring KidCad features “it feels so tuff”
Ships:
What I made: I built a custom 3-key vertical mechanical macropad optimized for streamlined, rapid-fire gaming inputs (perfect for fast character swaps or macro hotkeys). The hardware is powered by a Seeed Studio XIAO RP2040 on a custom 2-layer PCB, and it runs on KMK (CircuitPython) for easy, plug-and-play configuration. What was challenging: The biggest hurdle was wrestling with the CAD modeling workspace in Fusion 360. Ensuring the custom “sandwich-mount” enclosure perfectly accommodated the 0.4mm printing tolerances of my PCB while precisely lining up 2.90mm screw holes through both the top plate and bottom tub took some meticulous alignment and timeline troubleshooting. What I’m proud of: Instead of just copying the standard horizontal/landscape layouts from the documentation, I stepped out of my comfort zone to design a unique, minimalist vertical column layout. Hand-routing the PCB and tailoring a custom case around that vertical layout from scratch felt incredibly rewarding. What to know for testing: Because the firmware relies on KMK, it is completely beginner-friendly and handles remapping on the fly. You can just open up main.py in the repository, edit the keymap array to whatever bindings or macros you want, and drop it straight onto the board like a flash drive—no massive C compilers or development environments required....
|
1792850078.2254498
|
1792936478.2254498
|
|
32280
|
Dice Game by @The_King | Stardance
|
The_King
|
1
|
3.28
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-08T14:52:15Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This project is a simple Python text-based 2-player game that uses a pair of dice to give each player a score based on certain conditions (can be found on my GitHub repository’s ReadMe). It lasts for 5 rounds and has a login function at the beginning of the program and displays a Leaderboard at the end. It is a very simple program as it is only for my GCSE Computer Science NEA. You can find any other details on my GitHub and you can use the demo link to test it yourself: https://trinket.io/python3/003cb19c6563 Hope you guys like my project!", "repo": "https://github.com/SuryaanshS/Dice-Game-made-for-GCSE-CS-NEA", "demo": "https://github.com/SuryaanshS/Dice-Game-made-for-GCSE-CS-NEA/releases/tag/v1.0"}]...
|
[{"post_id": 25936, "ts": "202 [{"post_id": 25936, "ts": "2026-07-10T13:09:09Z", "hours": 0.2811, "text": "I shipped my project, but the issue is…I never committed any of my changes to GitHub, nor did I create an executable file…so I’ve done both of those now. I’ve only committed my program to GitHub after I finished writing it…which isn’t great, and I can’t go back to change it now, but it is what it is. Executable shown below!"}, {"post_id": 24723, "ts": "2026-07-08T14:22:07Z", "hours": 0.8075, "text": "Cleaned the calcPoints() function up, and added comments. Ready to submit it for my NEA now I guess - if you notice anything wrong, comment and I’ll give it a look"}, {"post_id": 24656, "ts": "2026-07-08T11:45:35Z", "hours": 1.0894, "text": "Finished the program - Might add a GUI later though"}, {"post_id": 24618, "ts": "2026-07-08T10:23:12Z", "hours": 1.2531, "text": "DEVLOG 1 - Basic functions Made a file with valid usernames, retrieved that data, and made a login function. Then made a function that rolls a dice and outputs the number of points. Pretty simple stuff, but its going well so far! Open to any feedback and suggestions."}]...
|
Title: Dice Game by @The_King | Stardance
Devlogs Title: Dice Game by @The_King | Stardance
Devlogs:
DEVLOG 1 - Basic functions Made a file with valid usernames, retrieved that data, and made a login function. Then made a function that rolls a dice and outputs the number of points. Pretty simple stuff, but its going well so far! Open to any feedback and suggestions.
Finished the program - Might add a GUI later though
Cleaned the calcPoints() function up, and added comments. Ready to submit it for my NEA now I guess - if you notice anything wrong, comment and I’ll give it a look
I shipped my project, but the issue is…I never committed any of my changes to GitHub, nor did I create an executable file…so I’ve done both of those now. I’ve only committed my program to GitHub after I finished writing it…which isn’t great, and I can’t go back to change it now, but it is what it is. Executable shown below!
Ships:
This project is a simple Python text-based 2-player game that uses a pair of dice to give each player a score based on certain conditions (can be found on my GitHub repository’s ReadMe). It lasts for 5 rounds and has a login function at the beginning of the program and displays a Leaderboard at the end. It is a very simple program as it is only for my GCSE Computer Science NEA. You can find any other details on my GitHub and you can use the demo link to test it yourself: https://trinket.io/python3/003cb19c6563 Hope you guys like my project!...
|
1792850079.363235
|
1792936479.363235
|
|
58172
|
My very own WebOS by @Vasil | Stardance
|
Vasil
|
1
|
4.61
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-05T08:39:50Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made VaskoOS, my own mini WebOS with a custom desktop design and multiple draggable windows. It includes a Notepad, Calculator, Start Menu, live clock, random quotes, and a saved Notepad. The most challenging part was making the windows draggable and making sure they move correctly without breaking the layout. I’m proud that I created my own design instead of copying the guide exactly. My extra features are the random Quote of the Day and automatic Notepad saving. There is no password, so anyone can try it. To test it, open the apps from the taskbar and drag the windows by their title bars.", "repo": "https://github.com/vask3/my_os", "demo": "https://vask3.github.io/my_os/"}]...
|
[{"post_id": 71106, "ts": "202 [{"post_id": 71106, "ts": "2026-09-20T09:39:25Z", "hours": 1.4806, "text": "Hi everyone, It’s been a long time since my last devlog, but school started and I had to focus on more important things. I fixed some bugs and updated the design."}, {"post_id": 64745, "ts": "2026-09-09T11:49:06Z", "hours": 0.7211, "text": "In the past few days, I managed to fix some mistakes related to the layout and the apps. I’d be happy if you suggest in the comments what else I should add."}, {"post_id": 63134, "ts": "2026-09-06T19:27:59Z", "hours": 0.4053, "text": "Upgraded VaskoOS with a complete UI overhaul! Dark Glass Theme: Switched to a sleek dark design with neon accents and transparent windows. Vector Icons: Replaced all emojis with Font Awesome icons for a cleaner look. New Apps: Replaced the audio generator with a working Calculator and a Task Manager. Clean Code: Removed unused elements, fixed window dragging, and polished all controls in English."}, {"post_id": 62046, "ts": "2026-09-05T08:37:58Z", "hours": 0.2822, "text": "Today I added draggable windows to VaskoOS. Now the Notepad, Calculator, and main VaskoOS windows can be moved around the desktop by dragging their title bars. I also made the windows come to the front when I move them, so they behave more like real OS windows.This was a bit challenging because I had to use JavaScript to track the mouse position and update the window position while dragging. I’m happy with how much more interactive the WebOS feels now."}, {"post_id": 61997, "ts": "2026-09-05T06:29:03Z", "hours": 0.4947, "text": "I have successfully upgraded vaskoOS to its most advanced version yet! I completely rearranged the desktop environment so the core Intro window sits right in the center, while the Notepad is docked in the top-left and a brand new working Calculator app is placed in the bottom-right. I also added a dedicated calculator button to the taskbar for full window minimization/maximization. Finally, I optimized the background system clock to run safely across all regional browser settings and integrated a dynamic developer Quote Generator that updates on click. Everything is now fully interactive, fully translated to English, and responsive!"}, {"post_id": 61774, "ts": "2026-09-04T21:00:52Z", "hours": 0.3958, "text": "I have upgraded my WebOS called vaskoOS! I moved the transparent windows into a beautiful side-by-side layout, added a working Notepad app that you can minimize and maximize using a dedicated taskbar button, integrated a clean HTML IKEA logo, and added a functioning light/dark mode toggle button."}, {"post_id": 61581, "ts": "2026-09-04T15:42:59Z", "hours": 0.6011, "text": "I am working on my very own WebOS called vaskoOS! I successfully created a transparent central glass container, added a real-time running clock at the top, and fixed my custom IKEA logo using local paths in GitHub."}]...
|
Title: My very own WebOS by @Vasil | Stardance
De Title: My very own WebOS by @Vasil | Stardance
Devlogs:
I am working on my very own WebOS called vaskoOS! I successfully created a transparent central glass container, added a real-time running clock at the top, and fixed my custom IKEA logo using local paths in GitHub.
I have upgraded my WebOS called vaskoOS! I moved the transparent windows into a beautiful side-by-side layout, added a working Notepad app that you can minimize and maximize using a dedicated taskbar button, integrated a clean HTML IKEA logo, and added a functioning light/dark mode toggle button.
I have successfully upgraded vaskoOS to its most advanced version yet! I completely rearranged the desktop environment so the core Intro window sits right in the center, while the Notepad is docked in the top-left and a brand new working Calculator app is placed in the bottom-right. I also added a dedicated calculator button to the taskbar for full window minimization/maximization. Finally, I optimized the background system clock to run safely across all regional browser settings and integrated a dynamic developer Quote Generator that updates on click. Everything is now fully interactive, fully translated to English, and responsive!
Today I added draggable windows to VaskoOS. Now the Notepad, Calculator, and main VaskoOS windows can be moved around the desktop by dragging their title bars. I also made the windows come to the front when I move them, so they behave more like real OS windows.This was a bit challenging because I had to use JavaScript to track the mouse position and update the window position while dragging. I’m happy with how much more interactive the WebOS feels now.
Upgraded VaskoOS with a complete UI overhaul! Dark Glass Theme: Switched to a sleek dark design with neon accents and transparent windows. Vector Icons: Replaced all emojis with Font Awesome icons for a cleaner look. New Apps: Replaced the audio generator with a working Calculator and a Task Manager. Clean Code: Removed unused elements, fixed window dragging, and polished all controls in English.
In the past few days, I managed to fix some mistakes related to the layout and the apps. I’d be happy if you suggest in the comments what else I should add.
Hi everyone, It’s been a long time since my last devlog, but school started and I had to focus on more important things. I fixed some bugs and updated the design.
Ships:
I made VaskoOS, my own mini WebOS with a custom desktop design and multiple draggable windows. It includes a Notepad, Calculator, Start Menu, live clock, random quotes, and a saved Notepad. The most challenging part was making the windows draggable and making sure they move correctly without breaking the layout. I’m proud that I created my own design instead of copying the guide exactly. My extra features are the random Quote of the Day and automatic Notepad saving. There is no password, so anyone can try it. To test it, open the apps from the taskbar and drag the windows by their title bars....
|
1792850080.4560986
|
1792936480.4560986
|
|
45734
|
LaserRay by @jonas_gaden | Stardance
|
jonas_gaden
|
2
|
21.32
|
249
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-24T22:09:15Z", "hours": 12.0, "multiplier": 11.1, "payout": 129, "blessing": "neutral", "text": "This update completely changes the way my game works. By introducing live service integration using Supabase everybody is now able to create, share and publish levels to every other player. While the content of the last ship was very limited, my app now has transformed into a platform, open for everyone to create new content within a few minutes. But only that would be not enough! That’s why i also added a brand new step-by-step interactive tutorial, to give everyone the ability to understand the game right of the start. Now all thats left for me to say: Have fun and please <3 give me a good score and let me know what to add next", "repo": "https://github.com/agentquackyt/LaserCircuit", "demo": "https://agentquackyt.github.io/LaserCircuit/"}, {"ship_num": 2, "ts": "2026-08-24T22:03:22Z", "hours": 9.0, "multiplier": 12.89, "payout": 120, "blessing": "neutral", "text": "LaserCircuit ist is clever out-of-the-box thinking game, made and optimized for mobile use. This version includes 12 level, handcrafted by myself, with various different difficulties. For some problems you will need to think out of the box, but you will figure it out. And you only need 6/9 to unlock Stage 2", "repo": "https://github.com/agentquackyt/LaserCircuit", "demo": "https://agentquackyt.github.io/LaserCircuit/"}]...
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[{"post_id": 73602, "ts": "202 [{"post_id": 73602, "ts": "2026-09-25T13:39:28Z", "hours": 0.3169, "text": "I improved the tutorial flow, now saving the tutorial state"}, {"post_id": 73333, "ts": "2026-09-24T21:59:10Z", "hours": 2.5467, "text": "Final devlog This is the final devlog before shipping, packed with a load of new and improved features, including but not limited to: a new Tutorial, introducing you into the core features an updated UI to ensure the grid has always the aspect ratio 1/1 updated the symbols used on the game board to improve readability shareable links to community levels, like this one => “Traffic Jam” New levels And so much more …"}, {"post_id": 73068, "ts": "2026-09-24T09:52:51Z", "hours": 1.71, "text": "The discover community levels screen is now fully working, making this the first time the new live service intergration is fully finished. I will do another polishing devlog, where i will add a tutorial on how to play and refine my UI further"}, {"post_id": 72874, "ts": "2026-09-23T22:24:38Z", "hours": 1.2708, "text": "I improved the editor ui and added a few useful features and indicators. I also force reload the site now, should the user decide to log out (As the editor is only accessible when signed in). Next i will add the new table in the backend database and then build both the own level tab as well as the discover tab"}, {"post_id": 72791, "ts": "2026-09-23T18:59:51Z", "hours": 1.7267, "text": "I am now working on the first version of the community level editor. Currently it works more or less, but the live service integration is not done yet. I decided to separate the normal levels from the user levels (different database table) but its not wired in as of right now"}, {"post_id": 72576, "ts": "2026-09-23T08:31:51Z", "hours": 0.7675, "text": "I worked on improving my GUI, starting with the Discord login screen. I am quite happy with the outcome, and the visual look in general. Next i will start working on the level editor itself and an level discovery screen after that"}, {"post_id": 72430, "ts": "2026-09-22T22:46:53Z", "hours": 1.9322, "text": "I am currently working on implementing login via Discord for user generated levels. I am also introducing a more structured way for the app to work, however its a slow process. Atleast i got the basic version of the login with Discord working"}, {"post_id": 71951, "ts": "2026-09-21T20:45:42Z", "hours": 1.6481, "text": "I am currently migrating the level structure to a data-as-backend solution, coming from a static, file-based level system. This give me the ability quickly add new levels, modify and exchange old ones and add time-limited levels. I am also reviewing the option to create an level builder with sharable levels, but this is only an idea i might come back to in the future."}, {"post_id": 54101, "ts": "2026-08-24T22:00:25Z", "hours": 0.6958, "text": "I added many new levels as well as building a stable release version and setting up a new README file. This will be the final devlog before my first ship, i hope you like it"}, {"post_id": 54042, "ts": "2026-08-24T20:02:07Z", "hours": 0.8731, "text": "I added more levels as well as improving the completion UI. To improve the workflow, i added an editor to quickly develop new levels (i used the File System API for the first time, allowing me to edit files directly in the browser without handeling upload and download) https://lapse.hackclub.com/timelapse/-edas1fyH1rh"}, {"post_id": 53978, "ts": "2026-08-24T18:05:36Z", "hours": 1.2856, "text": "I added a new layout for the finish screen, brought the level title and id (calculated from “(id/3)+1”+.+”(id%3)+1”) to the game screen and overall improved the UI"}, {"post_id": 53650, "ts": "2026-08-24T09:44:17Z", "hours": 1.3772, "text": "after quite a good amount of pain, i finally figured out a way to save the highscores and create “sets” of 9 levels, which you need to complete 6/9 to unlock the next set. My next session will be to clean up the UI and optimize both for PC as well as mobile"}, {"post_id": 53610, "ts": "2026-08-24T07:51:30Z", "hours": 1.0131, "text": "I fixed a weird bug which was caused by using a false ctx.restore(); too much, which caused the beams to render in different colors, despite the game working properly. I also added a new piece: The Obstacle. this piece is exclusive to the level creator, the player can not modfiy nor delete the block, requiring a interesting challenge for some levels . Next i will be working on the level loader and will create a few levels"}, {"post_id": 52936, "ts": "2026-08-23T09:50:19Z", "hours": 2.2358, "text": "I implemented a first basic version of the LightRay Game i am working on. It now supports mirrors and splitters. I am now working on polishing as well as building a level loader (levels stored as json files, a custom level editor is planned)"}, {"post_id": 43587, "ts": "2026-08-08T22:43:51Z", "hours": 0.9517, "text": "I designed a very simple start page for my game template (and added a UIpatcher class, which handles interaction with the dom, especially spawning and removing buttons and changing text)"}, {"post_id": 43545, "ts": "2026-08-08T21:33:40Z", "hours": 0.8717, "text": "I started my project by setting up a reusable Github Template, which includes basic styling (e.g. buttons) as well as reusable code, such as a basic game engine for loading scenes, managing score and sound manager. (coming soon) For now i stuck with styling the buttons, which now have 5 different styles with a simple animation. Next i will build a level basic loader and a new framework for the UI. I will try to target both mobile and desktop for the app."}]...
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Title: LaserRay by @jonas_gaden | Stardance
Devlo Title: LaserRay by @jonas_gaden | Stardance
Devlogs:
I started my project by setting up a reusable Github Template, which includes basic styling (e.g. buttons) as well as reusable code, such as a basic game engine for loading scenes, managing score and sound manager. (coming soon) For now i stuck with styling the buttons, which now have 5 different styles with a simple animation. Next i will build a level basic loader and a new framework for the UI. I will try to target both mobile and desktop for the app.
I designed a very simple start page for my game template (and added a UIpatcher class, which handles interaction with the dom, especially spawning and removing buttons and changing text)
I implemented a first basic version of the LightRay Game i am working on. It now supports mirrors and splitters. I am now working on polishing as well as building a level loader (levels stored as json files, a custom level editor is planned)
I fixed a weird bug which was caused by using a false ctx.restore(); too much, which caused the beams to render in different colors, despite the game working properly. I also added a new piece: The Obstacle. this piece is exclusive to the level creator, the player can not modfiy nor delete the block, requiring a interesting challenge for some levels . Next i will be working on the level loader and will create a few levels
after quite a good amount of pain, i finally figured out a way to save the highscores and create “sets” of 9 levels, which you need to complete 6/9 to unlock the next set. My next session will be to clean up the UI and optimize both for PC as well as mobile
I added a new layout for the finish screen, brought the level title and id (calculated from “(id/3)+1”+.+”(id%3)+1”) to the game screen and overall improved the UI
I added more levels as well as improving the completion UI. To improve the workflow, i added an editor to quickly develop new levels (i used the File System API for the first time, allowing me to edit files directly in the browser without handeling upload and download) https://lapse.hackclub.com/timelapse/-edas1fyH1rh
I added many new levels as well as building a stable release version and setting up a new README file. This will be the final devlog before my first ship, i hope you like it
I am currently migrating the level structure to a data-as-backend solution, coming from a static, file-based level system. This give me the ability quickly add new levels, modify and exchange old ones and add time-limited levels. I am also reviewing the option to create an level builder with sharable levels, but this is only an idea i might come back to in the future.
I am currently working on implementing login via Discord for user generated levels. I am also introducing a more structured way for the app to work, however its a slow process. Atleast i got the basic version of the login with Discord working
I worked on improving my GUI, starting with the Discord login screen. I am quite happy with the outcome, and the visual look in general. Next i will start working on the level editor itself and an level discovery screen after that
I am now working on the first version of the community level editor. Currently it works more or less, but the live service integration is not done yet. I decided to separate the normal levels from the user levels (different database table) but its not wired in as of right now
I improved the editor ui and added a few useful features and indicators. I also force reload the site now, should the user decide to log out (As the editor is only accessible when signed in). Next i will add the new table in the backend database and then build both the own level tab as well as the discover tab
The discover community levels screen is now fully working, making this the first time the new live service intergration is fully finished. I will do another polishing devlog, where i will add a tutorial on how to play and refine my UI further
Final devlog This is the final devlog before shipping, packed with a load of new and improved features, including but not limited to: a new Tutorial, introducing you into the core features an updated UI to ensure the grid has always the aspect ratio 1/1 updated the symbols used on the game board to improve readability shareable links to community levels, like this one => “Traffic Jam” New levels And so much more …
I improved the tutorial flow, now saving the tutorial state
Ships:
LaserCircuit ist is clever out-of-the-box thinking game, made and optimized for mobile use. This version includes 12 level, handcrafted by myself, with various different difficulties. For some problems you will need to think out of the box, but you will figure it out. And you only need 6/9 to unlock Stage 2
This update completely changes the way my game works. By introducing live service integration using Supabase everybody is now able to create, share and publish levels to every other player. While the content of the last ship was very limited, my app now has transformed into a platform, open for everyone to create new content within a few minutes. But only that would be not enough! That’s why i also added a brand new step-by-step interactive tutorial, to give everyone the ability to understand the game right of the start. Now all thats left for me to say: Have fun and please <3 give me a good score and let me know what to add next...
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