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45298
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City Defenders TD by @nautrw | Stardance
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nautrw
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1
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133.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-28T22:43:13Z", "hours": 133.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made City Defenders TD (ironically named since there aren’t any cities). This is a medieval and fantasy-inspired tower defense game built entirely with Pygame-CE. I drew every single sprite manually using Aseprite and implemented my very own custom GUI system from scratch. There are several maps and several towers to unlock by progressing through the game. I hope you enjoy this project as much as I enjoyed making it.", "repo": "https://github.com/nautrw/city-defenders", "demo": "https://nautrw.itch.io/city-defenders"}]...
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[{"post_id": 83941, "ts": "202 [{"post_id": 83941, "ts": "2026-10-28T22:40:28Z", "hours": 0.9178, "text": "As requested by some playtesters I quickly added an instructions page with the basic controls of the game. It’s not great but hopefully it works. I’ve also been fiddling a lot trying to get the installation commands working and trying the executables on several virtual machines. The game is done and I’m going to ship!"}, {"post_id": 83522, "ts": "2026-10-28T03:11:20Z", "hours": 4.3492, "text": "I added a credit scene, and now the project has got to be most definitely ready to ship I need them stardust 😭"}, {"post_id": 81918, "ts": "2026-10-23T01:55:23Z", "hours": 7.1764, "text": "Ok, so I actually lied when I said the game was done. I still have a lot of balancing to do, and with this have come some other major changes. Particle System : I added a particle system (unfortunately they go very fast and I wasn’t able to capture it). This was originally because the effect overlay colors looked really bad. Now, particles with rise up from the enemy with an effect and then fade out over time. I then figured out that I could actually make the overlay color draw correctly by using the RGBA multiplication blending method. It still looks way cooler now. Balancing : Many towers have been nerfed, especially the cannon. I am fortunate to have people that can playtest my game. It’s definitely gotten much harder. I’m still working on it, though. The point now is that the balancing of the towers and when the player unlocks them has lead me to the mechanic of unlocking one tower per map. Thus, I have created 3 more maps because there are 7 towers in total. I might have to make a final one for the flamethrower to be used. I’ve spent A LOT of time balancing since last devlog, and I think it shows lol."}, {"post_id": 81498, "ts": "2026-10-21T14:31:28Z", "hours": 6.4322, "text": "There’s been a lot of progress, I think. The game is pretty much done at this point. What’s left is just to balance the game. Renamed Ground Zero to Magic Forest : Magic Forest sounds like a much cooler name that fits the theme of the game, so I just renamed it. Data Saving : I finally got around to saving the data when closing. I just made a function that closed the game and then saved the data, and then any pathway that exits the game just calls that function. Save and quit : I added a save and quit feature to the pause menu. I am now tracking a state inside the pause menu GUI manager. There is first a save and quit option, and then that leads to a second menu that warns the player and asks them to confirm their choice. There is also an X button in the main menu that straight up quotes the game, too. Archipelago : I made a new map, the Archipelago. This follows a thin strip of land on which the enemies walk. I actually had to rework how the map system worked, adding an option to draw the ground on top or below the blocked layer. I also had to add an extra check on the logic for determining if a player can place a tower. Flamethrower : I added a new flamethrower tower. As of right now, it has the same stats as the cannon. I am going to be balancing the whole thing soon. This is going to be the final tower I think."}, {"post_id": 80831, "ts": "2026-10-18T22:49:30Z", "hours": 6.415, "text": "I’ve been kind of behind again, but I think I’ve made some cool stuff. Tower shop is now an official mechanic. I just remembered I need to set the default shards back to 0, but it’s fully working now. Main menu : I ended up setting the background of it to a stone wall, which to be honest is just taken from the tower shop background. I was wasting too much time on drawing. Map selector music : I finally got some music for the map selector. It’s some public domain guitar music like the tower shop, but different. I think it sounds pretty nice. Victory & defeat scene revamp : I revamped the victory and defeat scenes. Now, they show a banner in the center of the screen and the amount of shards the player receives. A defeat will get 1/2 of the shards reward, to allow them to actually improve. 3x speed setting : While waiting for the enemies to get to the end so I could test the defeated scene, I got tired and decided to add a new 3x speed button. I ended up refactoring the whole thing but now the code is much cleaner."}, {"post_id": 78524, "ts": "2026-10-11T03:01:21Z", "hours": 7.6825, "text": "I’ve been working on 2 major things that look small but are actually pretty big: Currency buttons : I’ve had to do some major revamps to several parts of the GUI system, but now I have buttons that show the currency. I am now using these for the upgrades, buy towers, and the new tower shop with the shards. I am now allowing for icon elements to be passed into the Button class. This allows for custom positioning, and thus this new way of buttons. Then I had to change the way that elements refreshed in the GUI managers. It took a while to figure out, but now they will be red if there isn’t enough currency. Main menu background : Art is incredibly time-consuming for me, and I keep scrapping designs but I think this one is the one and the one I’ll stick with for the finished thing."}, {"post_id": 77585, "ts": "2026-10-07T15:31:34Z", "hours": 6.0606, "text": "I’ve started work on a tower shop. I spent several hours drawing the background, but I think it came out looking really good. It only took so much time, which is why I’m making the log now. I also used a template human model for the merchant. I am going to show the different upgrades on the menu. I haven’t added the buy functionality yet, but that will probably be pretty easy. I got some chill guitar music from opengameart."}, {"post_id": 77288, "ts": "2026-10-06T13:27:04Z", "hours": 6.6089, "text": "A little bit faster progress now. Tower Shop : I have started work on a tower shop. I want it to be from the POV of the player looking into a medieval stall. As of right now, I’m still working on drawing it, and also it’s still hidden and non-functional. I edited all the towers to have a requirement of another tower, so as to make it a progression later on, Data Saving : I am going to start implementing a save system. For this, I just put some values into a data class and then implemented a way to save it to and load it from JSON. Molten Lands : There is a new map now, the molten lands. I also made a lava slime which is a bit stronger than the other enemies except for the bosses. It took a while to draw the sandy tiles for it, but I feel as though I’ve gotten much better at drawing than before. Logging : I added logging. This probably should’ve been added earlier, but this will help tremendously to fix any bugs in the code. For now, I am logging pretty much everything that doesn’t happen every frame, like when an enemy dies or the user clicks on a button."}, {"post_id": 76508, "ts": "2026-10-03T19:37:01Z", "hours": 7.5089, "text": "Progress has been (very) slow but there’s some more new content: Crabs & Bat : I added crab enemies. There is a normal crab that is like a slime and then an armored crab (not shown in video) that is bigger and meant to be a boss. There is also a bat enemy. Pause Menu : Theere is a pause menu now. It allows the user to retry the map or go back to the main menu. I am finally making use of the other features of the scene manager. It’s a different scene but it’s rendered on top of the main game scene. I had to modify the scene manager to draw each scene on top of the last one in the stack. Otherwise, this is just the same usage of my GUI system. Rebalances : I did some rebalancing of the game. Towers generally cost different amounts of coins now and do different amounts of damage. I’ll probably have to do it again by the end of the project but this will do for now. Music : I am in the process of adding music. I am getting them from https://opengameart.org and crediting all publishers. I have a system where it will queue music files from a playlist and play those in sequence. They are pretty long files, but just in case. I’m probably forgetting some stuff (last time I touched this was like a week ago), but those are the major things."}, {"post_id": 72935, "ts": "2026-09-24T02:19:28Z", "hours": 5.8756, "text": "I am very glad stardance got extended! This definitely eases the pressure A LOT . Bit of a shorter devlog so as to not accidentally pass the 10h deadline. Here are the updates: Venom shooter : The venom shooter is a plant that shoots venom. It will poison the enemy. I did this through another effect. The recording doesn’t show it’s full potential, because I kind of force pushed to the repository and now I lost the change, but I have it on another computer. Essentuially, the damage over time is going to increase with the update instead of staying static and linked to the effect. More tiles! : I added the stone path tiles. They still need a little bit of work, as some areas don’t fully connect. The nice thing about working with stone sprites is that the textures connect pretty well regardless, but it’s still something I need to fix. New Map : I added a new map, Frontier. This one is just a somewhat harder version of Ground Zero, mostly to test out if the map selector and the new tiles actually worked. The map selector just had to be tweaked to refresh the UI when a new button is clicked, which is only one line, but otherwise everything went smoothly. Ghost : I added a new enemy, the Ghost. The ghost looks like a tortured soul, and at the moment he hasn’t received proper stats, so he’s just a clone of the slime. I want to make it somewhere in between the slime and fast slime. It uses a lot more frames than the other enemies to make it somewhat smooth. Ok chat I think we got this in the bag im tryna get that bambu a1 3d printer frfr i think i can get it now that the deadline has been increased tysm stardance devs!!!!"}, {"post_id": 71575, "ts": "2026-09-21T02:32:58Z", "hours": 7.1853, "text": "Ok, so a lot of progress, though it has been slow because the school year has genuinely driven a train through my productivity: Upgrades : This is the most recent thing, but basically I added upgrades. This is handled by using a list of values instead of single values when creating a new subclass of a Tower class. I track an upgrade index and increase it to change the index and some other stuff. I made some icons and added it to the tower selected menu. I will show the coins cost of the upgrade next, because I forgot to do that. I also made new sprites for the upgrades, and a complete resprite for the cannon, which badly needed it. I also remade the tower base, which looks much better now. Speed setting : I added a speed setting. This was a matter of tracking a delta time multiplier, and then multiplying it with everything that uses delta time. Remember that delta time is the amount of time between frames. It lets the developer do things like move an enemy at a movement speed independent of the frame rate, because the movement is split between the delta time. Frostspire : I added a new Frostspire tower. This is a tower that shoots icicles at enemies and makes them slower. To do the slower part, I made an effect system that gets appended to an array in the enemy. Effects have an overlay color, and will have several attributes that are applied to the enemy if it has them. As of right now, there is just a movement speed multiplier. I want to add a final venom tower that damages enemies over time, and that should be pretty easy. Tank slime : I added a tank slime, which is supposed to be the final boss of the Ground Zero map. I’m not sure if I have the inspiration to make more enemies other than slimes, or the drawing skills. Essentially it’s just a much bigger slime (takes up the whole width of the path) and green, and slower, and has a lot of health. I have to take the time to balance everything though, because 2 of the basic crossbows can kill it as of right now."}, {"post_id": 68312, "ts": "2026-09-14T22:14:49Z", "hours": 6.0117, "text": "I did this devlog mostly because I wanted to get a screenshot of (hopefully) six seven hours , but there has been some progress, even if it’s slow because now I have other things to do . Map Selector : I implemented a map selector, which will come in useful later on when I add more maps. I also want to do a little thing where every map is its own globe that kind of shows the outline of the map. I think it’ll look cool. Wave Control : I changed the wave logic to make it be controlled by the player. I was inspired by Bloons TD 6, and I think this makes it much better. Now, the player has as much time as they need to prepare for the next wave, or if they are feeling good they can just call in multiple waves and get it over with. Game Icon : I made a game icon, a shield with a golden cross and ruby in the center. I made it be the icon for the window, and it will be the icon for the .exe file when it’s time to ship. Canon : I added a cannon turret. It’s still kind of buggy, but the idea is that it will leave an explosion and that will also be the AoE so it can shoot multiple enemies, kind of like for crowd control. Generally, I really need to spend some time balancing the game, but I think that will come at a later time."}, {"post_id": 65687, "ts": "2026-09-11T00:36:05Z", "hours": 7.2467, "text": "I’ve kind of gotten into a slump, mostly because of school, but I think I’m back on track to finish this by the 30th of this month. Though I gotta say, it’s genuinely been slog to work on this now. I think I’m burning out Anyway, for the updates: Turret anti-aliasing : To fix the issue of turrets looking terribly when rotating, I used a new function that zooms and rotates the sprite, but also applies anti-aliasing. I can set the zoom scale to 1 and it will rotate the sprite but also anti-alias it. The jaggedness seen in other demos was because the actual map is rended in very low resolution (360x240) and then scaled up. GUI Makeover : I have given another makeover to the GUI. Now, most of it in the main game is a sleek semi-transparent black surface. I did this mostly because I couldn’t settle on a particular theme, and I didn’t know how to go about drawing such large sprites while still looking good. Waves : I finally got around to adding waves. They are a little buggy, but I ended up making a dictionary structure for the maps and put them in one big dictionary. This way, I can define which enemies spawn in which order, the interval between waves, etc. Enemies and turrets are also in their own dictionaries. Health : I added the health mechanic! It will now check if the health is equal or below 0 and send the user to a game over screen. Those screens will eventually get improved. Menus : I added a main menu, mostly because I had people trying the game, and it had to happen at some point. As of right now I am working on a map selector that harnesses that maps dictionary from earlier. (I did the devlog now because I was afraid of getting to 10h ) More menus and turrets : I added a ballista tower, which is slower but has higher range. I still have to balance it some more, and make a bolt projectile, and also probably make the tower control the damage instead of the arrow. That way I can subtract health from the enemy directly, which would fix an annoying bug where the turret shoots but the bullet doesn’t collide with the enemy, so it just stays there until it collides with another enemy. There is also another slime (the red slime) which is faster. This is to force the player to have at least 2 turrets."}, {"post_id": 63381, "ts": "2026-09-07T05:26:00Z", "hours": 6.885, "text": "Quite a bit of progress! Pixel art revamp : The pixel art has generally improved massively. I actually took the time to get some inspiration from Google and worked on the tileset. It now includes a lake and also generally just looks better, with borders around the paths. It did take a lot of time, though. I also implemented animations for this, for the slime, and perhaps for the crossbow too. I also made a little card container for the top 2 stats. Waves : I added waves! It’s now technically a fully playable tower defense game, I guess. As of right now it’s going to crash as soon as it gets farther than Wave 3 because I don’t have anything to do after it, but soon I will add another scene for that."}, {"post_id": 61219, "ts": "2026-09-04T01:33:38Z", "hours": 7.2719, "text": "Lots of progress again! This one was slightly more in the background, as I started a little bit of housekeeping: Transition from Rects to FRects : FRects are the same thing as normal Rects, except that they allow for floats. This didn’t really have an impact on the game other than making it easier to work with vectors for positioning, as they also use floats. UI Changes : I changed the positioning aspect of the UI. I recreated the Rect placement system of pygame, where you can select a point (eg. top left, center, midbottom, etc.) to use to position the rect. This is very flexible, and I copied it. Now, I can do things like place text with much more ease. I also changed the colors of the UI to make it darker and overall nicer. I made it so that the user had to select a turret and then go to a menu to see the cost and other attributes of it, which will be better for the future. Coins : I added coins, which will be the temporary currency when inside the game. This will be used to buy towers and such. Outside the main game, I am planning to create another one that is used to buy skills and stuff, just to make it more realistic."}, {"post_id": 57916, "ts": "2026-08-30T07:51:39Z", "hours": 7.0772, "text": "It took a while, but there have been some pretty big improvements. Transition to 1440x960px : I eventually found that being limited to 360x240 was going to be very limiting, specially with text because at low resolutions it looked like a jumbled mess. Thus I embarked on a pretty hard journey (not hard in retrospect) to figure out how to change the resolution but also keep the pixelated style without having to draw sprites at 4 times the resolution. The solution I ended up finding was to store a scale factor of 4 (360x4=1440, 240x4=960), and then scaling a separate surface to that resolution. Now, a surface is created with the same dimensions as the map, and everything is drawn to that surface instead of the map (I used to draw enemies, turrets, bullets, etc. onto the map because they moved together), and then that surface gets scaled. This allows me to keep the pixelated graphics on the actual game, and have crisp text on the GUI. For the offsets, I just moved the function that translated the screen coordinates to map ones from the map to the scene, and then adjusted it to take in the scale factor. Everything else works pretty much the same, as its only the image and mouse clicks getting scaled instead of rectangles. I scaled the button sprites to 32x32 to make them easier to draw, and then I have it in the config to scale them to 64x64. I decided to do that mostly for ease, because most of the other sprites are around that resolution anyway. Turret placement : I added more buttons to the GUI and added turret placement. The GUI itself is always going to be kind of janky. I moved it into its own class so as to sort of clean up the code in the main scene, but now the GUI manager does weird things like self.scene.game.screen.width which isn’t very pretty. It’ll do, though. I track a variable storing the turret to be placed (None if it’s not in that state) and a variable that stores whether it can be placed. I check for collisions between the path tiles (I knew it would be useful!) and the sprite to check if it can be placed. I also modified the draw function of the turret to make it red or green depending on it. GUI : Generally, for the GUI, I keep a state from an Enum (basically a fancy way of storing a string for a state), and then change the UI according to that state. I designed it in a way where it only rebuilds it on command, so it won’t rebuild the whole thing every frame, in hopes to save some sort of performance. Overall, some very good progress, even if it’s not 100% visible!"}, {"post_id": 56469, "ts": "2026-08-28T07:48:03Z", "hours": 6.7975, "text": "I decided to just write the GUI from scratch. This is kind of uncharted territory for me. I tried using pygame_gui but it felt really restrictive and the use of a json file for customization is absurd to me. I made a basic element abstract class so that all elements must have an update and draw method. I then made a button class and a container class. All elements have an ID, and when a button is clicked it sends out a pygame event, which is a feature I did like from pygame_gui. I think I will end up eventually making an UI manager class, as handling the state within the scene is getting clunky and weird."}, {"post_id": 54261, "ts": "2026-08-25T04:49:22Z", "hours": 6.2936, "text": "I’ve probably progressed more in these ~6.25 hours than the rest of the project combined. Fixed the map dragging boundary checks. This was just a matter of separating the if statement into one for each axis. Now, even if the map won’t move on the y-axis, it can move on the x-axis, for example. I added an enemy. This was also pretty simple. They take in a path instead of a position, and their initial position is just the first index of the path (the path is a list of coordinates that they walk to). Vector math made this much easier, as I could just subtract the current position of the enemy from the target, and multiply it with movement speed to move it. The enemy is actually a parent class, and the specific slime in the video is a very simple subclass of it that just has some stats. Default enemy behavior is handled in that parent class. I made a customizable health bar class. The cool part about it is that it uses linear interpolation to change its color as the health changes relative to the maximum. I made a ballistic projectile parent class and an arrow subclass. It takes a position and a target, as well as other stats, and uses vector math to move to the target. When it hits an enemy it takes health from the enemy and then ceases to exist. There is a turret class and a crossbow. The turret takes a projectile class (the crossbow takes the arrow, for example). It will make a new instance of the projectile when shooting. It has a circle for a range of effect, and it will point to and shoot at enemies within the circle. The r key will toggle between drawing the areas and not. Quite a lot of progress!"}, {"post_id": 53480, "ts": "2026-08-24T01:35:31Z", "hours": 7.2239, "text": "I decided to give up on the isometry because I wasn’t really getting anything done. I have gone back to using a 2d map instead.| The map is made with the Tiled Map Editor ( https://thorbjorn.itch.io/tiled ) and saved as a JSON file. Tiled is good for visually building maps but a pain to work with. I’d much rather write a map editor from scratch, genuinely. I might do it at some point, honestly. The map is actually split up into 3 layers: the ground, where turrets can be placed; the path tiles, where enemies will walk; and the path polygon, which is a line that the enemies will follow. This allows me to have separate path and ground groups which will simplify turret-path collisions later. In theory, I will be able to make the enemies follow the polygon, too. I had to write a whole function just to parse the map JSON files. It organizes the layers into a dictionary of keys and 2-dimensional Numpy arrays. For the path polygon, it converts it from a list of dicts to tuples. It also removes any other inconsistencies with the original file and only keeps the important stuff. I made the map bigger than the screen itself so that it is draggable. The checks for boundaries are kind of buggy but it’ll do for now. This was just a matter of keeping a variable to track if the map is being dragged, keeping an offset, checking for boundaries, and checking for mouse movements. I know this was kind of a setback, but real progress can be made now!"}, {"post_id": 44368, "ts": "2026-08-10T02:37:52Z", "hours": 5.3789, "text": "Turns out, rendering isometric grids is pretty hard! I followed a tutorial by DaFluffyPotato on isometric rendering which let me understand the drawing part, but there are going to be some issues with the grid system in the future. I had an issue in which the grid wouldn’t draw half of itself, and it was because it was drawing everything to the right of the top tile outside it. I got it to work by multiplying the grid width by 2 and then adding an offset, but it’s kind of a band-aid and I want to research more into how to actually solve it. I did actually draw the sprites myself, though, and I have a grass block that looks really nice but that’ll be for later."}, {"post_id": 43389, "ts": "2026-08-08T16:28:30Z", "hours": 6.8456, "text": "I’ve been working for a while, mostly on backwards-facing stuff about the general project structure: A basic game class is used for the actual game instance, letting me manage variables and such and then pass them around. A scene manager class manages different screens in the game. Abstract methods are used to make sure scenes will always handle events, update, and render by making sure the methods are always implemented. Each scene is a class object with several methods. A config manager takes in a bunch of dataclasses and allows accessing the config like globals. Tests check to make sure that an error is raised if a wrong key is accessed, and other stuff. Player ships all inherit from one overall base ship class, and so do turret from their base turret class. Turrets have an attachment point and player ships have points to attach to. Both sprites are joined at the points so as to create a mounting system in which the same ship can use different turret configurations. The next thing to work on is to allow the turret to rotate as if it was on top of the ship, and to handle ship movement, having it rotate to face where it is moving. The following image is actually 2 different sprites: the turret (green) and the ship (below). It draws them by blitting the turret on top of the ship sprite. I have decided to change the theme of the project. The vast majority of the time in this devlog was the background, and luckily I didn’t have much progress on the actual game part. It will now be a tower defense game."}]...
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Title: City Defenders TD by @nautrw | Stardance
D Title: City Defenders TD by @nautrw | Stardance
Devlogs:
I’ve been working for a while, mostly on backwards-facing stuff about the general project structure: A basic game class is used for the actual game instance, letting me manage variables and such and then pass them around. A scene manager class manages different screens in the game. Abstract methods are used to make sure scenes will always handle events, update, and render by making sure the methods are always implemented. Each scene is a class object with several methods. A config manager takes in a bunch of dataclasses and allows accessing the config like globals. Tests check to make sure that an error is raised if a wrong key is accessed, and other stuff. Player ships all inherit from one overall base ship class, and so do turret from their base turret class. Turrets have an attachment point and player ships have points to attach to. Both sprites are joined at the points so as to create a mounting system in which the same ship can use different turret configurations. The next thing to work on is to allow the turret to rotate as if it was on top of the ship, and to handle ship movement, having it rotate to face where it is moving. The following image is actually 2 different sprites: the turret (green) and the ship (below). It draws them by blitting the turret on top of the ship sprite. I have decided to change the theme of the project. The vast majority of the time in this devlog was the background, and luckily I didn’t have much progress on the actual game part. It will now be a tower defense game.
Turns out, rendering isometric grids is pretty hard! I followed a tutorial by DaFluffyPotato on isometric rendering which let me understand the drawing part, but there are going to be some issues with the grid system in the future. I had an issue in which the grid wouldn’t draw half of itself, and it was because it was drawing everything to the right of the top tile outside it. I got it to work by multiplying the grid width by 2 and then adding an offset, but it’s kind of a band-aid and I want to research more into how to actually solve it. I did actually draw the sprites myself, though, and I have a grass block that looks really nice but that’ll be for later.
I decided to give up on the isometry because I wasn’t really getting anything done. I have gone back to using a 2d map instead.| The map is made with the Tiled Map Editor ( https://thorbjorn.itch.io/tiled ) and saved as a JSON file. Tiled is good for visually building maps but a pain to work with. I’d much rather write a map editor from scratch, genuinely. I might do it at some point, honestly. The map is actually split up into 3 layers: the ground, where turrets can be placed; the path tiles, where enemies will walk; and the path polygon, which is a line that the enemies will follow. This allows me to have separate path and ground groups which will simplify turret-path collisions later. In theory, I will be able to make the enemies follow the polygon, too. I had to write a whole function just to parse the map JSON files. It organizes the layers into a dictionary of keys and 2-dimensional Numpy arrays. For the path polygon, it converts it from a list of dicts to tuples. It also removes any other inconsistencies with the original file and only keeps the important stuff. I made the map bigger than the screen itself so that it is draggable. The checks for boundaries are kind of buggy but it’ll do for now. This was just a matter of keeping a variable to track if the map is being dragged, keeping an offset, checking for boundaries, and checking for mouse movements. I know this was kind of a setback, but real progress can be made now!
I’ve probably progressed more in these ~6.25 hours than the rest of the project combined. Fixed the map dragging boundary checks. This was just a matter of separating the if statement into one for each axis. Now, even if the map won’t move on the y-axis, it can move on the x-axis, for example. I added an enemy. This was also pretty simple. They take in a path instead of a position, and their initial position is just the first index of the path (the path is a list of coordinates that they walk to). Vector math made this much easier, as I could just subtract the current position of the enemy from the target, and multiply it with movement speed to move it. The enemy is actually a parent class, and the specific slime in the video is a very simple subclass of it that just has some stats. Default enemy behavior is handled in that parent class. I made a customizable health bar class. The cool part about it is that it uses linear interpolation to change its color as the health changes relative to the maximum. I made a ballistic projectile parent class and an arrow subclass. It takes a position and a target, as well as other stats, and uses vector math to move to the target. When it hits an enemy it takes health from the enemy and then ceases to exist. There is a turret class and a crossbow. The turret takes a projectile class (the crossbow takes the arrow, for example). It will make a new instance of the projectile when shooting. It has a circle for a range of effect, and it will point to and shoot at enemies within the circle. The r key will toggle between drawing the areas and not. Quite a lot of progress!
I decided to just write the GUI from scratch. This is kind of uncharted territory for me. I tried using pygame_gui but it felt really restrictive and the use of a json file for customization is absurd to me. I made a basic element abstract class so that all elements must have an update and draw method. I then made a button class and a container class. All elements have an ID, and when a button is clicked it sends out a pygame event, which is a feature I did like from pygame_gui. I think I will end up eventually making an UI manager class, as handling the state within the scene is getting clunky and weird.
It took a while, but there have been some pretty big improvements. Transition to 1440x960px : I eventually found that being limited to 360x240 was going to be very limiting, specially with text because at low resolutions it looked like a jumbled mess. Thus I embarked on a pretty hard journey (not hard in retrospect) to figure out how to change the resolution but also keep the pixelated style without having to draw sprites at 4 times the resolution. The solution I ended up finding was to store a scale factor of 4 (360x4=1440, 240x4=960), and then scaling a separate surface to that resolution. Now, a surface is created with the same dimensions as the map, and everything is drawn to that surface instead of the map (I used to draw enemies, turrets, bullets, etc. onto the map because they moved together), and then that surface gets scaled. This allows me to keep the pixelated graphics on the actual game, and have crisp text on the GUI. For the offsets, I just moved the function that translated the screen coordinates to map ones from the map to the scene, and then adjusted it to take in the scale factor. Everything else works pretty much the same, as its only the image and mouse clicks getting scaled instead of rectangles. I scaled the button sprites to 32x32 to make them easier to draw, and then I have it in the config to scale them to 64x64. I decided to do that mostly for ease, because most of the other sprites are around that resolution anyway. Turret placement : I added more buttons to the GUI and added turret placement. The GUI itself is always going to be kind of janky. I moved it into its own class so as to sort of clean up the code in the main scene, but now the GUI manager does weird things like self.scene.game.screen.width which isn’t very pretty. It’ll do, though. I track a variable storing the turret to be placed (None if it’s not in that state) and a variable that stores whether it can be placed. I check for collisions between the path tiles (I knew it would be useful!) and the sprite to check if it can be placed. I also modified the draw function of the turret to make it red or green depending on it. GUI : Generally, for the GUI, I keep a state from an Enum (basically a fancy way of storing a string for a state), and then change the UI according to that state. I designed it in a way where it only rebuilds it on command, so it won’t rebuild the whole thing every frame, in hopes to save some sort of performance. Overall, some very good progress, even if it’s not 100% visible!
Lots of progress again! This one was slightly more in the background, as I started a little bit of housekeeping: Transition from Rects to FRects : FRects are the same thing as normal Rects, except that they allow for floats. This didn’t really have an impact on the game other than making it easier to work with vectors for positioning, as they also use floats. UI Changes : I changed the positioning aspect of the UI. I recreated the Rect placement system of pygame, where you can select a point (eg. top left, center, midbottom, etc.) to use to position the rect. This is very flexible, and I copied it. Now, I can do things like place text with much more ease. I also changed the colors of the UI to make it darker and overall nicer. I made it so that the user had to select a turret and then go to a menu to see the cost and other attributes of it, which will be better for the future. Coins : I added coins, which will be the temporary currency when inside the game. This will be used to buy towers and such. Outside the main game, I am planning to create another one that is used to buy skills and stuff, just to make it more realistic.
Quite a bit of progress! Pixel art revamp : The pixel art has generally improved massively. I actually took the time to get some inspiration from Google and worked on the tileset. It now includes a lake and also generally just looks better, with borders around the paths. It did take a lot of time, though. I also implemented animations for this, for the slime, and perhaps for the crossbow too. I also made a little card container for the top 2 stats. Waves : I added waves! It’s now technically a fully playable tower defense game, I guess. As of right now it’s going to crash as soon as it gets farther than Wave 3 because I don’t have anything to do after it, but soon I will add another scene for that.
I’ve kind of gotten into a slump, mostly because of school, but I think I’m back on track to finish this by the 30th of this month. Though I gotta say, it’s genuinely been slog to work on this now. I think I’m burning out Anyway, for the updates: Turret anti-aliasing : To fix the issue of turrets looking terribly when rotating, I used a new function that zooms and rotates the sprite, but also applies anti-aliasing. I can set the zoom scale to 1 and it will rotate the sprite but also anti-alias it. The jaggedness seen in other demos was because the actual map is rended in very low resolution (360x240) and then scaled up. GUI Makeover : I have given another makeover to the GUI. Now, most of it in the main game is a sleek semi-transparent black surface. I did this mostly because I couldn’t settle on a particular theme, and I didn’t know how to go about drawing such large sprites while still looking good. Waves : I finally got around to adding waves. They are a little buggy, but I ended up making a dictionary structure for the maps and put them in one big dictionary. This way, I can define which enemies spawn in which order, the interval between waves, etc. Enemies and turrets are also in their own dictionaries. Health : I added the health mechanic! It will now check if the health is equal or below 0 and send the user to a game over screen. Those screens will eventually get improved. Menus : I added a main menu, mostly because I had people trying the game, and it had to happen at some point. As of right now I am working on a map selector that harnesses that maps dictionary from earlier. (I did the devlog now because I was afraid of getting to 10h ) More menus and turrets : I added a ballista tower, which is slower but has higher range. I still have to balance it some more, and make a bolt projectile, and also probably make the tower control the damage instead of the arrow. That way I can subtract health from the enemy directly, which would fix an annoying bug where the turret shoots but the bullet doesn’t collide with the enemy, so it just stays there until it collides with another enemy. There is also another slime (the red slime) which is faster. This is to force the player to have at least 2 turrets.
I did this devlog mostly because I wanted to get a screenshot of (hopefully) six seven hours , but there has been some progress, even if it’s slow because now I have other things to do . Map Selector : I implemented a map selector, which will come in useful later on when I add more maps. I also want to do a little thing where every map is its own globe that kind of shows the outline of the map. I think it’ll look cool. Wave Control : I changed the wave logic to make it be controlled by the player. I was inspired by Bloons TD 6, and I think this makes it much better. Now, the player has as much time as they need to prepare for the next wave, or if they are feeling good they can just call in multiple waves and get it over with. Game Icon : I made a game icon, a shield with a golden cross and ruby in the center. I made it be the icon for the window, and it will be the icon for the .exe file when it’s time to ship. Canon : I added a cannon turret. It’s still kind of buggy, but the idea is that it will leave an explosion and that will also be the AoE so it can shoot multiple enemies, kind of like for crowd control. Generally, I really need to spend some time balancing the game, but I think that will come at a later time.
Ok, so a lot of progress, though it has been slow because the school year has genuinely driven a train through my productivity: Upgrades : This is the most recent thing, but basically I added upgrades. This is handled by using a list of values instead of single values when creating a new subclass of a Tower class. I track an upgrade index and increase it to change the index and some other stuff. I made some icons and added it to the tower selected menu. I will show the coins cost of the upgrade next, because I forgot to do that. I also made new sprites for the upgrades, and a complete resprite for the cannon, which badly needed it. I also remade the tower base, which looks much better now. Speed setting : I added a speed setting. This was a matter of tracking a delta time multiplier, and then multiplying it with everything that uses delta time. Remember that delta time is the amount of time between frames. It lets the developer do things like move an enemy at a movement speed independent of the frame rate, because the movement is split between the delta time. Frostspire : I added a new Frostspire tower. This is a tower that shoots icicles at enemies and makes them slower. To do the slower part, I made an effect system that gets appended to an array in the enemy. Effects have an overlay color, and will have several attributes that are applied to the enemy if it has them. As of right now, there is just a movement speed multiplier. I want to add a final venom tower that damages enemies over time, and that should be pretty easy. Tank slime : I added a tank slime, which is supposed to be the final boss of the Ground Zero map. I’m not sure if I have the inspiration to make more enemies other than slimes, or the drawing skills. Essentially it’s just a much bigger slime (takes up the whole width of the path) and green, and slower, and has a lot of health. I have to take the time to balance everything though, because 2 of the basic crossbows can kill it as of right now.
I am very glad stardance got extended! This definitely eases the pressure A LOT . Bit of a shorter devlog so as to not accidentally pass the 10h deadline. Here are the updates: Venom shooter : The venom shooter is a plant that shoots venom. It will poison the enemy. I did this through another effect. The recording doesn’t show it’s full potential, because I kind of force pushed to the repository and now I lost the change, but I have it on another computer. Essentuially, the damage over time is going to increase with the update instead of staying static and linked to the effect. More tiles! : I added the stone path tiles. They still need a little bit of work, as some areas don’t fully connect. The nice thing about working with stone sprites is that the textures connect pretty well regardless, but it’s still something I need to fix. New Map : I added a new map, Frontier. This one is just a somewhat harder version of Ground Zero, mostly to test out if the map selector and the new tiles actually worked. The map selector just had to be tweaked to refresh the UI when a new button is clicked, which is only one line, but otherwise everything went smoothly. Ghost : I added a new enemy, the Ghost. The ghost looks like a tortured soul, and at the moment he hasn’t received proper stats, so he’s just a clone of the slime. I want to make it somewhere in between the slime and fast slime. It uses a lot more frames than the other enemies to make it somewhat smooth. Ok chat I think we got this in the bag im tryna get that bambu a1 3d printer frfr i think i can get it now that the deadline has been increased tysm stardance devs!!!!
Progress has been (very) slow but there’s some more new content: Crabs & Bat : I added crab enemies. There is a normal crab that is like a slime and then an armored crab (not shown in video) that is bigger and meant to be a boss. There is also a bat enemy. Pause Menu : Theere is a pause menu now. It allows the user to retry the map or go back to the main menu. I am finally making use of the other features of the scene manager. It’s a different scene but it’s rendered on top of the main game scene. I had to modify the scene manager to draw each scene on top of the last one in the stack. Otherwise, this is just the same usage of my GUI system. Rebalances : I did some rebalancing of the game. Towers generally cost different amounts of coins now and do different amounts of damage. I’ll probably have to do it again by the end of the project but this will do for now. Music : I am in the process of adding music. I am getting them from https://opengameart.org and crediting all publishers. I have a system where it will queue music files from a playlist and play those in sequence. They are pretty long files, but just in case. I’m probably forgetting some stuff (last time I touched this was like a week ago), but those are the major things.
A little bit faster progress now. Tower Shop : I have started work on a tower shop. I want it to be from the POV of the player looking into a medieval stall. As of right now, I’m still working on drawing it, and also it’s still hidden and non-functional. I edited all the towers to have a requirement of another tower, so as to make it a progression later on, Data Saving : I am going to start implementing a save system. For this, I just put some values into a data class and then implemented a way to save it to and load it from JSON. Molten Lands : There is a new map now, the molten lands. I also made a lava slime which is a bit stronger than the other enemies except for the bosses. It took a while to draw the sandy tiles for it, but I feel as though I’ve gotten much better at drawing than before. Logging : I added logging. This probably should’ve been added earlier, but this will help tremendously to fix any bugs in the code. For now, I am logging pretty much everything that doesn’t happen every frame, like when an enemy dies or the user clicks on a button.
I’ve started work on a tower shop. I spent several hours drawing the background, but I think it came out looking really good. It only took so much time, which is why I’m making the log now. I also used a template human model for the merchant. I am going to show the different upgrades on the menu. I haven’t added the buy functionality yet, but that will probably be pretty easy. I got some chill guitar music from opengameart.
I’ve been working on 2 major things that look small but are actually pretty big: Currency buttons : I’ve had to do some major revamps to several parts of the GUI system, but now I have buttons that show the currency. I am now using these for the upgrades, buy towers, and the new tower shop with the shards. I am now allowing for icon elements to be passed into the Button class. This allows for custom positioning, and thus this new way of buttons. Then I had to change the way that elements refreshed in the GUI managers. It took a while to figure out, but now they will be red if there isn’t enough currency. Main menu background : Art is incredibly time-consuming for me, and I keep scrapping designs but I think this one is the one and the one I’ll stick with for the finished thing.
I’ve been kind of behind again, but I think I’ve made some cool stuff. Tower shop is now an official mechanic. I just remembered I need to set the default shards back to 0, but it’s fully working now. Main menu : I ended up setting the background of it to a stone wall, which to be honest is just taken from the tower shop background. I was wasting too much time on drawing. Map selector music : I finally got some music for the map selector. It’s some public domain guitar music like the tower shop, but different. I think it sounds pretty nice. Victory & defeat scene revamp : I revamped the victory and defeat scenes. Now, they show a banner in the center of the screen and the amount of shards the player receives. A defeat will get 1/2 of the shards reward, to allow them to actually improve. 3x speed setting : While waiting for the enemies to get to the end so I could test the defeated scene, I got tired and decided to add a new 3x speed button. I ended up refactoring the whole thing but now the code is much cleaner.
There’s been a lot of progress, I think. The game is pretty much done at this point. What’s left is just to balance the game. Renamed Ground Zero to Magic Forest : Magic Forest sounds like a much cooler name that fits the theme of the game, so I just renamed it. Data Saving : I finally got around to saving the data when closing. I just made a function that closed the game and then saved the data, and then any pathway that exits the game just calls that function. Save and quit : I added a save and quit feature to the pause menu. I am now tracking a state inside the pause menu GUI manager. There is first a save and quit option, and then that leads to a second menu that warns the player and asks them to confirm their choice. There is also an X button in the main menu that straight up quotes the game, too. Archipelago : I made a new map, the Archipelago. This follows a thin strip of land on which the enemies walk. I actually had to rework how the map system worked, adding an option to draw the ground on top or below the blocked layer. I also had to add an extra check on the logic for determining if a player can place a tower. Flamethrower : I added a new flamethrower tower. As of right now, it has the same stats as the cannon. I am going to be balancing the whole thing soon. This is going to be the final tower I think.
Ok, so I actually lied when I said the game was done. I still have a lot of balancing to do, and with this have come some other major changes. Particle System : I added a particle system (unfortunately they go very fast and I wasn’t able to capture it). This was originally because the effect overlay colors looked really bad. Now, particles with rise up from the enemy with an effect and then fade out over time. I then figured out that I could actually make the overlay color draw correctly by using the RGBA multiplication blending method. It still looks way cooler now. Balancing : Many towers have been nerfed, especially the cannon. I am fortunate to have people that can playtest my game. It’s definitely gotten much harder. I’m still working on it, though. The point now is that the balancing of the towers and when the player unlocks them has lead me to the mechanic of unlocking one tower per map. Thus, I have created 3 more maps because there are 7 towers in total. I might have to make a final one for the flamethrower to be used. I’ve spent A LOT of time balancing since last devlog, and I think it shows lol.
I added a credit scene, and now the project has got to be most definitely ready to ship I need them stardust 😭
As requested by some playtesters I quickly added an instructions page with the basic controls of the game. It’s not great but hopefully it works. I’ve also been fiddling a lot trying to get the installation commands working and trying the executables on several virtual machines. The game is done and I’m going to ship!
Ships:
I made City Defenders TD (ironically named since there aren’t any cities). This is a medieval and fantasy-inspired tower defense game built entirely with Pygame-CE. I drew every single sprite manually using Aseprite and implemented my very own custom GUI system from scratch. There are several maps and several towers to unlock by progressing through the game. I hope you enjoy this project as much as I enjoyed making it....
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1793324959.1924465
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1793411359.1924465
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15181
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Project_002_SpiderManOS by @bengaryleo | Stardance
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bengaryleo
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0
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1.55
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0
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[]
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[{"post_id": 20748, "ts": "202 [{"post_id": 20748, "ts": "2026-07-02T13:22:09Z", "hours": 1.5472, "text": "Aim: I’m trying to learn the ropes of coding and i’m trying to create a spiderman themed webOS which will be informatic about Spiderman Milestones/Changes done so far: *initially i had linked the wrong project here so i was unable to post devlogs and that caused an issue so i’m uploading all devlogs here now. Apologies for this error, it’s my first time and i’m still figuring things out Successfully managed to learn how to create a github repo and link it to VSCode. Created a file and added headings Added a cool spiderman backgound (need to figure out how to change the height and width of the image to make it a proper background) Also added a hyperlink to wikipedia to tell more about spiderman to people"}]...
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Title: Project_002_SpiderManOS by @bengaryleo | St Title: Project_002_SpiderManOS by @bengaryleo | Stardance
Devlogs:
Aim: I’m trying to learn the ropes of coding and i’m trying to create a spiderman themed webOS which will be informatic about Spiderman Milestones/Changes done so far: *initially i had linked the wrong project here so i was unable to post devlogs and that caused an issue so i’m uploading all devlogs here now. Apologies for this error, it’s my first time and i’m still figuring things out Successfully managed to learn how to create a github repo and link it to VSCode. Created a file and added headings Added a cool spiderman backgound (need to figure out how to change the height and width of the image to make it a proper background) Also added a hyperlink to wikipedia to tell more about spiderman to people...
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1792806559.643227
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1793411359.643227
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3872
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3D Printed Flying Wing by @eb42 | Stardance
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eb42
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0
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0.0
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0
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[]
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[]
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Title: 3D Printed Flying Wing by @eb42 | Stardance
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1792806560.5228903
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1793411360.5228903
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48183
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NovaTab by @Noben_Nobi | Stardance
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Noben_Nobi
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2
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14.0
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37
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-25T12:22:58Z", "hours": 4.0, "multiplier": 10.31, "payout": 37, "blessing": "neutral", "text": "This is my second ship for NovaTab so I can enter the hourly rating pool. I changed the design to look like a hand-drawn cardboard scrapbook with slight page tilts. I also added new features: you can now click the background to stamp stars on the screen, and you can use the dropdown menus on the notes to change their colors to Chocolate, Mint, or Strawberry. Setting up the NASA API key on Netlify was tough, but I got it working.", "repo": "https://github.com/Niraj2013/NovaTab", "demo": "https://nnovatab.netlify.app/"}, {"ship_num": 2, "ts": "2026-08-22T11:41:29Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made NovaTab, a highly customizable browser New Tab dashboard built for the “Give Your Website a Pulse” mission. It features toggleable, editable, and draggable widgets that allow users to design their own workspace layout. It integrates with the NASA APOD API to fetch a beautiful dynamic astronomy picture as a background backdrop every single day.As a beginner who started learning web development recently, the absolute most challenging part was handling absolute drag-and-drop layers in vanilla JavaScript and setting up a stable localStorage system so that widget positions and custom text titles actually stay saved across browser refreshes. I am incredibly proud of getting the in-line double-click text editing feature to work seamlessly, and I am glad I pushed through the bugs to build a functional dashboard foundation! I used some AI for help in coding hard parts in Javascript and CSS but rest everything was done by me.", "repo": "https://github.com/Niraj2013/NovaTab", "demo": "https://nnovatab.netlify.app/"}]...
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[{"post_id": 54400, "ts": "202 [{"post_id": 54400, "ts": "2026-08-25T12:18:58Z", "hours": 0.6986, "text": "Added more 2 small features, Now it creates a crunchy sound on button click of Add widgets and reset button, and a motivational quote which changes every time randomly, this quote is visible at right top corner. Preview link: https://nnovatab.netlify.app/"}, {"post_id": 53726, "ts": "2026-08-24T12:10:46Z", "hours": 0.5703, "text": "Changed README and fixed an error in Javascript"}, {"post_id": 53123, "ts": "2026-08-23T15:31:58Z", "hours": 1.1058, "text": "made bold borders and shadows in it (UI) and completed both new features: wherever you will click, a Star will come there, and we can change the colour theme of notes widget."}, {"post_id": 52565, "ts": "2026-08-22T19:01:09Z", "hours": 0.8111, "text": "Added one more function"}, {"post_id": 52362, "ts": "2026-08-22T14:01:08Z", "hours": 0.3692, "text": "I have removed all the features added using AI and restored my self written version"}, {"post_id": 52221, "ts": "2026-08-22T10:01:59Z", "hours": 1.4125, "text": "Added more features and made everything customizable and editable, just double-click on the widget and then edit it! Used Ai for help in coding. (some)"}, {"post_id": 51726, "ts": "2026-08-21T15:40:23Z", "hours": 0.9206, "text": "Added many more features like made it look more like our personal real pin board with some inperfections, tape etc. also made sticky note peel off system and a page for it where it is saved and etc. Took a little AI help in some coding."}, {"post_id": 50917, "ts": "2026-08-20T11:58:16Z", "hours": 0.7464, "text": "Started adding more features and fixed NASA APOD Widget"}, {"post_id": 50296, "ts": "2026-08-19T13:34:36Z", "hours": 1.4292, "text": "Made the NovaTab look more beautiful"}, {"post_id": 50227, "ts": "2026-08-19T11:31:48Z", "hours": 0.7214, "text": "Added more css, now the website widgets are draggable and overlapable"}, {"post_id": 49742, "ts": "2026-08-18T17:43:00Z", "hours": 0.7417, "text": "fixed some Javascript and started with CSS (yet no visible designs but soon it will be very good UI)"}, {"post_id": 49501, "ts": "2026-08-18T11:25:52Z", "hours": 1.0314, "text": "Added NASA APOD API and widget"}, {"post_id": 48895, "ts": "2026-08-17T13:41:19Z", "hours": 0.2908, "text": "Wrote more Javascript and made Widgets draggable and dropable, overlapable, etc."}, {"post_id": 48836, "ts": "2026-08-17T11:55:31Z", "hours": 0.4961, "text": "Added some widget Javascript and more"}, {"post_id": 48198, "ts": "2026-08-16T14:23:26Z", "hours": 0.4333, "text": "Added API’s for location and weather and wrote some more Javascript"}, {"post_id": 48029, "ts": "2026-08-16T10:00:45Z", "hours": 0.5639, "text": "Wrote more Javascript for my NovaTab"}, {"post_id": 47974, "ts": "2026-08-16T07:50:03Z", "hours": 1.2272, "text": "I am making a project name NovaTab which is a customizable workspace. I have completed with the first 4 steps: Introduction, Project Setup, Github connection and html. Css is remaining, Now I am writing the Javascript."}]...
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Title: NovaTab by @Noben_Nobi | Stardance
Devlogs Title: NovaTab by @Noben_Nobi | Stardance
Devlogs:
I am making a project name NovaTab which is a customizable workspace. I have completed with the first 4 steps: Introduction, Project Setup, Github connection and html. Css is remaining, Now I am writing the Javascript.
Wrote more Javascript for my NovaTab
Added API’s for location and weather and wrote some more Javascript
Added some widget Javascript and more
Wrote more Javascript and made Widgets draggable and dropable, overlapable, etc.
Added NASA APOD API and widget
fixed some Javascript and started with CSS (yet no visible designs but soon it will be very good UI)
Added more css, now the website widgets are draggable and overlapable
Made the NovaTab look more beautiful
Started adding more features and fixed NASA APOD Widget
Added many more features like made it look more like our personal real pin board with some inperfections, tape etc. also made sticky note peel off system and a page for it where it is saved and etc. Took a little AI help in some coding.
Added more features and made everything customizable and editable, just double-click on the widget and then edit it! Used Ai for help in coding. (some)
I have removed all the features added using AI and restored my self written version
Added one more function
made bold borders and shadows in it (UI) and completed both new features: wherever you will click, a Star will come there, and we can change the colour theme of notes widget.
Changed README and fixed an error in Javascript
Added more 2 small features, Now it creates a crunchy sound on button click of Add widgets and reset button, and a motivational quote which changes every time randomly, this quote is visible at right top corner. Preview link: https://nnovatab.netlify.app/
Ships:
I made NovaTab, a highly customizable browser New Tab dashboard built for the “Give Your Website a Pulse” mission. It features toggleable, editable, and draggable widgets that allow users to design their own workspace layout. It integrates with the NASA APOD API to fetch a beautiful dynamic astronomy picture as a background backdrop every single day.As a beginner who started learning web development recently, the absolute most challenging part was handling absolute drag-and-drop layers in vanilla JavaScript and setting up a stable localStorage system so that widget positions and custom text titles actually stay saved across browser refreshes. I am incredibly proud of getting the in-line double-click text editing feature to work seamlessly, and I am glad I pushed through the bugs to build a functional dashboard foundation! I used some AI for help in coding hard parts in Javascript and CSS but rest everything was done by me.
This is my second ship for NovaTab so I can enter the hourly rating pool. I changed the design to look like a hand-drawn cardboard scrapbook with slight page tilts. I also added new features: you can now click the background to stamp stars on the screen, and you can use the dropdown menus on the notes to change their colors to Chocolate, Mint, or Strawberry. Setting up the NASA API key on Netlify was tough, but I got it working....
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1793324961.0880527
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1793411361.0880527
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35650
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Calendar Goal Tracker by @Aysar | Stardance
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Aysar
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0
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0.0
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0
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[]
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[]
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Title: Calendar Goal Tracker by @Aysar | Stardance
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1792806561.3686817
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1793411361.3686817
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6077
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Untitled by @nikita_kakade | Stardance
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nikita_kakade
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0
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0.0
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0
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[]
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[]
|
Title: Untitled by @nikita_kakade | Stardance
|
1792806562.2229607
|
1793411362.2229607
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24861
|
Laser powders midi controller by @raffsalisbury | Laser powders midi controller by @raffsalisbury | Stardance...
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raffsalisbury
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0
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0.0
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0
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[]
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[]
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Title: Laser powders midi controller by @raffsalis Title: Laser powders midi controller by @raffsalisbury | Stardance...
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1792806563.0965106
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1793411363.0965106
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16514
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My very own WebOS by @-_Pineapple_- | Stardance
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-_Pineapple_-
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0
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0.0
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0
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[]
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[]
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Title: My very own WebOS by @-_Pineapple_- | Stard Title: My very own WebOS by @-_Pineapple_- | Stardance...
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1792806563.9573843
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1793411363.9573843
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2696
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Untitled project by @gianluca_morello | Stardance
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gianluca_morello
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0
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0.0
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0
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[]
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[]
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Title: Untitled project by @gianluca_morello | Sta Title: Untitled project by @gianluca_morello | Stardance...
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1792806564.8134737
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1793411364.8134737
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59533
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slakie by @IcedThrower_95 | Stardance
|
IcedThrower_95
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1
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10.71
|
48
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-11T10:32:16Z", "hours": 8.0, "multiplier": 6.23, "payout": 48, "blessing": "neutral", "text": "What did you make? I built Slackie—a multi-purpose Slack bot packed with 10 fully functional slash commands! I wanted to make something that wasn’t just a simple text responder, so I integrated multiple APIs to make it genuinely useful and fun. It features a Gemini 3.8 Flash AI assistant that can browse the web, a currency converter, a math expression evaluator, a QR code generator, and even a command that fetches the exact countdown and details for the next Formula 1 race. What was challenging? Trying to get the currency converter to accept flexible inputs (like “1299 USD to INR” vs just “USD to INR”) without completely breaking the code took a lot of trial and error. What am I proud of? The F1 Command: As a massive Formula 1 fan, building a custom /my-slakie-f1 command that tracks the next Grand Prix weekend using the Jolpica API was super satisfying. I am really proud that I figured out the Linux service file stuff. Slackie is now running flawlessly 24/7 on my own hardware. What should you know before testing? To talk to the AI, use /my-slakie-gemini [your question]. It has Google Search grounding enabled, so you can ask it about current events or tech news! Try /my-slakie-currency 100 USD to INR to test the live exchange rates. Type /my-slakie-help to see the full list of all 10 commands you can play with. Make sure you use the exact /my-slakie-… prefix so it doesn’t collide with other bots in the workspace! Example Here in the image attached shows the working of the /my-slakie-gemini [Question] command the model intellingently uses web search to get the latest information if its system instrutction is outdated", "repo": "https://github.com/IcedThrower95/slakie_bot", "demo": "https://hackclub.enterprise.slack.com/archives/C0C16D3SXCK"}]...
|
[{"post_id": 72632, "ts": "202 [{"post_id": 72632, "ts": "2026-09-23T12:01:07Z", "hours": 1.6297, "text": "wrote the code my self from scratch again, as the reviewers were flagging it as “more than 30% usage of AI”"}, {"post_id": 66636, "ts": "2026-09-12T14:20:36Z", "hours": 1.0817, "text": "final devlog after review. Today I edited some of my codebase to make it more cleaner rather than having it clustered.I added a few comments as well along the way"}, {"post_id": 65887, "ts": "2026-09-11T10:18:56Z", "hours": 0.2964, "text": "at last i finished the README document and also edited some code(tiny changes to make it better)"}, {"post_id": 65832, "ts": "2026-09-11T07:29:41Z", "hours": 1.0794, "text": "#final - devlog3 I have finally fixed the gemini ai integration and i have 10 fully working commands, here i have attached. It took me a lot of time to debug the Gemini AI errors. i even used AI to debug but failed unfortunately. Anyways it is now fixed and everything works. Signing off on this project"}, {"post_id": 65318, "ts": "2026-09-10T12:10:30Z", "hours": 3.1189, "text": "#devlog2 , today i completed all the commands which i wanted to integrate in my slackbot.Moreover I am trying to fix the gemini ai which i have intergrated in my slakie it keeps giving me outdated information it is unable to do a web search. I hope to fix it by the end of today"}, {"post_id": 64343, "ts": "2026-09-08T17:24:03Z", "hours": 3.2531, "text": "#devlog1, today I started working on my project Slack bot—my-slakie. At first I followed the guide and went along with the flow. After a while, I had some ideas pop up into my head, and I tried to integrate Gemini AI in the slash command, but unfortunately I was unable to get the desired result—the bot is giving outdated data; the rest of the functions are fine. I will work on debugging the problem with Gemini tomorrow. Also, I am hosting my Slack bot on my Raspberry Pi instead of using the Hack Club Nest. So yeah, that’s it for today!!"}]...
|
Title: slakie by @IcedThrower_95 | Stardance
Devl Title: slakie by @IcedThrower_95 | Stardance
Devlogs:
#devlog1, today I started working on my project Slack bot—my-slakie. At first I followed the guide and went along with the flow. After a while, I had some ideas pop up into my head, and I tried to integrate Gemini AI in the slash command, but unfortunately I was unable to get the desired result—the bot is giving outdated data; the rest of the functions are fine. I will work on debugging the problem with Gemini tomorrow. Also, I am hosting my Slack bot on my Raspberry Pi instead of using the Hack Club Nest. So yeah, that’s it for today!!
#devlog2 , today i completed all the commands which i wanted to integrate in my slackbot.Moreover I am trying to fix the gemini ai which i have intergrated in my slakie it keeps giving me outdated information it is unable to do a web search. I hope to fix it by the end of today
#final - devlog3 I have finally fixed the gemini ai integration and i have 10 fully working commands, here i have attached. It took me a lot of time to debug the Gemini AI errors. i even used AI to debug but failed unfortunately. Anyways it is now fixed and everything works. Signing off on this project
at last i finished the README document and also edited some code(tiny changes to make it better)
final devlog after review. Today I edited some of my codebase to make it more cleaner rather than having it clustered.I added a few comments as well along the way
wrote the code my self from scratch again, as the reviewers were flagging it as “more than 30% usage of AI”
Ships:
What did you make? I built Slackie—a multi-purpose Slack bot packed with 10 fully functional slash commands! I wanted to make something that wasn’t just a simple text responder, so I integrated multiple APIs to make it genuinely useful and fun. It features a Gemini 3.8 Flash AI assistant that can browse the web, a currency converter, a math expression evaluator, a QR code generator, and even a command that fetches the exact countdown and details for the next Formula 1 race. What was challenging? Trying to get the currency converter to accept flexible inputs (like “1299 USD to INR” vs just “USD to INR”) without completely breaking the code took a lot of trial and error. What am I proud of? The F1 Command: As a massive Formula 1 fan, building a custom /my-slakie-f1 command that tracks the next Grand Prix weekend using the Jolpica API was super satisfying. I am really proud that I figured out the Linux service file stuff. Slackie is now running flawlessly 24/7 on my own hardware. What should you know before testing? To talk to the AI, use /my-slakie-gemini [your question]. It has Google Search grounding enabled, so you can ask it about current events or tech news! Try /my-slakie-currency 100 USD to INR to test the live exchange rates. Type /my-slakie-help to see the full list of all 10 commands you can play with. Make sure you use the exact /my-slakie-… prefix so it doesn’t collide with other bots in the workspace! Example Here in the image attached shows the working of the /my-slakie-gemini [Question] command the model intellingently uses web search to get the latest information if its system instrutction is outdated...
|
1793324965.146307
|
1793411365.146307
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14453
|
My awesome macropad! by @Dann | Stardance
|
Dann
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @Dann | Stardance
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1792806565.641483
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1793411365.641483
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48185
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~/SLAIR by @domos000 | Stardance
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domos000
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1
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4.55
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T17:39:33Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "~/SLAIR is now LIVE! What is ~/SLAIR ? ~/SLAIR is a free-to-use Slack Bot packed with mini-games and a few things you probably didn’t know you needed! Where does the name ~/SLAIR come from? The name ~/SLAIR comes from my other project ~/KLAIR which was a Discord Bot. As this bot is similar to ~/KLAIR in features but for Slack instead of Discord, I’ve decided to name it ~/SLAIR . Features: ~/SLAIR is designed to be a small, fun, free-to-use bot that aims to add a bunch of entertaining features. Mini Games: /slair-coinflip Flip a coin /slair-guessthenumber Try to guess the number /slair-rps Challenge the bot /slair-unscramble Unscramble the word Other Commands: /slair-8ball Ask the magic 8-ball /slair-cat Get a random cat /slair-dog Get a random dog /slair-cryptoprice Check cryptocurrency prices /slair-uselessfact Receive a completely useless fact AI Usage: Used Gemini 3.1 Pro (High) in Antigravity to fix errors and bugs in the code which I couldn't figure out how to solve. AI was primarily used to debug /slair-unscramble and /slair-guessthenumber commands as I couldn't figure out how to open modals upon clicking a button.", "repo": "https://github.com/adeebur-x64/SLAIR", "demo": "https://hackclub.enterprise.slack.com/archives/C0BR0071C14"}]...
|
[{"post_id": 59693, "ts": "202 [{"post_id": 59693, "ts": "2026-09-01T16:48:52Z", "hours": 0.5453, "text": "Devlog - 5 I don’t remember what exactly I did but these 32 mins weren’t logged. What I do remember: I had worked on troubleshooting the bot and fixing errors / bugs in the code as well as writing the README.md file where most of this 32 minutes went."}, {"post_id": 48848, "ts": "2026-08-17T12:17:30Z", "hours": 1.3106, "text": "Devlog - 4 Aw man, I forgot to post a devlog againnnnnn! Anyways, I’ve now ported the /unscramble and /guessthenumber commands to ~/SLAIR now! Creating both of these commands was a challenge and I had to utilize Gemini 3.1 Pro (High) in Antigravity to get it working. The main challenge I faced was to make the modals open upon a button click and work exactly how modals do in Discord. Also, ignore the stuff I covered with red, those responses were just for testing what works and what bugs there are which I need to fix. => This is the last Devlog! I’ll NOT be adding the nim Mini Game to ~/SLAIR for now."}, {"post_id": 47961, "ts": "2026-08-16T07:31:16Z", "hours": 0.7831, "text": "Devlog - 3 Didn’t even realize it took me 46 minutes to make this lol. Anyways, I’ve now ported the /coinflip and /rockpaperscissors command to ~/SLAIR now! Creating this was somehow a challenge and I almost lost my mind trying to figure out how to get these buttons working! I’ll take a break for now and will be back with another Devlog very soon! This will most probably be one of the last few Devlogs before the first Ship!"}, {"post_id": 47942, "ts": "2026-08-16T06:35:54Z", "hours": 0.6028, "text": "Devlog - 2 Made some more progress in porting the features of ~/KLAIR to the Slack Bot ~/SLAIR . I’ve added the /cryptoprice and /8ball commands now which utilize the Slack Modal to ask the person for their input. I’ll try to port the mini games to ~/SLAIR too and that will be the V1 of the Slack Bot!"}, {"post_id": 47487, "ts": "2026-08-15T12:51:49Z", "hours": 0.8081, "text": "Devlog - 1 I started working on my Slack Bot and completely forgot I also need to post my progress here. Well, till now, I’ve been able to port the /cat , /dog and /uselessfact commands from my Discord Bot ~/KLAIR to this Slack Bot ~/SLAIR . => I will NOT be adding the AI features in this Slack Bot. (At least for now, I won’t). Where does the name ~/SLAIR come from? The name ~/SLAIR comes from the Discord Bot I made earlier /KLAIR but, instead of it being a Discord Bot, it’s a Slack Bot."}]...
|
Title: ~/SLAIR by @domos000 | Stardance
Devlogs:
Title: ~/SLAIR by @domos000 | Stardance
Devlogs:
Devlog - 1 I started working on my Slack Bot and completely forgot I also need to post my progress here. Well, till now, I’ve been able to port the /cat , /dog and /uselessfact commands from my Discord Bot ~/KLAIR to this Slack Bot ~/SLAIR . => I will NOT be adding the AI features in this Slack Bot. (At least for now, I won’t). Where does the name ~/SLAIR come from? The name ~/SLAIR comes from the Discord Bot I made earlier /KLAIR but, instead of it being a Discord Bot, it’s a Slack Bot.
Devlog - 2 Made some more progress in porting the features of ~/KLAIR to the Slack Bot ~/SLAIR . I’ve added the /cryptoprice and /8ball commands now which utilize the Slack Modal to ask the person for their input. I’ll try to port the mini games to ~/SLAIR too and that will be the V1 of the Slack Bot!
Devlog - 3 Didn’t even realize it took me 46 minutes to make this lol. Anyways, I’ve now ported the /coinflip and /rockpaperscissors command to ~/SLAIR now! Creating this was somehow a challenge and I almost lost my mind trying to figure out how to get these buttons working! I’ll take a break for now and will be back with another Devlog very soon! This will most probably be one of the last few Devlogs before the first Ship!
Devlog - 4 Aw man, I forgot to post a devlog againnnnnn! Anyways, I’ve now ported the /unscramble and /guessthenumber commands to ~/SLAIR now! Creating both of these commands was a challenge and I had to utilize Gemini 3.1 Pro (High) in Antigravity to get it working. The main challenge I faced was to make the modals open upon a button click and work exactly how modals do in Discord. Also, ignore the stuff I covered with red, those responses were just for testing what works and what bugs there are which I need to fix. => This is the last Devlog! I’ll NOT be adding the nim Mini Game to ~/SLAIR for now.
Devlog - 5 I don’t remember what exactly I did but these 32 mins weren’t logged. What I do remember: I had worked on troubleshooting the bot and fixing errors / bugs in the code as well as writing the README.md file where most of this 32 minutes went.
Ships:
~/SLAIR is now LIVE! What is ~/SLAIR ? ~/SLAIR is a free-to-use Slack Bot packed with mini-games and a few things you probably didn’t know you needed! Where does the name ~/SLAIR come from? The name ~/SLAIR comes from my other project ~/KLAIR which was a Discord Bot. As this bot is similar to ~/KLAIR in features but for Slack instead of Discord, I’ve decided to name it ~/SLAIR . Features: ~/SLAIR is designed to be a small, fun, free-to-use bot that aims to add a bunch of entertaining features. Mini Games: /slair-coinflip Flip a coin /slair-guessthenumber Try to guess the number /slair-rps Challenge the bot /slair-unscramble Unscramble the word Other Commands: /slair-8ball Ask the magic 8-ball /slair-cat Get a random cat /slair-dog Get a random dog /slair-cryptoprice Check cryptocurrency prices /slair-uselessfact Receive a completely useless fact AI Usage: Used Gemini 3.1 Pro (High) in Antigravity to fix errors and bugs in the code which I couldn't figure out how to solve. AI was primarily used to debug /slair-unscramble and /slair-guessthenumber commands as I couldn't figure out how to open modals upon clicking a button....
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1793324966.3803997
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1793411366.3803997
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36458
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MalWare Game by @AkistarX | Stardance
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0
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0.0
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0
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[]
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[]
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Title: MalWare Game by @AkistarX | Stardance
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1792806566.4881456
|
1793411366.4881456
|
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29122
|
My first slack bot! by @ethana1325 | Stardance
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ethana1325
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0
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0.0
|
0
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[]
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[]
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Title: My first slack bot! by @ethana1325 | Starda Title: My first slack bot! by @ethana1325 | Stardance...
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1792806567.3405688
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1793411367.3405688
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28201
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My awesome macropad! by @rusheadrenaline | Stardan My awesome macropad! by @rusheadrenaline | Stardance...
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rusheadrenaline
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @rusheadrenaline | Title: My awesome macropad! by @rusheadrenaline | Stardance...
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1792806568.1933622
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1793411368.1933622
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19624
|
Personal by @AbdulazizAbdullaev | Stardance
|
AbdulazizAbdullaev
|
0
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0.0
|
0
|
[]
|
[]
|
Title: Personal by @AbdulazizAbdullaev | Stardance
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1792806569.0607274
|
1793411369.0607274
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6463
|
My awesome macropad! by @byashas0528 | Stardance
|
byashas0528
|
0
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0.0
|
0
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[]
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[]
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Title: My awesome macropad! by @byashas0528 | Star Title: My awesome macropad! by @byashas0528 | Stardance...
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1792806569.9148142
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1793411369.9148142
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14209
|
My very own WebOS by @wefevom733 | Stardance
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wefevom733
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0
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0.0
|
0
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[]
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[]
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Title: My very own WebOS by @wefevom733 | Stardanc Title: My very own WebOS by @wefevom733 | Stardance...
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1792806570.7433834
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1793411370.7433834
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3749
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options_engine by @Aarnav | Stardance
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Aarnav
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0
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0.0
|
0
|
[]
|
[]
|
Title: options_engine by @Aarnav | Stardance
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1792806571.5922494
|
1793411371.5922494
|
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19490
|
Untitled project by @ace_aryan | Stardance
|
ace_aryan
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0
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0.0
|
0
|
[]
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[]
|
Title: Untitled project by @ace_aryan | Stardance
|
1792806572.7376177
|
1793411372.7376177
|
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39865
|
my APOD site by @kevinamir | Stardance
|
kevinamir
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-30T21:47:48Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "this website takes the APOD from NASA and shows it to you with the date", "repo": "https://github.com/kevinamirr1/nasa-is-cooked", "demo": "https://kevinamirr1.github.io/nasa-is-cooked/"}]...
|
[{"post_id": 37897, "ts": "202 [{"post_id": 37897, "ts": "2026-07-30T21:46:14Z", "hours": 0.4508, "text": "My APOD website"}]...
|
Title: my APOD site by @kevinamir | Stardance
Dev Title: my APOD site by @kevinamir | Stardance
Devlogs:
My APOD website
Ships:
this website takes the APOD from NASA and shows it to you with the date...
|
1793324973.374319
|
1793411373.374319
|
|
32163
|
My Creation: SpotifyPad! by @MuhammadI | Stardance
|
MuhammadI
|
0
|
7.49
|
0
|
[]
|
[{"post_id": 36553, "ts": "202 [{"post_id": 36553, "ts": "2026-07-28T19:01:08Z", "hours": 1.8069, "text": "Update! I have decided to stick to my original schematic. I had to redo the whole thing, which was a pain, but I got it done. The reason I removed the OLED is that I want to try making a screen that can display the songs I’m listening to."}, {"post_id": 33083, "ts": "2026-07-22T17:46:10Z", "hours": 1.2875, "text": "Update: I have decided to add an oled display to see the current/next tracks with the ability to skip and pause songs. Right now I have updated the schematics but they will still need some work as the wiring is not complete."}, {"post_id": 32700, "ts": "2026-07-22T00:52:07Z", "hours": 1.1667, "text": "I have done a better mockup of my case. It is in a much better state than before. It will still need some additional modeling, but it is now in a good spot. Now moving on, I can try to focus more on the aesthetics of the case"}, {"post_id": 32050, "ts": "2026-07-20T22:45:41Z", "hours": 0.8175, "text": "Work on my case design in onshape"}, {"post_id": 31574, "ts": "2026-07-20T02:37:01Z", "hours": 0.4347, "text": "Fixed the layout of my pcb. I have made so the usb-c port is on the front and not on the side anymore . I felt that it was a weird design choice so I ended up changing it. It would function alot better for the end user and makes more sense to put it there."}, {"post_id": 30483, "ts": "2026-07-18T03:02:02Z", "hours": 0.7836, "text": "Case: This is the start of my case design. I have used my prior knowledge to make a very basic case. This case is temporary for now. I hope I can make it more unique to the end user (me)."}, {"post_id": 30189, "ts": "2026-07-17T15:44:24Z", "hours": 0.4736, "text": "Update: I think I have finished up my pcb! Im not sure if it is correctly orientated. If my pcb is all good, next I will be modeling up a case in onshape!"}, {"post_id": 29936, "ts": "2026-07-17T03:22:48Z", "hours": 0.4003, "text": "Working on the wiring of the pcb. I’m trying to make the wiring as nice/clean as possible. Later on I will use Onshape to model a case for this!"}, {"post_id": 29873, "ts": "2026-07-17T01:08:47Z", "hours": 0.3192, "text": "I have finished working on my schematic and moved onto working on the pcb. I’m currently in the process of looking how to organize the components together and how to wire it up."}]...
|
Title: My Creation: SpotifyPad! by @MuhammadI | St Title: My Creation: SpotifyPad! by @MuhammadI | Stardance
Devlogs:
I have finished working on my schematic and moved onto working on the pcb. I’m currently in the process of looking how to organize the components together and how to wire it up.
Working on the wiring of the pcb. I’m trying to make the wiring as nice/clean as possible. Later on I will use Onshape to model a case for this!
Update: I think I have finished up my pcb! Im not sure if it is correctly orientated. If my pcb is all good, next I will be modeling up a case in onshape!
Case: This is the start of my case design. I have used my prior knowledge to make a very basic case. This case is temporary for now. I hope I can make it more unique to the end user (me).
Fixed the layout of my pcb. I have made so the usb-c port is on the front and not on the side anymore . I felt that it was a weird design choice so I ended up changing it. It would function alot better for the end user and makes more sense to put it there.
Work on my case design in onshape
I have done a better mockup of my case. It is in a much better state than before. It will still need some additional modeling, but it is now in a good spot. Now moving on, I can try to focus more on the aesthetics of the case
Update: I have decided to add an oled display to see the current/next tracks with the ability to skip and pause songs. Right now I have updated the schematics but they will still need some work as the wiring is not complete.
Update! I have decided to stick to my original schematic. I had to redo the whole thing, which was a pain, but I got it done. The reason I removed the OLED is that I want to try making a screen that can display the songs I’m listening to....
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1792806573.5801191
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1793411373.5801191
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1498
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My first slack bot! by @Darryl | Stardance
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Darryl
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0
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0.0
|
0
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[]
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[]
|
Title: My first slack bot! by @Darryl | Stardance
|
1792806574.783699
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1793411374.783699
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39391
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Pork(e) by @Bry | Stardance
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Bry
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0
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0.0
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0
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[]
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[]
|
Title: Pork(e) by @Bry | Stardance
|
1792806575.6405594
|
1793411375.6405594
|
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24456
|
Aphelion by @qaimkhaniarzan | Stardance
|
qaimkhaniarzan
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0
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0.0
|
0
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[]
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[]
|
Title: Aphelion by @qaimkhaniarzan | Stardance
|
1792806578.2777777
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1793411378.2777777
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27
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Stardance Utils by @Hridya | Stardance
|
Hridya
|
0
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35.15
|
0
|
[]
|
[{"post_id": 15726, "ts": "202 [{"post_id": 15726, "ts": "2026-06-25T16:22:49Z", "hours": 2.1933, "text": "Fixes Fixed testflight building & publishing fixed firefox scrolling and published that and fixed other bug fixes"}, {"post_id": 9451, "ts": "2026-06-15T20:19:32Z", "hours": 1.8658, "text": "Testflight autopublishing, bug fixes, collapsed devlogs Testflight now autodeploys with chrome webstore and firefox store, so safari users also have regular updates w/o me building & deploying manually Bug fixes with AI checks in firefox, and like untoggleable keep orders in sidebar etc. and auto publishing detection for versions fixed Collapsible devlogs for long ones show more/show less"}, {"post_id": 7545, "ts": "2026-06-12T16:31:11Z", "hours": 3.81, "text": "Changelog, theming, bug fixes, improvements Changelog, add to devlog, has multiple formatting options and supports branches as well. Themed rate page A lot of performance improvements to the website focusing on reducing load because of the galaxy bg and cubes. Command palette now has stardance utils options like change font pairing, theme, etc. and some other bug fixes & improvements with bugs reported by users. Changelog improvements ( 8be79e9 ) more speeed ( 6ca07c7 ) speeed ( e97a3f2 ) performance ( b4ffca0 ) some more bug fixes ( d82efb7 ) performance & bug fixes ( c4844f9 ) fix selectors for global feeds ( d10135f ) zooming ( 31fe643 )"}, {"post_id": 5128, "ts": "2026-06-08T20:22:42Z", "hours": 0.4969, "text": "Syncing & devlog zoom Implemented syncing of goals, theme, fonts etc. across chrome account/firefox account. also did sharding of goals, as about 12 goals exceeds quota of syncing for chrome so added sharding to work with that. Also changed check AI to a robot svg and added a zoom in to see devlog images better when they have small details!"}, {"post_id": 5014, "ts": "2026-06-08T17:44:17Z", "hours": 1.5442, "text": "Auto publishing + safari build Setup a github workflow, so when i start working on new version, old version is automatically published to chrome webstore & mozilla addons through API, so i don’t need to press like 4 extra buttons on each to do so. Also built & submitted extension to app store so my safari users can use it easier than building it themselves."}, {"post_id": 4454, "ts": "2026-06-07T19:35:59Z", "hours": 4.1611, "text": "Onboarding Made a detailed onboarding flow to help users to be aware of and understand Stardance Utils features. Also made several performance improvements to the website."}, {"post_id": 3682, "ts": "2026-06-06T18:49:22Z", "hours": 2.5978, "text": "Website! Finally made a showcase website for Stardance Utils. Added some fun UI stuff like the hover cubes, and the galaxy background! Added sections for past projects/reviews too so the page has a little more proof behind it and less trust me bro cough cough"}, {"post_id": 2857, "ts": "2026-06-05T18:27:31Z", "hours": 5.5658, "text": "Shop Improvements Major shop changes: Removed the popular carousel Made All items the default view and moved categories into a filter Improved the Goals and Your Orders sidebar spacing and UI Added cumulative and individual goal progress Added background progress bars per item and an overall progress bar Added estimated time remaining for each goal and a total time estimate Added the option to remove the Goals sidebar and show Goals as a top section instead Added the option to show or hide Your Orders in the sidebar, or use it as a link (Longest devlog yet, website coming up next!)"}, {"post_id": 1601, "ts": "2026-06-03T18:46:19Z", "hours": 0.3131, "text": "Pinned projects Pin the projects you work on the most for easy access!"}, {"post_id": 1589, "ts": "2026-06-03T18:23:25Z", "hours": 2.2786, "text": "Markdown toolbar, live preview! Toolbar with all markdown that is supported (except images, PR to be merged soon?) Live preview of the markdown in your devlogs! Fixing some bugs with AI detection (support of locales like FR-fr, etc)"}, {"post_id": 1082, "ts": "2026-06-02T21:58:20Z", "hours": 0.6494, "text": "Refactor & cleanup Split 3k+ lines of content.js into modularized files, projects.js and others to manage code quality better. (Last time it went to 10k+ lines in 1 file and i don’t want to repeat that) Cleaned up some inline styles and reorganized into styles.css Updated readme with latest features"}, {"post_id": 892, "ts": "2026-06-02T16:50:13Z", "hours": 2.2256, "text": "AI image detection Live on webstore now: https://chromewebstore.google.com/detail/stardance-utils/kapdpeddcghffhildgnbbdnaedeebdoj So, started out with C2PA, got it working with wasm through the extension but then realized that it won’t work since C2PA is lost in upload to stardance, therefore i switched to using https://openai.com/research/verify/ in a background job when check AI is clicked."}, {"post_id": 435, "ts": "2026-06-01T20:45:36Z", "hours": 1.8744, "text": "Themes Make stardance look different, all catpuccin accents and other themes now live! Started work on AI detection for devlog images & banners."}, {"post_id": 319, "ts": "2026-06-01T16:21:51Z", "hours": 1.2333, "text": "Slack emojis support So, slack emojis should work, however there’s a bug with post markdown that causes it not to. I’m going to PR a fix and then you can use slack emojis in devlogs!"}, {"post_id": 272, "ts": "2026-06-01T14:32:17Z", "hours": 0.3925, "text": "Devlog drafts! Don’t lose your devlogs, because now they’re saved locally. (Note: this only includes the devlog text, not images)"}, {"post_id": 180, "ts": "2026-06-01T06:00:30Z", "hours": 0.2944, "text": "Inline devlog editing You can now edit devlogs inline, without having to be redirected Added feature list to readme and early stage webstore link"}, {"post_id": 177, "ts": "2026-06-01T05:37:51Z", "hours": 0.9578, "text": "Speak your Devlogs! Tired of typing? Want to just speak out your devlog? Well now you can do that with stardance utils. In fact I fully spoke out this devlog, and your wpm is always higher with speaking (probably) Also, I did some improvements to the styling of ship button."}, {"post_id": 126, "ts": "2026-05-31T21:06:59Z", "hours": 0.7456, "text": "Project page improvements! inline devlogging, so you don’t need to click a button duplicate edit button removed ship button moved to top of hero which is more convienent"}, {"post_id": 95, "ts": "2026-05-31T18:09:13Z", "hours": 1.9536, "text": "Sidebar improvements! Choose out of 11 curated font pairings, or make your custom one with any font from google fonts! Reorder your sidebar tabs how you prefer them!"}]...
|
Title: Stardance Utils by @Hridya | Stardance
Dev Title: Stardance Utils by @Hridya | Stardance
Devlogs:
Sidebar improvements! Choose out of 11 curated font pairings, or make your custom one with any font from google fonts! Reorder your sidebar tabs how you prefer them!
Project page improvements! inline devlogging, so you don’t need to click a button duplicate edit button removed ship button moved to top of hero which is more convienent
Speak your Devlogs! Tired of typing? Want to just speak out your devlog? Well now you can do that with stardance utils. In fact I fully spoke out this devlog, and your wpm is always higher with speaking (probably) Also, I did some improvements to the styling of ship button.
Inline devlog editing You can now edit devlogs inline, without having to be redirected Added feature list to readme and early stage webstore link
Devlog drafts! Don’t lose your devlogs, because now they’re saved locally. (Note: this only includes the devlog text, not images)
Slack emojis support So, slack emojis should work, however there’s a bug with post markdown that causes it not to. I’m going to PR a fix and then you can use slack emojis in devlogs!
Themes Make stardance look different, all catpuccin accents and other themes now live! Started work on AI detection for devlog images & banners.
AI image detection Live on webstore now: https://chromewebstore.google.com/detail/stardance-utils/kapdpeddcghffhildgnbbdnaedeebdoj So, started out with C2PA, got it working with wasm through the extension but then realized that it won’t work since C2PA is lost in upload to stardance, therefore i switched to using https://openai.com/research/verify/ in a background job when check AI is clicked.
Refactor & cleanup Split 3k+ lines of content.js into modularized files, projects.js and others to manage code quality better. (Last time it went to 10k+ lines in 1 file and i don’t want to repeat that) Cleaned up some inline styles and reorganized into styles.css Updated readme with latest features
Markdown toolbar, live preview! Toolbar with all markdown that is supported (except images, PR to be merged soon?) Live preview of the markdown in your devlogs! Fixing some bugs with AI detection (support of locales like FR-fr, etc)
Pinned projects Pin the projects you work on the most for easy access!
Shop Improvements Major shop changes: Removed the popular carousel Made All items the default view and moved categories into a filter Improved the Goals and Your Orders sidebar spacing and UI Added cumulative and individual goal progress Added background progress bars per item and an overall progress bar Added estimated time remaining for each goal and a total time estimate Added the option to remove the Goals sidebar and show Goals as a top section instead Added the option to show or hide Your Orders in the sidebar, or use it as a link (Longest devlog yet, website coming up next!)
Website! Finally made a showcase website for Stardance Utils. Added some fun UI stuff like the hover cubes, and the galaxy background! Added sections for past projects/reviews too so the page has a little more proof behind it and less trust me bro cough cough
Onboarding Made a detailed onboarding flow to help users to be aware of and understand Stardance Utils features. Also made several performance improvements to the website.
Auto publishing + safari build Setup a github workflow, so when i start working on new version, old version is automatically published to chrome webstore & mozilla addons through API, so i don’t need to press like 4 extra buttons on each to do so. Also built & submitted extension to app store so my safari users can use it easier than building it themselves.
Syncing & devlog zoom Implemented syncing of goals, theme, fonts etc. across chrome account/firefox account. also did sharding of goals, as about 12 goals exceeds quota of syncing for chrome so added sharding to work with that. Also changed check AI to a robot svg and added a zoom in to see devlog images better when they have small details!
Changelog, theming, bug fixes, improvements Changelog, add to devlog, has multiple formatting options and supports branches as well. Themed rate page A lot of performance improvements to the website focusing on reducing load because of the galaxy bg and cubes. Command palette now has stardance utils options like change font pairing, theme, etc. and some other bug fixes & improvements with bugs reported by users. Changelog improvements ( 8be79e9 ) more speeed ( 6ca07c7 ) speeed ( e97a3f2 ) performance ( b4ffca0 ) some more bug fixes ( d82efb7 ) performance & bug fixes ( c4844f9 ) fix selectors for global feeds ( d10135f ) zooming ( 31fe643 )
Testflight autopublishing, bug fixes, collapsed devlogs Testflight now autodeploys with chrome webstore and firefox store, so safari users also have regular updates w/o me building & deploying manually Bug fixes with AI checks in firefox, and like untoggleable keep orders in sidebar etc. and auto publishing detection for versions fixed Collapsible devlogs for long ones show more/show less
Fixes Fixed testflight building & publishing fixed firefox scrolling and published that and fixed other bug fixes...
|
1792806579.1208222
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1793411379.1208222
|
|
10357
|
Apple App by @Nihu | Stardance
|
Nihu
|
1
|
27.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-27T20:51:56Z", "hours": 27.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "For my very first coding project in Xcode, I built an iOS app that helps users quickly locate nearby recycling centers. My favorite accomplishment was successfully embedding Apple Maps and generating a list of local centers to help people recycle more easily. Although working with MapKit and setting up the map was a big challenge, I am super proud to have built a fully functional app from scratch!", "repo": "https://github.com/Nihu-Wihu/BinWise", "demo": "https://youtube.com/shorts/Vm0KYB0_Qak"}]...
|
[{"post_id": 35567, "ts": "202 [{"post_id": 35567, "ts": "2026-07-27T03:04:20Z", "hours": 12.4489, "text": "I finished my app!!!!! I have added the MAPKit part and I sadly had to scrap a lot of my ideas like adding a barcode scanner becuase it was too advanced for me. I succesfull imbedded Apple maps into the app, so the maps run in the app as opposed to it taking you to apple map it self"}, {"post_id": 31038, "ts": "2026-07-19T03:27:46Z", "hours": 5.0953, "text": "I started studing Xcode more. In this part I tried to make images load onto Xcode but I didn’t lieke how that looked. I started learinng how to use Apple maps here but didnt implement it beucase it had a lot of bugs. Next devlog, I will probably ask AI to help me debug and complete the MAP kit part"}, {"post_id": 12631, "ts": "2026-06-20T17:08:08Z", "hours": 7.7894, "text": "idk how to connect my wakatime with my hackatime???"}, {"post_id": 3928, "ts": "2026-06-07T01:33:14Z", "hours": 1.575, "text": "Apple App - I don’t know whta exactly my app will be but I will figure it out soon! (trust) So now I’m just familiarizing myself with XCode’s interface and functions; since I found out it is actually pretty difffernt from the coding languages I know. That’s all for now!"}]...
|
Title: Apple App by @Nihu | Stardance
Devlogs:
Ap Title: Apple App by @Nihu | Stardance
Devlogs:
Apple App - I don’t know whta exactly my app will be but I will figure it out soon! (trust) So now I’m just familiarizing myself with XCode’s interface and functions; since I found out it is actually pretty difffernt from the coding languages I know. That’s all for now!
idk how to connect my wakatime with my hackatime???
I started studing Xcode more. In this part I tried to make images load onto Xcode but I didn’t lieke how that looked. I started learinng how to use Apple maps here but didnt implement it beucase it had a lot of bugs. Next devlog, I will probably ask AI to help me debug and complete the MAP kit part
I finished my app!!!!! I have added the MAPKit part and I sadly had to scrap a lot of my ideas like adding a barcode scanner becuase it was too advanced for me. I succesfull imbedded Apple maps into the app, so the maps run in the app as opposed to it taking you to apple map it self
Ships:
For my very first coding project in Xcode, I built an iOS app that helps users quickly locate nearby recycling centers. My favorite accomplishment was successfully embedding Apple Maps and generating a list of local centers to help people recycle more easily. Although working with MapKit and setting up the map was a big challenge, I am super proud to have built a fully functional app from scratch!...
|
1793324979.2737265
|
1793411379.2737265
|
|
17508
|
My very own WebOS - MoonOS by @b4san_34 | Stardanc My very own WebOS - MoonOS by @b4san_34 | Stardance...
|
b4san_34
|
0
|
4.7
|
0
|
[]
|
[{"post_id": 10919, "ts": "202 [{"post_id": 10919, "ts": "2026-06-17T21:52:59Z", "hours": 2.0717, "text": "After presenting the first version of MoonOS, the project had the basics in place — enough to prove the concept worked. At that point, I was only around 4–8 commits in, with a minimal but functional core.Since then, I’ve pushed a much bigger wave of updates focused on turning MoonOS from an early prototype into something more complete and scalable. What’s improved since the last updateStronger architecture:I restructured key parts of the codebase to make the system cleaner, more modular, and easier to maintain as it grows. More real functionality:A lot of features that were either missing or still conceptual in v1 are now implemented and integrated into the OS flow. Better overall UX and polish:I refined interactions and visual behavior so the system feels more consistent, less rough, and more intentional.Stability + internal quality:I fixed bugs, handled edge cases better, and refactored fragile sections so new changes don’t break existing behavior as easily.Built for future expansion:The current version is not just “more features” — it’s a better foundation for adding upcoming functionality faster and with less technical friction.Short reflectionIf v1 was about saying “it works”, this phase is about saying “it’s becoming a real system.”The biggest progress wasn’t just feature count — it was maturity in structure, consistency, and direction.Next focusGoing forward, I want to keep building in the same direction:expand core capabilities,keep improving performance/stability,and continue polishing the experience so MoonOS feels as good to use as it is to build."}, {"post_id": 8396, "ts": "2026-06-13T23:28:04Z", "hours": 2.6289, "text": "MoonOS Preview v1: Just the Beginning Hey everyone, I’m launching MoonOS—a web-based operating system that runs entirely in your browser and adapts to whatever hardware you’re using. Here’s the thing: it detects your CPU, RAM, GPU, and battery, then automatically adjusts its visual fidelity. Got a powerful machine? Full glassmorphism and particle effects. On a budget laptop? It strips down gracefully. No configuration. It just works. You get a real window manager with drag, resize, snap-to-edges, virtual workspaces, a Spotlight-style launcher, a command palette, and keyboard shortcuts that feel native. There’s persistent storage with IndexedDB, so files you create actually stick around. Nine built-in apps: Terminal with a real filesystem, Notes with markdown preview, Files browser, Tasks, Calendar, Settings, Task Manager, Theme Editor, and a Browser. The tech is intentional—Vite, React 19, TypeScript strict mode, TailwindCSS, Zustand, all bundled at just 137KB gzipped. Tested with Vitest and Playwright. But here’s what matters most: this is v1, and I’m just getting started. I’m going to make this beautiful. Every detail, every interaction, every visual is going to be refined. MoonOS is going to look and feel incredible. Try it out at : https://moonos-66c14b9918e1.herokuapp.com/ And let me know what you think, i hope you like it, its my first WebOS try"}]...
|
Title: My very own WebOS - MoonOS by @b4san_34 | S Title: My very own WebOS - MoonOS by @b4san_34 | Stardance
Devlogs:
MoonOS Preview v1: Just the Beginning Hey everyone, I’m launching MoonOS—a web-based operating system that runs entirely in your browser and adapts to whatever hardware you’re using. Here’s the thing: it detects your CPU, RAM, GPU, and battery, then automatically adjusts its visual fidelity. Got a powerful machine? Full glassmorphism and particle effects. On a budget laptop? It strips down gracefully. No configuration. It just works. You get a real window manager with drag, resize, snap-to-edges, virtual workspaces, a Spotlight-style launcher, a command palette, and keyboard shortcuts that feel native. There’s persistent storage with IndexedDB, so files you create actually stick around. Nine built-in apps: Terminal with a real filesystem, Notes with markdown preview, Files browser, Tasks, Calendar, Settings, Task Manager, Theme Editor, and a Browser. The tech is intentional—Vite, React 19, TypeScript strict mode, TailwindCSS, Zustand, all bundled at just 137KB gzipped. Tested with Vitest and Playwright. But here’s what matters most: this is v1, and I’m just getting started. I’m going to make this beautiful. Every detail, every interaction, every visual is going to be refined. MoonOS is going to look and feel incredible. Try it out at : https://moonos-66c14b9918e1.herokuapp.com/ And let me know what you think, i hope you like it, its my first WebOS try
After presenting the first version of MoonOS, the project had the basics in place — enough to prove the concept worked. At that point, I was only around 4–8 commits in, with a minimal but functional core.Since then, I’ve pushed a much bigger wave of updates focused on turning MoonOS from an early prototype into something more complete and scalable. What’s improved since the last updateStronger architecture:I restructured key parts of the codebase to make the system cleaner, more modular, and easier to maintain as it grows. More real functionality:A lot of features that were either missing or still conceptual in v1 are now implemented and integrated into the OS flow. Better overall UX and polish:I refined interactions and visual behavior so the system feels more consistent, less rough, and more intentional.Stability + internal quality:I fixed bugs, handled edge cases better, and refactored fragile sections so new changes don’t break existing behavior as easily.Built for future expansion:The current version is not just “more features” — it’s a better foundation for adding upcoming functionality faster and with less technical friction.Short reflectionIf v1 was about saying “it works”, this phase is about saying “it’s becoming a real system.”The biggest progress wasn’t just feature count — it was maturity in structure, consistency, and direction.Next focusGoing forward, I want to keep building in the same direction:expand core capabilities,keep improving performance/stability,and continue polishing the experience so MoonOS feels as good to use as it is to build....
|
1792806580.346418
|
1793411380.346418
|
|
23479
|
Untitled project by @Nithin_hack | Stardance
|
Nithin_hack
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @Nithin_hack | Stardanc Title: Untitled project by @Nithin_hack | Stardance...
|
1792806581.2459688
|
1793411381.2459688
|
|
35275
|
Deterministic Desktop Assistant by @JV | Stardance
|
JV
|
0
|
5.43
|
0
|
[]
|
[{"post_id": 32698, "ts": "202 [{"post_id": 32698, "ts": "2026-07-22T00:48:33Z", "hours": 5.0369, "text": "The assistant can now read and execute from an external function library when prompted by user voice input. The assistant can handle multiple closely named functions or input that includes multiple function names by providing an options list to the user, allowing them to choose through their voice. The functions used in the video are placeholders/demos because eventually the user should be able to write their own scripts that suit their own needs or find community scripts online to import. My next step is probably to try making an app to house the program and give the assistant a graphical interface for configuring settings, writing/importing scripts, and other customizations. A decent amount of the time I spent working on this project so far comes from learning how to use Git with my code. Between this devlog and the last, I redid the entire Github setup for this project. This has been my first time ever using Github from the IDE so the learning curve was initially a little steep, but I think I’ve got the hang of it now!"}, {"post_id": 30469, "ts": "2026-07-18T01:53:48Z", "hours": 0.3933, "text": "I finally picked up a project I had started about a year ago where I decided to make a personal virtual assistant that didn’t need to use AI to do anything. I’m still deciding on a working name for the assistant, but the project now has basic voice-to-text functionality, a voice playback function, and all code-breaking bugs seem to have been fixed. My next step will be to add a few testing functions and to find a way for the program to decide which functions I want to run based on the user’s voice command and the given names of the functions. The assistant currently only runs through the terminal, but eventually I want to be able to manage the assistant through a GUI."}]...
|
Title: Deterministic Desktop Assistant by @JV | St Title: Deterministic Desktop Assistant by @JV | Stardance
Devlogs:
I finally picked up a project I had started about a year ago where I decided to make a personal virtual assistant that didn’t need to use AI to do anything. I’m still deciding on a working name for the assistant, but the project now has basic voice-to-text functionality, a voice playback function, and all code-breaking bugs seem to have been fixed. My next step will be to add a few testing functions and to find a way for the program to decide which functions I want to run based on the user’s voice command and the given names of the functions. The assistant currently only runs through the terminal, but eventually I want to be able to manage the assistant through a GUI.
The assistant can now read and execute from an external function library when prompted by user voice input. The assistant can handle multiple closely named functions or input that includes multiple function names by providing an options list to the user, allowing them to choose through their voice. The functions used in the video are placeholders/demos because eventually the user should be able to write their own scripts that suit their own needs or find community scripts online to import. My next step is probably to try making an app to house the program and give the assistant a graphical interface for configuring settings, writing/importing scripts, and other customizations. A decent amount of the time I spent working on this project so far comes from learning how to use Git with my code. Between this devlog and the last, I redid the entire Github setup for this project. This has been my first time ever using Github from the IDE so the learning curve was initially a little steep, but I think I’ve got the hang of it now!...
|
1792806582.1045108
|
1793411382.1045108
|
|
41451
|
TheNoRoteClub by @bhargavTheDev | Stardance
|
bhargavTheDev
|
0
|
3.64
|
0
|
[]
|
[{"post_id": 36951, "ts": "202 [{"post_id": 36951, "ts": "2026-07-29T11:23:37Z", "hours": 3.6425, "text": "TheNoRoteClub - The new education platform"}]...
|
Title: TheNoRoteClub by @bhargavTheDev | Stardance Title: TheNoRoteClub by @bhargavTheDev | Stardance
Devlogs:
TheNoRoteClub - The new education platform...
|
1792806582.9812922
|
1793411382.9812922
|
|
41453
|
My own site! by @AMMOUSSA | Stardance
|
AMMOUSSA
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @AMMOUSSA | Stardance
|
1792806583.8316748
|
1793411383.8316748
|
|
28030
|
Star Browser by @adri_3763 | Stardance
|
adri_3763
|
1
|
104.97
|
1079
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T12:07:03Z", "hours": 99.0, "multiplier": 12.69, "payout": 1079, "blessing": "neutral", "text": "I built a ligthweight and a beutiful browser with AI integrated. It was pretty easy at first but then some bugs started to appear and we had to work hard to fix them with some help of AI. I’m proud that I pulled off such a big project especially with my friend @Aron_3763 I’m so glad we finished it after all difficulties and stress. Try out the AI chat integrated into this browser and AI Memory. Let us know what you think of the project or if you have any feedback to give us.", "repo": "https://github.com/Adriii3793/Star-Browser", "demo": "https://github.com/Adriii3793/Star-Browser/releases/tag/v1.1.2"}]...
|
[{"post_id": 63889, "ts": "202 [{"post_id": 63889, "ts": "2026-09-07T22:14:07Z", "hours": 5.9744, "text": "Hello, @Aron_3763 and I fixed some bugs on Linux and made some improvements after a week of trying to test on virtual machines. It was pretty hard testing because the virtual machines sometimes took so long to load and create the app and we had some difficulties trying to fix the bugs. Plus we took a while because we had some stuff going on in our lives apparently but we hope y’all will like this browser and we’re glad it’s working now. Let us know what you think of this project, we would love to hear your feedback on it. That’s all for today soon we will upload the app. Byee!"}, {"post_id": 56554, "ts": "2026-08-28T11:07:12Z", "hours": 6.2892, "text": "Hey everyone, we finally made it. We did round of testing, fixed the last remaining issues and made some improvements. The App is almost ready to submit. We put a lot of effort into this build and we really hope you all enjoy it. Let us know what you think."}, {"post_id": 55172, "ts": "2026-08-26T17:28:31Z", "hours": 9.7044, "text": "Hello guys, we are almost done catching the bugs and fixing them. @Aron_3763 and I are doing some refinements on the code and optimizing it and in a few hours we will ship it.Hope y’all have a wonderful day.Bye bye"}, {"post_id": 54454, "ts": "2026-08-25T14:02:21Z", "hours": 10.1133, "text": "Hello guys, We’ve been trying to fix some bugs and we still have some issues with it We are trying to fix it and find the reason. Meanwhile Aron is trying to help me find out some issues too with me and testing and moral support hahah 😭 We’re still trying to find the bugs and I hope soon I will be able to ship it so y’all can try it. fun fact: we added this silly cat drooling working that represent us working on this project hahaha Hope you have a great day Byee"}, {"post_id": 53660, "ts": "2026-08-24T10:05:38Z", "hours": 16.6439, "text": "Hey guys sorry I haven’t updated you for a while, I was away on vacation and did a ton of stuff so everything has been a bit of a mess. While I was away, @Aron_3763 worked on a bunch of features for the browser. We fixed a lot of bugs, added memory to the AI so it can remember things and put in ad blockers and custom wallpapers. I also added a button to copy links from the search bar, optimized the favorite websites section and media players on the homepage and ran some tests with AI to clean up the code and prevent lag. However right now we’re having some issues in the frontend. We’ve been using AI to help us understand some of the problems and fix bugs because it started acting super strange whenever we try to use the AI chat and sometimes it just won’t respond at all. We’ve been trying to solve this for so many hours now with no luck but we’re still grinding and trying to figure it out. I will show more later byeee!"}, {"post_id": 38119, "ts": "2026-07-31T10:26:32Z", "hours": 10.4014, "text": "Hello guys Lately I’ve been working on few design changes and adding new features to make the browsing experience much smoother. We added 2 new feature Tab groups: you can categorize and group your open tabs together to stay organized while browsing. Honestly implementing this was pretty tough. It kept glitching, doing unexpected things and completely messing up the UI but after a lot of debugging with the help of AI, I managed to understand the errors and learned a lot along the way. Quick access Favorites: we updated the main start page layout and moved favorites right to the top for instant access to your most important websites. @Aron_3763 is currently working on the AI assistant + AI memory to make our built-in assistant remember past context and feel much smarter. That’s all for now baii"}, {"post_id": 36042, "ts": "2026-07-27T21:19:41Z", "hours": 15.9719, "text": "Hey guys, back with another update! Lately we’ve been spending a lot of time working on the setup of the browser, the AI, and the design. We decided to split the work to get things done. Things got pretty hard and I kept getting a lot of errors that were breaking the code but after trying many times, I figured it out and fixed all the backend issues by myself. Meanwhile, @Aron_3763 is working on the frontend, fixing bugs there and making the design look great. That’s it, byeee!"}, {"post_id": 34326, "ts": "2026-07-24T22:46:05Z", "hours": 10.0811, "text": "Hello guys! In these three days, I have been debugging some files and adding some fixes to the code. I would say it was pretty tough, but I did it with a lot of effort. Also, I have been working on the backend for AI memory and improving the AI with new cool features such as tagging tab and file uploads which @Aron_3763 worked on. For the apps, we were working on Windows, but we wanted to make it cross-platform, so we used a virtual machine to install macOS. It was pretty hard, but I luckily made it possible to use and work on my project. I also made some improvements for macOS, and now we are making it perfect. For now, we made it compatible with macOS and Windows and soon we will test it on Linux to understand it better and try to make it compatible with all operating systems. We are also trying to optimize this browser and I would say it’s pretty overwhelming, but I am glad we are seeing some progress. Let us know what you think about this project. Thanks for your attention baii!"}, {"post_id": 32333, "ts": "2026-07-21T13:18:23Z", "hours": 9.0183, "text": "Hello everyone Over the past few days, @Aron_3763 and I have been trying to solve bugs and polish the UI. We focused on fixing the window dragging and styling the tabs, including making them draggable. The tabs took a lot of effort because we ran into some crashing issues but we finally solved it. We also had some issues with Git giving us errors while trying to share our files which slowed us down a bit. Yesterday I was working on importing a webview into the page to enable website navigation. The backend has been pretty hard. I’ve spent almost 5 hours on it and I’m still working on it. Meanwhile Aron is currently styling the AI window so we can integrate AI into our browser. That’s all for now. Baii guys take care"}, {"post_id": 30352, "ts": "2026-07-17T20:34:32Z", "hours": 10.7142, "text": "Hello everyone Yesterday and today my friend @Aron_3763 and I worked together at the library each day for 8h on a project. We planned to build a fast, secure and beautiful browser. We divided the tasks after deciding to collaborate on the files. I designed the front page while Aron continued working on the window controls. We saw some issues, especially with the UI and parts of the code that wouldn’t work. However, we resolved them using AI and supporting each other throughout the process. Later, we will find the issues of the window controls, refine the UI, and if possible begin to work on the backend.This project is new for us, since we’ve never done this one before. We’re already learning new languages like Svelte, collaborating, and discovering how to create applications.Thanks for reading this. Hope you’ll support us during the process and share your thoughts on how it looksBaiii"}]...
|
Title: Star Browser by @adri_3763 | Stardance
Dev Title: Star Browser by @adri_3763 | Stardance
Devlogs:
Hello everyone Yesterday and today my friend @Aron_3763 and I worked together at the library each day for 8h on a project. We planned to build a fast, secure and beautiful browser. We divided the tasks after deciding to collaborate on the files. I designed the front page while Aron continued working on the window controls. We saw some issues, especially with the UI and parts of the code that wouldn’t work. However, we resolved them using AI and supporting each other throughout the process. Later, we will find the issues of the window controls, refine the UI, and if possible begin to work on the backend.This project is new for us, since we’ve never done this one before. We’re already learning new languages like Svelte, collaborating, and discovering how to create applications.Thanks for reading this. Hope you’ll support us during the process and share your thoughts on how it looksBaiii
Hello everyone Over the past few days, @Aron_3763 and I have been trying to solve bugs and polish the UI. We focused on fixing the window dragging and styling the tabs, including making them draggable. The tabs took a lot of effort because we ran into some crashing issues but we finally solved it. We also had some issues with Git giving us errors while trying to share our files which slowed us down a bit. Yesterday I was working on importing a webview into the page to enable website navigation. The backend has been pretty hard. I’ve spent almost 5 hours on it and I’m still working on it. Meanwhile Aron is currently styling the AI window so we can integrate AI into our browser. That’s all for now. Baii guys take care
Hello guys! In these three days, I have been debugging some files and adding some fixes to the code. I would say it was pretty tough, but I did it with a lot of effort. Also, I have been working on the backend for AI memory and improving the AI with new cool features such as tagging tab and file uploads which @Aron_3763 worked on. For the apps, we were working on Windows, but we wanted to make it cross-platform, so we used a virtual machine to install macOS. It was pretty hard, but I luckily made it possible to use and work on my project. I also made some improvements for macOS, and now we are making it perfect. For now, we made it compatible with macOS and Windows and soon we will test it on Linux to understand it better and try to make it compatible with all operating systems. We are also trying to optimize this browser and I would say it’s pretty overwhelming, but I am glad we are seeing some progress. Let us know what you think about this project. Thanks for your attention baii!
Hey guys, back with another update! Lately we’ve been spending a lot of time working on the setup of the browser, the AI, and the design. We decided to split the work to get things done. Things got pretty hard and I kept getting a lot of errors that were breaking the code but after trying many times, I figured it out and fixed all the backend issues by myself. Meanwhile, @Aron_3763 is working on the frontend, fixing bugs there and making the design look great. That’s it, byeee!
Hello guys Lately I’ve been working on few design changes and adding new features to make the browsing experience much smoother. We added 2 new feature Tab groups: you can categorize and group your open tabs together to stay organized while browsing. Honestly implementing this was pretty tough. It kept glitching, doing unexpected things and completely messing up the UI but after a lot of debugging with the help of AI, I managed to understand the errors and learned a lot along the way. Quick access Favorites: we updated the main start page layout and moved favorites right to the top for instant access to your most important websites. @Aron_3763 is currently working on the AI assistant + AI memory to make our built-in assistant remember past context and feel much smarter. That’s all for now baii
Hey guys sorry I haven’t updated you for a while, I was away on vacation and did a ton of stuff so everything has been a bit of a mess. While I was away, @Aron_3763 worked on a bunch of features for the browser. We fixed a lot of bugs, added memory to the AI so it can remember things and put in ad blockers and custom wallpapers. I also added a button to copy links from the search bar, optimized the favorite websites section and media players on the homepage and ran some tests with AI to clean up the code and prevent lag. However right now we’re having some issues in the frontend. We’ve been using AI to help us understand some of the problems and fix bugs because it started acting super strange whenever we try to use the AI chat and sometimes it just won’t respond at all. We’ve been trying to solve this for so many hours now with no luck but we’re still grinding and trying to figure it out. I will show more later byeee!
Hello guys, We’ve been trying to fix some bugs and we still have some issues with it We are trying to fix it and find the reason. Meanwhile Aron is trying to help me find out some issues too with me and testing and moral support hahah 😭 We’re still trying to find the bugs and I hope soon I will be able to ship it so y’all can try it. fun fact: we added this silly cat drooling working that represent us working on this project hahaha Hope you have a great day Byee
Hello guys, we are almost done catching the bugs and fixing them. @Aron_3763 and I are doing some refinements on the code and optimizing it and in a few hours we will ship it.Hope y’all have a wonderful day.Bye bye
Hey everyone, we finally made it. We did round of testing, fixed the last remaining issues and made some improvements. The App is almost ready to submit. We put a lot of effort into this build and we really hope you all enjoy it. Let us know what you think.
Hello, @Aron_3763 and I fixed some bugs on Linux and made some improvements after a week of trying to test on virtual machines. It was pretty hard testing because the virtual machines sometimes took so long to load and create the app and we had some difficulties trying to fix the bugs. Plus we took a while because we had some stuff going on in our lives apparently but we hope y’all will like this browser and we’re glad it’s working now. Let us know what you think of this project, we would love to hear your feedback on it. That’s all for today soon we will upload the app. Byee!
Ships:
I built a ligthweight and a beutiful browser with AI integrated. It was pretty easy at first but then some bugs started to appear and we had to work hard to fix them with some help of AI. I’m proud that I pulled off such a big project especially with my friend @Aron_3763 I’m so glad we finished it after all difficulties and stress. Try out the AI chat integrated into this browser and AI Memory. Let us know what you think of the project or if you have any feedback to give us....
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1793324984.1514885
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1793411384.1514885
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41454
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My awesome macropad! by @Gravity | Stardance
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Gravity
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @Gravity | Stardanc Title: My awesome macropad! by @Gravity | Stardance...
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1792806584.72014
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1793411384.72014
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41455
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UAV drone by @Parth_1234 | Stardance
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Parth_1234
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0
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0.0
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0
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[]
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[]
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Title: UAV drone by @Parth_1234 | Stardance
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1792806585.5836775
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1793411385.5836775
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41457
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My first slack bot! by @seerkinglover | Stardance
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seerkinglover
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0
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0.0
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0
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[]
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[]
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Title: My first slack bot! by @seerkinglover | Sta Title: My first slack bot! by @seerkinglover | Stardance...
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1792806586.4545622
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1793411386.4545622
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41458
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My own website by @Somda | Stardance
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Somda
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0
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0.0
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0
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[]
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[]
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Title: My own website by @Somda | Stardance
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1792806587.3014376
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1793411387.3014376
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35980
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My personal site! by @Shreiyaan_Parin_Shah | Stard My personal site! by @Shreiyaan_Parin_Shah | Stardance...
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Shreiyaan_Parin_Shah
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2
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16.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-29T02:18:45Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a website where I share my personal information and and everything about me. The most challenging part of the website was to get the layout correct. But after a lot of hard work and hours of grinding, I finally did it. I included a lot of cool and funny features in this website. Very glad looking at how it has turned out to be. I learned HTML and CSS from w3schools.", "repo": "https://github.com/Shreiyaan/my-personal-website", "demo": "https://shreiyaan.github.io/my-personal-website/"}, {"ship_num": 2, "ts": "2026-07-28T07:29:15Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a personal site that contains information about me, my projects that I will add soon and my achievements as well. The part that was actually challenging was getting the code correct and not messing up the color, font, style and everything else included. But finally, I am proud of it’s outcome. This is my first project and I am excited to do more.", "repo": "https://github.com/Shreiyaan/my-personal-website", "demo": "https://shreiyaan.github.io/my-personal-website/"}]...
|
[{"post_id": 84044, "ts": "202 [{"post_id": 84044, "ts": "2026-10-29T02:13:54Z", "hours": 0.2992, "text": "Finally, done with my website. Very happy to see how it turned out to be!"}, {"post_id": 81714, "ts": "2026-10-22T06:05:28Z", "hours": 0.8228, "text": "I added more uniqueness to my website and here is the outcome. This is my completely personalized website."}, {"post_id": 81700, "ts": "2026-10-22T04:20:52Z", "hours": 3.46, "text": "As mentioned before, there are always corrections to make. So this time, i thought, why not start the entire thing once again from scratch. This is my progress so far. I am a huge fan of Thor, hence the background. The website is not done yet. Have to make a lot of changes and also, have to bring in some of my pictures! I am trying to make it as unique as possible. Yet have to work on it."}, {"post_id": 76364, "ts": "2026-10-03T09:54:47Z", "hours": 4.3561, "text": "I had spent hours behind my previous website, but naturally, there are always more corrections to make. But this time, it wasn’t only a correction. It was s restructure. A complete transformation. I have completed changed the outlook of my personal website, and I just have to make a few more edits before it can go live. Excited on how it is coming out to be!!!"}, {"post_id": 36253, "ts": "2026-07-28T07:20:36Z", "hours": 2.105, "text": "Hello everyone! The site is finally completely finished and all the features are finally working. When I first started working on this for Hack Club, I honestly wasn’t sure how it was going to turn out, but I’m super proud of the final result. Getting everything from a blank screen to a fully working, polished website took way more trial and error than expected, especially trying to get the styling and code structure right without it becoming a total mess. But after grinding through the bugs and finishing up the last few details, it’s finally ready to ship."}, {"post_id": 31794, "ts": "2026-07-20T13:54:17Z", "hours": 5.3539, "text": "After immense hard work and grinding - here is my personal site. This is a culmination of tremendous hours of coding and learning. However intense the hardwork, this process truly taught me a lot. Looking forward for more"}]...
|
Title: My personal site! by @Shreiyaan_Parin_Shah Title: My personal site! by @Shreiyaan_Parin_Shah | Stardance
Devlogs:
After immense hard work and grinding - here is my personal site. This is a culmination of tremendous hours of coding and learning. However intense the hardwork, this process truly taught me a lot. Looking forward for more
Hello everyone! The site is finally completely finished and all the features are finally working. When I first started working on this for Hack Club, I honestly wasn’t sure how it was going to turn out, but I’m super proud of the final result. Getting everything from a blank screen to a fully working, polished website took way more trial and error than expected, especially trying to get the styling and code structure right without it becoming a total mess. But after grinding through the bugs and finishing up the last few details, it’s finally ready to ship.
I had spent hours behind my previous website, but naturally, there are always more corrections to make. But this time, it wasn’t only a correction. It was s restructure. A complete transformation. I have completed changed the outlook of my personal website, and I just have to make a few more edits before it can go live. Excited on how it is coming out to be!!!
As mentioned before, there are always corrections to make. So this time, i thought, why not start the entire thing once again from scratch. This is my progress so far. I am a huge fan of Thor, hence the background. The website is not done yet. Have to make a lot of changes and also, have to bring in some of my pictures! I am trying to make it as unique as possible. Yet have to work on it.
I added more uniqueness to my website and here is the outcome. This is my completely personalized website.
Finally, done with my website. Very happy to see how it turned out to be!
Ships:
I made a personal site that contains information about me, my projects that I will add soon and my achievements as well. The part that was actually challenging was getting the code correct and not messing up the color, font, style and everything else included. But finally, I am proud of it’s outcome. This is my first project and I am excited to do more.
I made a website where I share my personal information and and everything about me. The most challenging part of the website was to get the layout correct. But after a lot of hard work and hours of grinding, I finally did it. I included a lot of cool and funny features in this website. Very glad looking at how it has turned out to be. I learned HTML and CSS from w3schools....
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1793324987.3735628
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1793411387.3735628
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41461
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My awesome macropad! by @harini0317 | Stardance
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harini0317
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @harini0317 | Stard Title: My awesome macropad! by @harini0317 | Stardance...
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1792806588.1596487
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1793411388.1596487
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41462
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My first slack bot! by @rakeshbist505 | Stardance
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rakeshbist505
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0
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0.0
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0
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[]
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[]
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Title: My first slack bot! by @rakeshbist505 | Sta Title: My first slack bot! by @rakeshbist505 | Stardance...
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1792806588.990321
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1793411388.990321
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41463
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My first slack bot! by @Anagha | Stardance
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Anagha
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0
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0.0
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0
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[]
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[]
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Title: My first slack bot! by @Anagha | Stardance
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1792806589.8207119
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1793411389.8207119
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41464
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My first slack bot! by @AnshuRoy | Stardance
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AnshuRoy
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0
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0.0
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0
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[]
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[]
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Title: My first slack bot! by @AnshuRoy | Stardanc Title: My first slack bot! by @AnshuRoy | Stardance...
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1792806590.6842113
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1793411390.6842113
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41465
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My own site! by @hirani_dras11 | Stardance
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hirani_dras11
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0
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0.0
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0
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[]
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[]
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Title: My own site! by @hirani_dras11 | Stardance
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1792806591.5346482
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1793411391.5346482
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41468
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Login System Using php by @AnshuRoy | Stardance
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AnshuRoy
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0
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1.77
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0
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[]
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[{"post_id": 36973, "ts": "202 [{"post_id": 36973, "ts": "2026-07-29T12:26:05Z", "hours": 1.77, "text": "WHO SAID PHP IS OLD"}]...
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Title: Login System Using php by @AnshuRoy | Stard Title: Login System Using php by @AnshuRoy | Stardance
Devlogs:
WHO SAID PHP IS OLD...
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1792806592.3836446
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1793411392.3836446
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41469
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My own site! by @SifenFitsum | Stardance
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SifenFitsum
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0
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0.0
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0
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[]
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[]
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Title: My own site! by @SifenFitsum | Stardance
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1792806593.245159
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1793411393.245159
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41471
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Pico matrix by @hanzs | Stardance
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hanzs
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0
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0.0
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0
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[]
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[]
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Title: Pico matrix by @hanzs | Stardance
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1792806594.1049418
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1793411394.1049418
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41472
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Cosmic radio telescope by @Sohrab_space | Stardanc Cosmic radio telescope by @Sohrab_space | Stardance...
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Sohrab_space
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0
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0.0
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0
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[]
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[]
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Title: Cosmic radio telescope by @Sohrab_space | S Title: Cosmic radio telescope by @Sohrab_space | Stardance...
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1792806594.9669979
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1793411394.9669979
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37990
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My own site! by @Charfol | Stardance
|
Charfol
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2
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14.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-14T20:49:43Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my own personal site! It was my learning experience for html and css. The site consists of 2 pages which are an about me and a portfolio. Most of my time making this website was spent on my about me, where I spent time making the sticky notes work properly and look realistic. I’m proud of how it looks; although some organization in the code and github could be better.", "repo": "https://github.com/Charfoal/Personal-Site-2.0", "demo": "https://charfoal.github.io/Sticky-Notes/"}, {"ship_num": 2, "ts": "2026-07-31T19:51:42Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my own site! My first time working with HTML, I made this. My largest struggle was with getting the pages to work, as it was my first time working with Github pages too. It was pretty fun to make!", "repo": "https://github.com/Charfoal/Personal-Site-2.0", "demo": "https://charfoal.github.io/Sticky-Notes/"}]...
|
[{"post_id": 47153, "ts": "202 [{"post_id": 47153, "ts": "2026-08-14T20:45:22Z", "hours": 1.5047, "text": "Finished the portfolio page and added the links for the navbar. I got the repositories working (though not in the best way) and am finally shipping my site."}, {"post_id": 46107, "ts": "2026-08-13T02:58:19Z", "hours": 10.2817, "text": "I spent a couple hours making a sticky notes platform. It took me a while, as I was learning html and css for the first time along with it. I am not attaching a test as I will post everything at once, because, due to my ship getting rejected, I decided to redo it all and make it my best work, so I will also have to post my new GitHub repository."}, {"post_id": 38344, "ts": "2026-07-31T17:59:40Z", "hours": 2.3247, "text": "I added multiple pages to my personal site! I spent a while trying to make multiple pages work. I finally got it working by using multiple repos to have the pages for all the sites. The repository that I have attached has all of the code for all the pages."}]...
|
Title: My own site! by @Charfol | Stardance
Devlo Title: My own site! by @Charfol | Stardance
Devlogs:
I added multiple pages to my personal site! I spent a while trying to make multiple pages work. I finally got it working by using multiple repos to have the pages for all the sites. The repository that I have attached has all of the code for all the pages.
I spent a couple hours making a sticky notes platform. It took me a while, as I was learning html and css for the first time along with it. I am not attaching a test as I will post everything at once, because, due to my ship getting rejected, I decided to redo it all and make it my best work, so I will also have to post my new GitHub repository.
Finished the portfolio page and added the links for the navbar. I got the repositories working (though not in the best way) and am finally shipping my site.
Ships:
I made my own site! My first time working with HTML, I made this. My largest struggle was with getting the pages to work, as it was my first time working with Github pages too. It was pretty fun to make!
I made my own personal site! It was my learning experience for html and css. The site consists of 2 pages which are an about me and a portfolio. Most of my time making this website was spent on my about me, where I spent time making the sticky notes work properly and look realistic. I’m proud of how it looks; although some organization in the code and github could be better....
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1793324995.3274703
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1793411395.3274703
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41473
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My awesome macropad! by @Matyk | Stardance
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Matyk
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @Matyk | Stardance
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1792806596.0214345
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1793411396.0214345
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41474
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Packet Scraper by @vaito | Stardance
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vaito
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0
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4.74
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0
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[]
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[{"post_id": 37568, "ts": "202 [{"post_id": 37568, "ts": "2026-07-30T11:56:03Z", "hours": 0.7631, "text": "Got the output"}, {"post_id": 37041, "ts": "2026-07-29T14:43:24Z", "hours": 0.7878, "text": "Got the type parsing"}, {"post_id": 36985, "ts": "2026-07-29T12:49:25Z", "hours": 3.1939, "text": "I making this project in order to support my main project is MineJS. It now be able to get the packet list and the structure My remaining j*bs are: Parsing the structure into JSON file that my lib can understand … (No idea atm)"}]...
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Title: Packet Scraper by @vaito | Stardance
Devlo Title: Packet Scraper by @vaito | Stardance
Devlogs:
I making this project in order to support my main project is MineJS. It now be able to get the packet list and the structure My remaining j*bs are: Parsing the structure into JSON file that my lib can understand … (No idea atm)
Got the type parsing
Got the output...
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1792806597.1929033
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1793411397.1929033
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