|
9808
|
aero-deuce by @zemu | Stardance
|
zemu
|
1
|
10.0
|
174
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-08T02:18:32Z", "hours": 10.0, "multiplier": 17.74, "payout": 174, "blessing": "neutral", "text": "I made Aero-Deuce, a 12-billion parameter AI language model that runs locally on consumer hardware. It’s an instruction-following chatbot fine-tuned and post-trained from Google’s Gemma 4 12B using a technique called QLoRA with the Muon optimizer. It’s a relatively new approach that applies matrix orthogonalization to keep the training efficient. The whole model was trained on 30,000 instruction-following examples across 2,000 steps, going from a loss of 3.82 down to 0.57. The final model is exported in three formats: a GGUF file (~7GB) that works with anything supporting llama.cpp (LM Studio, Ollama, GPT4All), an MLX version optimized for Apple Silicon, and the raw LoRA adapter for anyone who wants to merge it or fine-tune further. I also built a live API endpoint on Modal with streaming support, so anyone can chat with it through a web interface. It's named \"Aero-Deuce\" because deuce means two, and this is my second attempt at LLMs, my first being a 300m custom model with some weird architecture, and I didn't have the funds to get that one off the ground. The most challenging part was the training pipeline itself. I started on Modal with spot GPUs, which meant my training kept getting preempted. I had to build robust checkpoint resumption just to survive it. Then I switched to Lightning AI for the second half. The base model uses a \"unified\" architecture (gemma4_unified) that most tooling didn't support — PEFT didn't recognize it, MLX couldn't run it, so I had to manually strip multimodal weights, rename parameter keys, and patch configs to make it work everywhere. Exporting to GGUF required building llama.cpp from source. The HuggingFace uploads stalled repeatedly. There were a lot of nights where nothing worked and I had to dig through error logs at 2am. I'm proud that it actually works end to end. A 12B model that you can download as a single 7GB file and run on a MacBook Air — that's real. The training converged well, the model follows instructions properly, it identifies itself as Aero-Deuce instead of claiming to be Gemma. I built the entire pipeline from scratch: data loading with loss masking, the Muon optimizer implementation, dual-optimizer parameter partitioning, checkpoint resumption, the export pipeline, and the inference API. It's not a notebook tutorial — it's a real system. To test it: go to the live demo at https://aero-deuce-lander.vercel.app, or download the GGUF from huggingface.co/ZeZZm/aero-deuce-GGUF and open it in LM Studio or GPT4All. If you're on a Mac, you can run pip install mlx-lm and use python -m mlx_lm.generate --model ZeZZm/aero-deuce-MLX --prompt \"anything\". The code is at github.com/Ryz3nPlayZ/aero-deuce. Everything is Apache 2.0. Thanks!", "repo": "https://github.com/Ryz3nPlayZ/aero-deuce", "demo": "https://aero-deuce-lander.vercel.app/"}]...
|
[{"post_id": 4671, "ts": "2026 [{"post_id": 4671, "ts": "2026-06-08T02:15:16Z", "hours": 0.3186, "text": "finished landing page"}, {"post_id": 4650, "ts": "2026-06-08T01:48:45Z", "hours": 2.0606, "text": "adapter, gguf, and mlx (q4) all on huggingface I made a simple landing page hosted custom inference endpoint (might not work very well because im broke) should be able to run through services like Ollama and llama.cpp locally"}, {"post_id": 4501, "ts": "2026-06-07T20:43:42Z", "hours": 3.5564, "text": "I made a custom AI model called Aero-Deuce. it’s based on Google’s Gemma 4 12B, but we fine-tuned/post-trained it using a technique called QLoRA with a custom optimizer called Muon. the idea was to make a small, efficient instruction-following model that runs locally on consumer hardware. we trained it on 30,000 instruction-following examples for 2,000 steps. the training loss dropped from 3.82 to 0.57. it runs at about 14-16 tokens per second on a MacBook Air M5. the model is exported in three formats: a raw LoRA adapter (for merging with the base model), a GGUF file (runs in llama.cpp, LM Studio, Ollama, etc.), and an MLX version (optimized for Apple Silicon). all three will be on HuggingFace soon. the code is on GitHub. still need to benchmark it against the base model and submit it to the HuggingFace leaderboard. code: github.com/Ryz3nPlayZ/aero-deuce adapter: huggingface.co/ZeZZm/aero-deuce gguf: huggingface.co/ZeZZm/aero-deuce-GGUF mlx: huggingface.co/ZeZZm/aero-deuce-MLX"}, {"post_id": 3750, "ts": "2026-06-06T19:59:48Z", "hours": 3.9292, "text": "45% of the way done with test post training run but im already broke"}]...
|
Title: aero-deuce by @zemu | Stardance
Devlogs:
4 Title: aero-deuce by @zemu | Stardance
Devlogs:
45% of the way done with test post training run but im already broke
I made a custom AI model called Aero-Deuce. it’s based on Google’s Gemma 4 12B, but we fine-tuned/post-trained it using a technique called QLoRA with a custom optimizer called Muon. the idea was to make a small, efficient instruction-following model that runs locally on consumer hardware. we trained it on 30,000 instruction-following examples for 2,000 steps. the training loss dropped from 3.82 to 0.57. it runs at about 14-16 tokens per second on a MacBook Air M5. the model is exported in three formats: a raw LoRA adapter (for merging with the base model), a GGUF file (runs in llama.cpp, LM Studio, Ollama, etc.), and an MLX version (optimized for Apple Silicon). all three will be on HuggingFace soon. the code is on GitHub. still need to benchmark it against the base model and submit it to the HuggingFace leaderboard. code: github.com/Ryz3nPlayZ/aero-deuce adapter: huggingface.co/ZeZZm/aero-deuce gguf: huggingface.co/ZeZZm/aero-deuce-GGUF mlx: huggingface.co/ZeZZm/aero-deuce-MLX
adapter, gguf, and mlx (q4) all on huggingface I made a simple landing page hosted custom inference endpoint (might not work very well because im broke) should be able to run through services like Ollama and llama.cpp locally
finished landing page
Ships:
I made Aero-Deuce, a 12-billion parameter AI language model that runs locally on consumer hardware. It’s an instruction-following chatbot fine-tuned and post-trained from Google’s Gemma 4 12B using a technique called QLoRA with the Muon optimizer. It’s a relatively new approach that applies matrix orthogonalization to keep the training efficient. The whole model was trained on 30,000 instruction-following examples across 2,000 steps, going from a loss of 3.82 down to 0.57. The final model is exported in three formats: a GGUF file (~7GB) that works with anything supporting llama.cpp (LM Studio, Ollama, GPT4All), an MLX version optimized for Apple Silicon, and the raw LoRA adapter for anyone who wants to merge it or fine-tune further. I also built a live API endpoint on Modal with streaming support, so anyone can chat with it through a web interface. It's named "Aero-Deuce" because deuce means two, and this is my second attempt at LLMs, my first being a 300m custom model with some weird architecture, and I didn't have the funds to get that one off the ground. The most challenging part was the training pipeline itself. I started on Modal with spot GPUs, which meant my training kept getting preempted. I had to build robust checkpoint resumption just to survive it. Then I switched to Lightning AI for the second half. The base model uses a "unified" architecture (gemma4_unified) that most tooling didn't support — PEFT didn't recognize it, MLX couldn't run it, so I had to manually strip multimodal weights, rename parameter keys, and patch configs to make it work everywhere. Exporting to GGUF required building llama.cpp from source. The HuggingFace uploads stalled repeatedly. There were a lot of nights where nothing worked and I had to dig through error logs at 2am. I'm proud that it actually works end to end. A 12B model that you can download as a single 7GB file and run on a MacBook Air — that's real. The training converged well, the model follows instructions properly, it identifies itself as Aero-Deuce instead of claiming to be Gemma. I built the entire pipeline from scratch: data loading with loss masking, the Muon optimizer implementation, dual-optimizer parameter partitioning, checkpoint resumption, the export pipeline, and the inference API. It's not a notebook tutorial — it's a real system. To test it: go to the live demo at https://aero-deuce-lander.vercel.app, or download the GGUF from huggingface.co/ZeZZm/aero-deuce-GGUF and open it in LM Studio or GPT4All. If you're on a Mac, you can run pip install mlx-lm and use python -m mlx_lm.generate --model ZeZZm/aero-deuce-MLX --prompt "anything". The code is at github.com/Ryz3nPlayZ/aero-deuce. Everything is Apache 2.0. Thanks!...
|
1793526578.1593149
|
1793612978.1593149
|
|
25375
|
My awesome macropad! by @ejo | Stardance
|
ejo
|
0
|
21.91
|
0
|
[]
|
[{"post_id": 73188, "ts": "202 [{"post_id": 73188, "ts": "2026-09-24T15:35:40Z", "hours": 3.5967, "text": "cad is done"}, {"post_id": 72341, "ts": "2026-09-22T18:18:50Z", "hours": 18.3119, "text": "man i didnt knww, i need to post devlog each 10h , i lost 8 hrsss"}]...
|
Title: My awesome macropad! by @ejo | Stardance
D Title: My awesome macropad! by @ejo | Stardance
Devlogs:
man i didnt knww, i need to post devlog each 10h , i lost 8 hrsss
cad is done...
|
1792748979.972662
|
1793612979.972662
|
|
22763
|
My very own WebOS by @sandeep | Stardance
|
sandeep
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-20T20:45:14Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Mountain OS is a custom website that looks and works just like a computer desktop. It was built from scratch using HTML, CSS, and JavaScript. Here is what you can do inside it: Move Windows: You can drag multiple see-through (“glass-style”) windows around your screen. Use Apps: It has a drawing paint app and a classic Snake game. Run Commands: You can type text commands into a terminal to see system details or cool visual effects. Chat with AI: It has a built-in AI helper powered by the Groq API. No Password Needed: Just click the arrow on the lock screen to enter and explore. Key Highlights The Hardest Challenge: Getting the windows to drag smoothly on every web browser. The fix was using code that tracks the exact pixel position (getBoundingClientRect) and locking the window placement (position: fixed). Best Features: The built-in AI assistant and a custom audio tool that plays a musical chord right when the system turns on.", "repo": "https://github.com/sandeepkurma9876-del/walky", "demo": "https://sandeepkurma9876-del.github.io/walky/"}]...
|
[{"post_id": 12742, "ts": "202 [{"post_id": 12742, "ts": "2026-06-20T20:38:17Z", "hours": 0.3075, "text": "Completely changed to the themes, debugged the entire thing. Added a new AI window to learn more about the OS. Powered by GROQ"}, {"post_id": 12638, "ts": "2026-06-20T17:20:46Z", "hours": 0.465, "text": "I completely changed it from a basic, boring theme into something creatively themed, such as a mountain with multiple different themes, and a sleeker look similar to Apple’s Mac-looking browser tabs."}, {"post_id": 12604, "ts": "2026-06-20T16:21:24Z", "hours": 2.7117, "text": "I made the theme in essential elements, but I’m currently working on changing the theme from something modern to something more scenic and changing the name from walky os to Mountain OS, make it more mountain-themed and put nice scenic images."}]...
|
Title: My very own WebOS by @sandeep | Stardance
Title: My very own WebOS by @sandeep | Stardance
Devlogs:
I made the theme in essential elements, but I’m currently working on changing the theme from something modern to something more scenic and changing the name from walky os to Mountain OS, make it more mountain-themed and put nice scenic images.
I completely changed it from a basic, boring theme into something creatively themed, such as a mountain with multiple different themes, and a sleeker look similar to Apple’s Mac-looking browser tabs.
Completely changed to the themes, debugged the entire thing. Added a new AI window to learn more about the OS. Powered by GROQ
Ships:
Mountain OS is a custom website that looks and works just like a computer desktop. It was built from scratch using HTML, CSS, and JavaScript. Here is what you can do inside it: Move Windows: You can drag multiple see-through (“glass-style”) windows around your screen. Use Apps: It has a drawing paint app and a classic Snake game. Run Commands: You can type text commands into a terminal to see system details or cool visual effects. Chat with AI: It has a built-in AI helper powered by the Groq API. No Password Needed: Just click the arrow on the lock screen to enter and explore. Key Highlights The Hardest Challenge: Getting the windows to drag smoothly on every web browser. The fix was using code that tracks the exact pixel position (getBoundingClientRect) and locking the window placement (position: fixed). Best Features: The built-in AI assistant and a custom audio tool that plays a musical chord right when the system turns on....
|
1793526582.085406
|
1793612982.085406
|
|
16768
|
Ellery AI by @Ishaan_Jha | Stardance
|
Ishaan_Jha
|
1
|
27.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-29T04:55:09Z", "hours": 27.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Ellery is being shipped. I spent the last stretch cleaning up the codebase, removing unused features, tightening the documentation, and making the reasoning behind each finding easier to verify. The goal was never just to make charts. It’s to help people understand what their data actually says, and trace every conclusion back to its evidence. The goal is to simplify the messy data.", "repo": "https://github.com/IJai-code/storydata-ai", "demo": "https://ijai-code.github.io/storydata-ai/"}]...
|
[{"post_id": 72498, "ts": "202 [{"post_id": 72498, "ts": "2026-09-23T02:34:51Z", "hours": 2.2061, "text": "Cleaned up the site, fixed some very minor bugs, but the core of the site is set in stone. As stardance wraps up I want to make final minor tweaks, let claude scan through to find any bugs (dw i am under 30 percent ai, i just spent more than 30 percent of time on it with ai, but the code itself is def written more by me.) ready to ship soon –– also kept a changelog, so it has its own mini devlog list within. btw it will prob be in early access when shipped because i dont think it is at the level where it is worthy of a cost/payment, not even close, but it isn’t a bad app itself… i hope :)"}, {"post_id": 41175, "ts": "2026-08-05T06:40:12Z", "hours": 7.5186, "text": "Devlog - how I accidentally almost shipped a lie detector that couldn’t detect lies: So Ellery already told you what was true about your data. Findings, plain English, click one and it peels open down to the exact rows. Nice. The problem was how it did that.Every finding carried a loose bag of numbers called evidence. And then, three separate times, a file called pull.js squinted at that bag and tried to reverse-engineer what the detector had been thinking. Three parallel switch (detector) statements. One to figure out which rows mattered, one to write the explanation sentence, one to write the derivation. Add a detector, edit four files, pray. Worst part: to figure out which rows a finding covered, pull.js re-ran the detector’s filter from scratch. Two copies of the same logic, living in different files, free to disagree. The finding says “3 records are low on stock,” the highlight lights up 4, and nobody notices for six months.The fix, and the part where I was wrongReplace the bag of numbers with an actual graph. Each finding now carries the computation that made it - max over a column, count over classified statuses - as nodes that hash to their own content, bottoming out at fingerprinted cells.I’d designed the graph nodes to include their computed value in their identity. Claude pushed back: separate identity from evaluation. The node names the computation; the value is what you get when you run it against data. Fine, sure, whatever - except it turns out that’s the entire ballgame, because now you get two fingerprints. One for the reasoning, one for the reasoning-applied-to-this-data. Which means the app can now tell you “your numbers changed but the logic didn’t” versus “the logic itself moved.” That’s a genuinely different product capability and it fell out of a definition change.Second thing I got wrong: I’d let the graph carry rowIndices. Row indices! In the evidence layer! That’s render state wearing a trenchcoat. Now it carries a witness - records addressed by content fingerprint - and the renderer figures out where they currently sit. Also, a haunting: Spent a solid while convinced the trace had 1,200px of unreachable content. Built a control experiment. Scrolling was fine. The real culprit was scroll-behavior: smooth - I was setting the scroll position and reading it back mid-animation, watching it clamp at 61.5px, and concluding the layout was broken. There was no bug. I nearly “fixed” a phantom. Small indignity: While all this was happening we discovered npm run lint was pointed at public/js, a directory that hasn’t existed since the frontend moved to the repo root. It had been linting nothing. For a while. Repointed it, and it immediately snitched on a pile of dead imports. Shipped: the derivation graph, two-fingerprint identity, a verify button that can actually say no, golden tests over the whole truth path, and a linter that lints. Deleted: more than I added, where it counted."}, {"post_id": 31658, "ts": "2026-07-20T07:33:01Z", "hours": 5.3633, "text": "Devlog #3 - Making the app more open and dynamic: I am working on making the app feel less claustrophobic, adding/updating engines like the research engine, and making the UI more professional and multipage. Not commited and running yet, but almost there."}, {"post_id": 24484, "ts": "2026-07-08T01:49:29Z", "hours": 3.9758, "text": "Ellery Devlog #2 - This time wasn’t about adding new features. Instead, I spent the time refining Ellery from the ground up. I removed over 600 lines of UI code, simplified the interface, rewrote much of the copy, and cut away anything that distracted from the actual purpose of the product. The biggest lesson I’ve learned so far is that good software isn’t just about what you build, but it’s also about what you’re willing to remove. Every animation, button, label, and panel has to earn its place. Ellery feels much calmer now. The interface gets out of the way, and the focus stays where it should: understanding your data. Next up is a new demo video, and after that I’ll be taking on the first Stardance software challenge by building my own web operating system."}, {"post_id": 16019, "ts": "2026-06-26T00:27:08Z", "hours": 8.2911, "text": "Ellery AI - Devlog #1 I kept watching people open a spreadsheet, stare at it, and just… give up. The story was in there. They just couldn’t see it. So I started building Ellery to fix that. Honestly, I started where everyone starts: AI that summarizes your data. But I never trusted it. The summary sounded confident, changed every time I asked, and I could never tell if it was actually true. That’s useless if you’re about to put it in front of your boss.So I went visual instead - timelines, rank boards, an insight map. They looked great. But a pretty chart still makes you do the thinking. I’d basically built a nicer haystack.The thing that actually clicked was the Discovery Engine. Before anything gets drawn, Ellery reads your data and pulls out what matters - top items, outliers, what’s out of stock - as plain findings, each one traceable back to the exact rows it came from. No model, no guessing. Same data, same answers, every time.That changed everything downstream. Now the visualizations explain themselves, and you can export the whole thing to a slide in one click.Next up: turning those findings into recommendations, then a real narrative - and pointing it at NASA telemetry to see if it holds up beyond retail.It’s early, and I’m building it in the open. Follow along if that sounds like your kind of thing."}]...
|
Title: Ellery AI by @Ishaan_Jha | Stardance
Devlo Title: Ellery AI by @Ishaan_Jha | Stardance
Devlogs:
Ellery AI - Devlog #1 I kept watching people open a spreadsheet, stare at it, and just… give up. The story was in there. They just couldn’t see it. So I started building Ellery to fix that. Honestly, I started where everyone starts: AI that summarizes your data. But I never trusted it. The summary sounded confident, changed every time I asked, and I could never tell if it was actually true. That’s useless if you’re about to put it in front of your boss.So I went visual instead - timelines, rank boards, an insight map. They looked great. But a pretty chart still makes you do the thinking. I’d basically built a nicer haystack.The thing that actually clicked was the Discovery Engine. Before anything gets drawn, Ellery reads your data and pulls out what matters - top items, outliers, what’s out of stock - as plain findings, each one traceable back to the exact rows it came from. No model, no guessing. Same data, same answers, every time.That changed everything downstream. Now the visualizations explain themselves, and you can export the whole thing to a slide in one click.Next up: turning those findings into recommendations, then a real narrative - and pointing it at NASA telemetry to see if it holds up beyond retail.It’s early, and I’m building it in the open. Follow along if that sounds like your kind of thing.
Ellery Devlog #2 - This time wasn’t about adding new features. Instead, I spent the time refining Ellery from the ground up. I removed over 600 lines of UI code, simplified the interface, rewrote much of the copy, and cut away anything that distracted from the actual purpose of the product. The biggest lesson I’ve learned so far is that good software isn’t just about what you build, but it’s also about what you’re willing to remove. Every animation, button, label, and panel has to earn its place. Ellery feels much calmer now. The interface gets out of the way, and the focus stays where it should: understanding your data. Next up is a new demo video, and after that I’ll be taking on the first Stardance software challenge by building my own web operating system.
Devlog #3 - Making the app more open and dynamic: I am working on making the app feel less claustrophobic, adding/updating engines like the research engine, and making the UI more professional and multipage. Not commited and running yet, but almost there.
Devlog - how I accidentally almost shipped a lie detector that couldn’t detect lies: So Ellery already told you what was true about your data. Findings, plain English, click one and it peels open down to the exact rows. Nice. The problem was how it did that.Every finding carried a loose bag of numbers called evidence. And then, three separate times, a file called pull.js squinted at that bag and tried to reverse-engineer what the detector had been thinking. Three parallel switch (detector) statements. One to figure out which rows mattered, one to write the explanation sentence, one to write the derivation. Add a detector, edit four files, pray. Worst part: to figure out which rows a finding covered, pull.js re-ran the detector’s filter from scratch. Two copies of the same logic, living in different files, free to disagree. The finding says “3 records are low on stock,” the highlight lights up 4, and nobody notices for six months.The fix, and the part where I was wrongReplace the bag of numbers with an actual graph. Each finding now carries the computation that made it - max over a column, count over classified statuses - as nodes that hash to their own content, bottoming out at fingerprinted cells.I’d designed the graph nodes to include their computed value in their identity. Claude pushed back: separate identity from evaluation. The node names the computation; the value is what you get when you run it against data. Fine, sure, whatever - except it turns out that’s the entire ballgame, because now you get two fingerprints. One for the reasoning, one for the reasoning-applied-to-this-data. Which means the app can now tell you “your numbers changed but the logic didn’t” versus “the logic itself moved.” That’s a genuinely different product capability and it fell out of a definition change.Second thing I got wrong: I’d let the graph carry rowIndices. Row indices! In the evidence layer! That’s render state wearing a trenchcoat. Now it carries a witness - records addressed by content fingerprint - and the renderer figures out where they currently sit. Also, a haunting: Spent a solid while convinced the trace had 1,200px of unreachable content. Built a control experiment. Scrolling was fine. The real culprit was scroll-behavior: smooth - I was setting the scroll position and reading it back mid-animation, watching it clamp at 61.5px, and concluding the layout was broken. There was no bug. I nearly “fixed” a phantom. Small indignity: While all this was happening we discovered npm run lint was pointed at public/js, a directory that hasn’t existed since the frontend moved to the repo root. It had been linting nothing. For a while. Repointed it, and it immediately snitched on a pile of dead imports. Shipped: the derivation graph, two-fingerprint identity, a verify button that can actually say no, golden tests over the whole truth path, and a linter that lints. Deleted: more than I added, where it counted.
Cleaned up the site, fixed some very minor bugs, but the core of the site is set in stone. As stardance wraps up I want to make final minor tweaks, let claude scan through to find any bugs (dw i am under 30 percent ai, i just spent more than 30 percent of time on it with ai, but the code itself is def written more by me.) ready to ship soon –– also kept a changelog, so it has its own mini devlog list within. btw it will prob be in early access when shipped because i dont think it is at the level where it is worthy of a cost/payment, not even close, but it isn’t a bad app itself… i hope :)
Ships:
Ellery is being shipped. I spent the last stretch cleaning up the codebase, removing unused features, tightening the documentation, and making the reasoning behind each finding easier to verify. The goal was never just to make charts. It’s to help people understand what their data actually says, and trace every conclusion back to its evidence. The goal is to simplify the messy data....
|
1793526585.036935
|
1793612985.036935
|
|
46473
|
Making a Home PLC with a Pico by @Cody-ss1 | Stard Making a Home PLC with a Pico by @Cody-ss1 | Stardance...
|
Cody-ss1
|
1
|
9.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-15T21:50:32Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built my own PLC that’s meant to help automate things and make life easier. My goal was also to keep everything “clean” in terms of cabling, which is why I went with cable channels where the cables are also neatly sorted. There were a few issues here and there — the mounts for the PCB holders didn’t fit at first, then the 3D printer stopped cooperating, or the code initially took too long to run — but now I’ve managed to finish version 1 and I am happy", "repo": "https://github.com/Cody-00s/Home-SPS", "demo": ""}]...
|
[{"post_id": 47745, "ts": "202 [{"post_id": 47745, "ts": "2026-08-15T21:25:03Z", "hours": 0.9836, "text": "Day 6 - 15.08.2026 Last day and last line of code. V1 was completed today. The project will continue with further development and upgrades, but for now I want to ship it and see how others like it."}, {"post_id": 46861, "ts": "2026-08-14T12:18:40Z", "hours": 1.6, "text": "Day 5 - 14.8.2026 Today’s plan was to redesign the PCB for the Pico, and it has now been ordered."}, {"post_id": 46550, "ts": "2026-08-13T21:14:11Z", "hours": 1.85, "text": "Day 4 13.08.2026 Today I finished all the wiring work. I also started writing the code and implemented the first two functions. Things got tricky when Relay 4 didn’t work, and I had to spend some time troubleshooting. In the end, I discovered that I had forgotten to solder two joints together – and now at least some parts are already running."}, {"post_id": 45966, "ts": "2026-08-12T19:49:16Z", "hours": 2.0836, "text": "Day 3 - 12.08.2026 Today I measured the correct power supply, designed a mounting bracket, printed it, and installed it. I also wired several additional cables and prepared six buttons as sensors.Unfortunately, I wasn’t able to start coding yet. Tomorrow might be better. I still need to finish some wiring, but after that everything should be ready, and I can finally begin writing the first programs."}, {"post_id": 45395, "ts": "2026-08-11T20:30:59Z", "hours": 1.4931, "text": "Day 2 - 11.8.2026 – Today I assembled and wired up the entire PLC system. As you can see in the picture, the relay LEDs are already lighting up. Tomorrow I’ll continue wiring and swap out the power supply for a proper 5V 30A unit, since the current one is just a temporary/improvised setup. We might also start working on the code tomorrow."}, {"post_id": 44846, "ts": "2026-08-10T21:33:25Z", "hours": 0.9794, "text": "Day 1 - 10.8.2026 – Home PLC planning is now mostly complete and construction will begin tomorrow. One small change still needs to be made to the cable layout, since I’m using relays with I/O rather than ones with just 5V/0V."}]...
|
Title: Making a Home PLC with a Pico by @Cody-ss1 Title: Making a Home PLC with a Pico by @Cody-ss1 | Stardance
Devlogs:
Day 1 - 10.8.2026 – Home PLC planning is now mostly complete and construction will begin tomorrow. One small change still needs to be made to the cable layout, since I’m using relays with I/O rather than ones with just 5V/0V.
Day 2 - 11.8.2026 – Today I assembled and wired up the entire PLC system. As you can see in the picture, the relay LEDs are already lighting up. Tomorrow I’ll continue wiring and swap out the power supply for a proper 5V 30A unit, since the current one is just a temporary/improvised setup. We might also start working on the code tomorrow.
Day 3 - 12.08.2026 Today I measured the correct power supply, designed a mounting bracket, printed it, and installed it. I also wired several additional cables and prepared six buttons as sensors.Unfortunately, I wasn’t able to start coding yet. Tomorrow might be better. I still need to finish some wiring, but after that everything should be ready, and I can finally begin writing the first programs.
Day 4 13.08.2026 Today I finished all the wiring work. I also started writing the code and implemented the first two functions. Things got tricky when Relay 4 didn’t work, and I had to spend some time troubleshooting. In the end, I discovered that I had forgotten to solder two joints together – and now at least some parts are already running.
Day 5 - 14.8.2026 Today’s plan was to redesign the PCB for the Pico, and it has now been ordered.
Day 6 - 15.08.2026 Last day and last line of code. V1 was completed today. The project will continue with further development and upgrades, but for now I want to ship it and see how others like it.
Ships:
I built my own PLC that’s meant to help automate things and make life easier. My goal was also to keep everything “clean” in terms of cabling, which is why I went with cable channels where the cables are also neatly sorted. There were a few issues here and there — the mounts for the PCB holders didn’t fit at first, then the 3D printer stopped cooperating, or the code initially took too long to run — but now I’ve managed to finish version 1 and I am happy...
|
1793526588.025885
|
1793612988.025885
|
|
58398
|
GroundedFIling by @JyotP | Stardance
|
JyotP
|
0
|
12.62
|
0
|
[]
|
[{"post_id": 62264, "ts": "202 [{"post_id": 62264, "ts": "2026-09-05T15:33:41Z", "hours": 11.2219, "text": "Devlog 2 - GroundedFiling ok so i took a “quick” 1 hour nap and woke up feeling like my brain was made of static, completely forgot i had to write this devlog so i probably went over the 10 hour limit… so here we go, speedrun edition. what i got done: auth flow is DONE. you can actually log in now which is cool the main web dashboard is built the file fetching system works what i’m working on now: right now i’m messing around with AI models to see if i can get one to automatically sort files into categories. sounds simple but here’s the problem, the computer i’m working with is an ancient pentium with 1gb of ddr3 ram. this thing probably struggles to open chrome. so i can’t just throw some massive model at it, i have to find something tiny that still actually works. basically the challenge is: make smart AI run on a potato. we’ll see how that goes. next devlog i’ll hopefully have the categorization thing figured out (or i’ll be crying about it, one of the two)"}, {"post_id": 61893, "ts": "2026-09-05T01:54:08Z", "hours": 1.3964, "text": "Devlog #1 — GroundedFiling September 4, 2026 Project Overview GroundedFiling is a self-hosted, offline-first file storage and retrieval platform designed for local home networks. The core idea is simple: the control and accessibility of cloud storage eg; Google Drive, without the dependency on external infrastructure or internet connectivity. Active work: Authentication Flow The current development focus is architecting a secure, local-only authentication system. Key considerations include: Offline credential validation, no external identity providers Session management without cloud dependencies Multi-user support for household or small-team environments Next Steps [ ] Complete auth middleware and session handling [ ] Design AI indexing pipeline for file ingestion [ ] Build out the local web interface for file browsing"}]...
|
Title: GroundedFIling by @JyotP | Stardance
Devlo Title: GroundedFIling by @JyotP | Stardance
Devlogs:
Devlog #1 — GroundedFiling September 4, 2026 Project Overview GroundedFiling is a self-hosted, offline-first file storage and retrieval platform designed for local home networks. The core idea is simple: the control and accessibility of cloud storage eg; Google Drive, without the dependency on external infrastructure or internet connectivity. Active work: Authentication Flow The current development focus is architecting a secure, local-only authentication system. Key considerations include: Offline credential validation, no external identity providers Session management without cloud dependencies Multi-user support for household or small-team environments Next Steps [ ] Complete auth middleware and session handling [ ] Design AI indexing pipeline for file ingestion [ ] Build out the local web interface for file browsing
Devlog 2 - GroundedFiling ok so i took a “quick” 1 hour nap and woke up feeling like my brain was made of static, completely forgot i had to write this devlog so i probably went over the 10 hour limit… so here we go, speedrun edition. what i got done: auth flow is DONE. you can actually log in now which is cool the main web dashboard is built the file fetching system works what i’m working on now: right now i’m messing around with AI models to see if i can get one to automatically sort files into categories. sounds simple but here’s the problem, the computer i’m working with is an ancient pentium with 1gb of ddr3 ram. this thing probably struggles to open chrome. so i can’t just throw some massive model at it, i have to find something tiny that still actually works. basically the challenge is: make smart AI run on a potato. we’ll see how that goes. next devlog i’ll hopefully have the categorization thing figured out (or i’ll be crying about it, one of the two)...
|
1792748993.0449831
|
1793612993.0449831
|
|
46474
|
My Website by @LeonOMO | Stardance
|
LeonOMO
|
1
|
7.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-15T21:08:44Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Website about me. Understanding CSS for the first time was really complicated but after going though the css tut linked i got fast into it. Im proud of the design and how i made the sections work with almost no code. Ai was used for correcting my bad spelling. I didnt know what to put in the readme of the github so i asked ai for an example.", "repo": "https://github.com/LeonOmo/My-Website", "demo": "https://leonomo.github.io/My-Website/"}]...
|
[{"post_id": 47734, "ts": "202 [{"post_id": 47734, "ts": "2026-08-15T20:56:45Z", "hours": 0.3142, "text": "Devlog #5 My Website: Finished the README.md. This Project was fun coding with HTML and CSS is really easy to get into and there are alot of people that can help you when your stuck with it. This will be the last Devlog (probably) and i will keep updating the Website when im done with projects or got new interests."}, {"post_id": 46954, "ts": "2026-08-14T15:12:47Z", "hours": 0.6358, "text": "Devlog #4 My Website: I finished the code with adding last lines of text than posted the index.html, style.css and the pictures to github Last up: make the README.md"}, {"post_id": 46455, "ts": "2026-08-13T17:52:09Z", "hours": 0.5417, "text": "Devlog #2 I Added the “More About” section and added lines after every main theme. Today i coulnt do alot. Next up: Last lines of code and improving text"}, {"post_id": 45739, "ts": "2026-08-12T12:52:17Z", "hours": 2.1136, "text": "Devlog #2 Finished the interest and projects tab. This Project is almost finished (i think atleast) i learned alot of HTML and CSS and they are way more fun than someone. Next up: Adding last touches and more text"}, {"post_id": 45168, "ts": "2026-08-11T14:16:50Z", "hours": 3.1406, "text": "DevLog #1: Layed out the Foundations. The initial landing page layout with navigation buttons for About Me, My Projects, and My Story. I think i did a really good job with this project i will be learning html. What’s Next Fill out the About Me and My Projects pages."}]...
|
Title: My Website by @LeonOMO | Stardance
Devlogs Title: My Website by @LeonOMO | Stardance
Devlogs:
DevLog #1: Layed out the Foundations. The initial landing page layout with navigation buttons for About Me, My Projects, and My Story. I think i did a really good job with this project i will be learning html. What’s Next Fill out the About Me and My Projects pages.
Devlog #2 Finished the interest and projects tab. This Project is almost finished (i think atleast) i learned alot of HTML and CSS and they are way more fun than someone. Next up: Adding last touches and more text
Devlog #2 I Added the “More About” section and added lines after every main theme. Today i coulnt do alot. Next up: Last lines of code and improving text
Devlog #4 My Website: I finished the code with adding last lines of text than posted the index.html, style.css and the pictures to github Last up: make the README.md
Devlog #5 My Website: Finished the README.md. This Project was fun coding with HTML and CSS is really easy to get into and there are alot of people that can help you when your stuck with it. This will be the last Devlog (probably) and i will keep updating the Website when im done with projects or got new interests.
Ships:
I made a Website about me. Understanding CSS for the first time was really complicated but after going though the css tut linked i got fast into it. Im proud of the design and how i made the sections work with almost no code. Ai was used for correcting my bad spelling. I didnt know what to put in the readme of the github so i asked ai for an example....
|
1793526593.8328245
|
1793612993.8328245
|
|
9703
|
Loodo-New Social Media by @Huroli | Stardance
|
Huroli
|
1
|
3.28
|
20
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-06T16:18:08Z", "hours": 1.0, "multiplier": 16.22, "payout": 20, "blessing": "neutral", "text": "Built Loodo, a next-generation social media platform designed for creators, developers, artists, and communities. Unlike traditional social networks, Loodo supports not only images and videos but also source code files, development projects, documents, and even 3D models. The biggest challenge was designing a platform flexible enough to support many different content types while keeping the user experience simple and intuitive. We also focused on creating a foundation that can eventually combine content sharing, community building, and creator monetization in a single ecosystem. I’m most proud of the platform’s versatility. Whether you’re a developer sharing code, an artist showcasing artwork, or a 3D creator publishing models, Loodo aims to give everyone a place to share and grow. To test the project, create an GitHub account, download the frontend project, now you can explore the finished pages.", "repo": "https://github.com/Huroli/Loodo", "demo": "https://loodo-puce.vercel.app/"}]...
|
[{"post_id": 10193, "ts": "202 [{"post_id": 10193, "ts": "2026-06-16T20:07:51Z", "hours": 0.5903, "text": "I wrote a small piece of code to prevent idle socket connections from dropping immediately when the server wakes up from sleep; instead, it continues searching the database for 30 seconds. This way, you can now register and use the site even when I’m not actively using it."}, {"post_id": 5191, "ts": "2026-06-08T21:47:17Z", "hours": 0.8439, "text": "Now you can login or register. Backend is not perfect but this is what you’d expect to be from 1 developer working on this project."}, {"post_id": 3723, "ts": "2026-06-06T19:28:11Z", "hours": 0.4289, "text": "Backend is now available. (In a short time it will be work on the live site.) https://github.com/Huroli/Loodo-Backend"}, {"post_id": 3628, "ts": "2026-06-06T17:22:03Z", "hours": 0.4164, "text": "Now you can go and inspect the finished pages. https://loodo-puce.vercel.app/"}, {"post_id": 3584, "ts": "2026-06-06T16:14:14Z", "hours": 0.2747, "text": "GitHub Page Open!"}, {"post_id": 3555, "ts": "2026-06-06T15:30:18Z", "hours": 0.3758, "text": "Made trailer for the site. (Turkish voiceover/Other will come) https://drive.google.com/file/d/1SjC4mKoK9J_ANVP28CM7r9WPlGAWkidk/view?usp=sharing"}, {"post_id": 3501, "ts": "2026-06-06T13:55:45Z", "hours": 0.6117, "text": "Connected backend-frontend. Made a basic login page."}]...
|
Title: Loodo-New Social Media by @Huroli | Stardan Title: Loodo-New Social Media by @Huroli | Stardance
Devlogs:
Connected backend-frontend. Made a basic login page.
Made trailer for the site. (Turkish voiceover/Other will come) https://drive.google.com/file/d/1SjC4mKoK9J_ANVP28CM7r9WPlGAWkidk/view?usp=sharing
GitHub Page Open!
Now you can go and inspect the finished pages. https://loodo-puce.vercel.app/
Backend is now available. (In a short time it will be work on the live site.) https://github.com/Huroli/Loodo-Backend
Now you can login or register. Backend is not perfect but this is what you’d expect to be from 1 developer working on this project.
I wrote a small piece of code to prevent idle socket connections from dropping immediately when the server wakes up from sleep; instead, it continues searching the database for 30 seconds. This way, you can now register and use the site even when I’m not actively using it.
Ships:
Built Loodo, a next-generation social media platform designed for creators, developers, artists, and communities. Unlike traditional social networks, Loodo supports not only images and videos but also source code files, development projects, documents, and even 3D models. The biggest challenge was designing a platform flexible enough to support many different content types while keeping the user experience simple and intuitive. We also focused on creating a foundation that can eventually combine content sharing, community building, and creator monetization in a single ecosystem. I’m most proud of the platform’s versatility. Whether you’re a developer sharing code, an artist showcasing artwork, or a 3D creator publishing models, Loodo aims to give everyone a place to share and grow. To test the project, create an GitHub account, download the frontend project, now you can explore the finished pages....
|
1793526596.8833973
|
1793612996.8833973
|
|
50421
|
WEBSITE-GOD-MODE by @D3RLORD3_OM | Stardance
|
D3RLORD3_OM
|
1
|
2.39
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-20T17:51:03Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made an website with various types of data available on it from GitHub to hack club to vehicles to nrew project inspiration this site has everything you need but without any logins, credit cards or even a on site account it also has various other features like the project forge which generates new project ideas in case you want to try out something new (however no steps are provided you have to figure out that part on your own) AND even an ai analyst which can analyze GitHub repos stocks give you info about cars etc. ;]", "repo": "https://github.com/omguptaogwhitehathacker-svg/GOD-MODE-WEBSITE-", "demo": "https://god-mode-website.vercel.app/"}]...
|
[{"post_id": 53512, "ts": "202 [{"post_id": 53512, "ts": "2026-08-24T02:57:00Z", "hours": 0.5972, "text": "the ui remains the same however on the reviewer’s review i have made an actual search system to ensure that the site actually serves the purpose it was made to serve also the date updated every one minute to ensure that the server does not get overloaded and the site remains operating smoothly o have to say this is one of the most advanced project i have worked on (in terms of websites) hope you have fun using it xD ;]"}, {"post_id": 52264, "ts": "2026-08-22T11:23:26Z", "hours": 0.7919, "text": "Completely re-wrote the code because of AI usage limits also redid the ui because it looked like made by ui also because of the stocks search not working currently only a few limited stocks are available to choose from will fix this later however the backend is impossible to code by hand so it may take me a while"}, {"post_id": 51168, "ts": "2026-08-20T17:46:48Z", "hours": 0.2908, "text": "changed the UI also fixed fetching problem with vehicle and stock search earlier it was unable to fetch daat even when using very similar terma now that problem is solved added a glass morphism design with a static cloud image background kind of inspired form my web os project also sometimes it takes quite a bit when searching for stocks and other specific info so please be patient"}, {"post_id": 50460, "ts": "2026-08-19T16:55:29Z", "hours": 0.7342, "text": "created the basic Ui will add a better one, but you know as they say first make it work then you can make it beautiful also incorporated Wikipedia, car library, dev board library, stock search with graphs, AI analysis, a basic search engine, and a simple project generator (project forge) but most of it is too slow or sometimes the basic search engine doesn’t even work even when using very similar terms, I think this is gonna take a while ;]"}]...
|
Title: WEBSITE-GOD-MODE by @D3RLORD3_OM | Stardanc Title: WEBSITE-GOD-MODE by @D3RLORD3_OM | Stardance
Devlogs:
created the basic Ui will add a better one, but you know as they say first make it work then you can make it beautiful also incorporated Wikipedia, car library, dev board library, stock search with graphs, AI analysis, a basic search engine, and a simple project generator (project forge) but most of it is too slow or sometimes the basic search engine doesn’t even work even when using very similar terms, I think this is gonna take a while ;]
changed the UI also fixed fetching problem with vehicle and stock search earlier it was unable to fetch daat even when using very similar terma now that problem is solved added a glass morphism design with a static cloud image background kind of inspired form my web os project also sometimes it takes quite a bit when searching for stocks and other specific info so please be patient
Completely re-wrote the code because of AI usage limits also redid the ui because it looked like made by ui also because of the stocks search not working currently only a few limited stocks are available to choose from will fix this later however the backend is impossible to code by hand so it may take me a while
the ui remains the same however on the reviewer’s review i have made an actual search system to ensure that the site actually serves the purpose it was made to serve also the date updated every one minute to ensure that the server does not get overloaded and the site remains operating smoothly o have to say this is one of the most advanced project i have worked on (in terms of websites) hope you have fun using it xD ;]
Ships:
i made an website with various types of data available on it from GitHub to hack club to vehicles to nrew project inspiration this site has everything you need but without any logins, credit cards or even a on site account it also has various other features like the project forge which generates new project ideas in case you want to try out something new (however no steps are provided you have to figure out that part on your own) AND even an ai analyst which can analyze GitHub repos stocks give you info about cars etc. ;]...
|
1793526611.0052152
|
1793613011.0052152
|
|
35654
|
Transitus by @sudaimiqbal | Stardance
|
sudaimiqbal
|
1
|
14.0
|
76
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-24T19:57:45Z", "hours": 14.0, "multiplier": 5.48, "payout": 76, "blessing": "neutral", "text": "I have made a Unity game called Transitus, which means to go across in latin. This was my first ever unity game, and i had many obstacles, like sprites not working and animation problems, like me not knowing how to use github at all. I used Chatgpt to help me along the way with compiler issues and it also made 2 scripts for me. The rest i used functions and github code fill to help me aswell since i am not very familliar with C#. I am proud of how i had made this game while learning unity game development, and i am excited to create even more games in the future. I made this on a WEBGL so people on linux and macos and windows can all play it easily.", "repo": "https://github.com/SudaimI/Transitius", "demo": "https://funny-youtiao-0c47f5.netlify.app/"}]...
|
[{"post_id": 48703, "ts": "202 [{"post_id": 48703, "ts": "2026-08-17T06:43:42Z", "hours": 1.7594, "text": "Im finally done After 12 hours, i have finished my project, albeit its not as good as i desired it to be, im happy since this is my first ever game and i really hope i can get that raspberry pi which is like 90 stardust. What really concerns me though is that i vibecoded like a quarter of the scripts and also i didnt really understand what i had to do with github, i just put my scripts in there and called it a day. here you go if you want to try it out https://funny-youtiao-0c47f5.netlify.app/"}, {"post_id": 48609, "ts": "2026-08-17T02:21:10Z", "hours": 0.3667, "text": "I think i like how my alien looks, its supposed to be a dying one"}, {"post_id": 48596, "ts": "2026-08-17T01:42:55Z", "hours": 0.3667, "text": "So i already know that this game is going to turn out very different from what i had originally expected, its now certain to me that ill have to make this a lot longer, if i had more time and also motivation i probably could have done greater things than this. at this point i just want to finish the end where you meet the alien. I actually cannot believe that i had possibly taken 12 hours to complete this bro"}, {"post_id": 38628, "ts": "2026-08-01T03:45:20Z", "hours": 0.2689, "text": "I made the best walk cycle the world has ever seen,and they could call me the greatest programmer that has ever lived. (also i added more to the level. im like 50% there) Looking at other Unity projects i feel quite stupid for making such a simple, and ugly project, but hey, if i cant get that rpi 4,i can always get that zero 2w and make a cyberdeck."}, {"post_id": 36831, "ts": "2026-07-29T04:18:27Z", "hours": 0.4403, "text": "July 28 Im finally bac and starting work again on the last level but its rather hard since ther player is not jumping at all. I will soon fix it and also get more things to do, i havent made any scripts yet so yeah"}, {"post_id": 35405, "ts": "2026-07-26T19:48:44Z", "hours": 0.8969, "text": "no devlogs for now Im lowk grounded because i was spending too much time on the pc becasue of hackatime and now im not allowed to be working on the project anymore I need to finish my textures, my final scene where the astronaut meets the alien, and my sounds. Im gna try bargaining with my parents here but if i fail im not getting that raspberry pi 4 anytime soon"}, {"post_id": 33857, "ts": "2026-07-24T03:36:06Z", "hours": 0.3328, "text": "July 23 So ivebeen busy and didnt really do much for the project so far, but i have started wirk on the bunker, which is the main game. for some reason the scene isnt loading properly and im fixing that right now,butother than that it seems to be working pretty well. i will start makingthe characters in a few days using blender"}, {"post_id": 32978, "ts": "2026-07-22T14:23:45Z", "hours": 0.7, "text": "I have now made my new animation part of playercontroller!! Log 00ihavenoidea I now have a working animtor without using that damn animation component Unity gives onits own, and it works rather easily! all i need todo now is when reskinning,i throw thesprites into here and i am done!"}, {"post_id": 31558, "ts": "2026-07-20T02:04:30Z", "hours": 1.0275, "text": "https://github.com/SudaimI/Transitius i made a new github page for my project, i dont understand why my past devlog failed but i made a new script transporting you to the main scene, where the bunker is located. you visit traps and just explore it alot, there will be biohazards everywhere and it will be the most ambitious project i may ever accomplish (i hope)"}, {"post_id": 30496, "ts": "2026-07-18T03:46:47Z", "hours": 0.5861, "text": "Finally something new Z July 17 the new plot is traversing a marslike planet with ties to a dying alien civilization, you get past ancient traps, space spaces, asteroid fields, and make contact and research along the way, while being a NUSA Astronaut. I can use my old scripts for this, and i can save alot of my time by making it pixelart, like terraria"}, {"post_id": 30414, "ts": "2026-07-17T22:32:07Z", "hours": 0.9303, "text": "Transitus devlog 3, still july 17 I’ve been working on code a little more, my speed has been increased a lot thanks to AI auto-fill and debugging using auto. I’ve been using a bunch of i Enumerators, co-routines, and is trigger box colliders (Collider 2D) within the game to show that the player will die after touching a certain block. i am thinking to instead load only one single planet that is larger than the rest, or that its earth like and i have to traverse through different biomes."}, {"post_id": 30193, "ts": "2026-07-17T15:54:57Z", "hours": 4.3331, "text": "Devlog 2 As of july 17, i have made more changes to Planet 1, while my first 2 scenes are basically done, and simply now need reskins, and sound effects. I made my code use public variables to make sure i can easily change them from inspector, and asign the scripts to different gameobjects and have them do different things. [i also left my computer unattended for an hour and it added more time to my hackatime project, please remember to remove one hour from my time]"}, {"post_id": 29833, "ts": "2026-07-16T23:41:59Z", "hours": 1.9414, "text": "First 3 scenes out of 5 are almost fully completed, Code and everything is fully completed and ready for reskinning to 720p Transitus is a game about exploring 3 habitable exoplanets in search of sapient life beyond the solar system, where you traverse through platformers of various difficulty and niches, like ice, desert, and jungle, I will be updating this on steam and itch.io when i am fully finished"}]...
|
Title: Transitus by @sudaimiqbal | Stardance
Devl Title: Transitus by @sudaimiqbal | Stardance
Devlogs:
First 3 scenes out of 5 are almost fully completed, Code and everything is fully completed and ready for reskinning to 720p Transitus is a game about exploring 3 habitable exoplanets in search of sapient life beyond the solar system, where you traverse through platformers of various difficulty and niches, like ice, desert, and jungle, I will be updating this on steam and itch.io when i am fully finished
Devlog 2 As of july 17, i have made more changes to Planet 1, while my first 2 scenes are basically done, and simply now need reskins, and sound effects. I made my code use public variables to make sure i can easily change them from inspector, and asign the scripts to different gameobjects and have them do different things. [i also left my computer unattended for an hour and it added more time to my hackatime project, please remember to remove one hour from my time]
Transitus devlog 3, still july 17 I’ve been working on code a little more, my speed has been increased a lot thanks to AI auto-fill and debugging using auto. I’ve been using a bunch of i Enumerators, co-routines, and is trigger box colliders (Collider 2D) within the game to show that the player will die after touching a certain block. i am thinking to instead load only one single planet that is larger than the rest, or that its earth like and i have to traverse through different biomes.
Finally something new Z July 17 the new plot is traversing a marslike planet with ties to a dying alien civilization, you get past ancient traps, space spaces, asteroid fields, and make contact and research along the way, while being a NUSA Astronaut. I can use my old scripts for this, and i can save alot of my time by making it pixelart, like terraria
https://github.com/SudaimI/Transitius i made a new github page for my project, i dont understand why my past devlog failed but i made a new script transporting you to the main scene, where the bunker is located. you visit traps and just explore it alot, there will be biohazards everywhere and it will be the most ambitious project i may ever accomplish (i hope)
I have now made my new animation part of playercontroller!! Log 00ihavenoidea I now have a working animtor without using that damn animation component Unity gives onits own, and it works rather easily! all i need todo now is when reskinning,i throw thesprites into here and i am done!
July 23 So ivebeen busy and didnt really do much for the project so far, but i have started wirk on the bunker, which is the main game. for some reason the scene isnt loading properly and im fixing that right now,butother than that it seems to be working pretty well. i will start makingthe characters in a few days using blender
no devlogs for now Im lowk grounded because i was spending too much time on the pc becasue of hackatime and now im not allowed to be working on the project anymore I need to finish my textures, my final scene where the astronaut meets the alien, and my sounds. Im gna try bargaining with my parents here but if i fail im not getting that raspberry pi 4 anytime soon
July 28 Im finally bac and starting work again on the last level but its rather hard since ther player is not jumping at all. I will soon fix it and also get more things to do, i havent made any scripts yet so yeah
I made the best walk cycle the world has ever seen,and they could call me the greatest programmer that has ever lived. (also i added more to the level. im like 50% there) Looking at other Unity projects i feel quite stupid for making such a simple, and ugly project, but hey, if i cant get that rpi 4,i can always get that zero 2w and make a cyberdeck.
So i already know that this game is going to turn out very different from what i had originally expected, its now certain to me that ill have to make this a lot longer, if i had more time and also motivation i probably could have done greater things than this. at this point i just want to finish the end where you meet the alien. I actually cannot believe that i had possibly taken 12 hours to complete this bro
I think i like how my alien looks, its supposed to be a dying one
Im finally done After 12 hours, i have finished my project, albeit its not as good as i desired it to be, im happy since this is my first ever game and i really hope i can get that raspberry pi which is like 90 stardust. What really concerns me though is that i vibecoded like a quarter of the scripts and also i didnt really understand what i had to do with github, i just put my scripts in there and called it a day. here you go if you want to try it out https://funny-youtiao-0c47f5.netlify.app/
Ships:
I have made a Unity game called Transitus, which means to go across in latin. This was my first ever unity game, and i had many obstacles, like sprites not working and animation problems, like me not knowing how to use github at all. I used Chatgpt to help me along the way with compiler issues and it also made 2 scripts for me. The rest i used functions and github code fill to help me aswell since i am not very familliar with C#. I am proud of how i had made this game while learning unity game development, and i am excited to create even more games in the future. I made this on a WEBGL so people on linux and macos and windows can all play it easily....
|
1793526614.9390824
|
1793613014.9390824
|
|
54344
|
My duckysite by @mazobot | Stardance
|
mazobot
|
1
|
13.65
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-08T17:57:57Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I make my personal site in theme of duck after I asked ai for image of spider and I got duck.The most challenging thing was the frame and how I am going to stylize but it turned out okay.I used Ai for main frame and picture and for some java script.", "repo": "https://github.com/mazobot/Ducky-site-", "demo": "https://mazobot.github.io/Ducky-site-/"}]...
|
[{"post_id": 84506, "ts": "202 [{"post_id": 84506, "ts": "2026-10-29T19:37:42Z", "hours": 2.0647, "text": "I finished writing CSS code by hand ,almost again and this time I have uhmm like 3 hours in 3 videos so I have proof and I need to finish one more project soooo I hope this one gets through"}, {"post_id": 83874, "ts": "2026-10-28T19:56:16Z", "hours": 2.7047, "text": "I am writing my code by hand fully and it is not looking too good , probably I will finish tomorow I already recorded almost 2 hours of coding this time if my project wont be accepted"}, {"post_id": 74137, "ts": "2026-09-26T19:00:55Z", "hours": 1.6022, "text": "I am tired boss"}, {"post_id": 68792, "ts": "2026-09-15T19:19:59Z", "hours": 0.2931, "text": "Is anyone actually going to check my project or should I give up?"}, {"post_id": 68750, "ts": "2026-09-15T17:47:46Z", "hours": 0.6517, "text": "I gave my site diffrent font to feel more alive and make few adjustments"}, {"post_id": 68258, "ts": "2026-09-14T19:50:40Z", "hours": 1.7319, "text": "I changed a lot in css because it was flagged as most ai and now looks kinda wors :("}, {"post_id": 67525, "ts": "2026-09-13T17:19:50Z", "hours": 1.6033, "text": "I added a light mode and removed frame"}, {"post_id": 64366, "ts": "2026-09-08T17:51:16Z", "hours": 1.2031, "text": "My last devlog, I think I spent a bit too much time on it but I hope It is good enough"}, {"post_id": 62426, "ts": "2026-09-05T19:29:12Z", "hours": 0.7569, "text": "How much could I add before it is to much ?"}, {"post_id": 61779, "ts": "2026-09-04T21:04:44Z", "hours": 0.9689, "text": "About me section"}, {"post_id": 61033, "ts": "2026-09-03T18:55:11Z", "hours": 0.4672, "text": "My very personal ducksite and it will be very ducky :3"}]...
|
Title: My duckysite by @mazobot | Stardance
Devlo Title: My duckysite by @mazobot | Stardance
Devlogs:
My very personal ducksite and it will be very ducky :3
About me section
How much could I add before it is to much ?
My last devlog, I think I spent a bit too much time on it but I hope It is good enough
I added a light mode and removed frame
I changed a lot in css because it was flagged as most ai and now looks kinda wors :(
I gave my site diffrent font to feel more alive and make few adjustments
Is anyone actually going to check my project or should I give up?
I am tired boss
I am writing my code by hand fully and it is not looking too good , probably I will finish tomorow I already recorded almost 2 hours of coding this time if my project wont be accepted
I finished writing CSS code by hand ,almost again and this time I have uhmm like 3 hours in 3 videos so I have proof and I need to finish one more project soooo I hope this one gets through
Ships:
I make my personal site in theme of duck after I asked ai for image of spider and I got duck.The most challenging thing was the frame and how I am going to stylize but it turned out okay.I used Ai for main frame and picture and for some java script....
|
1793526621.2193093
|
1793613021.2193093
|
|
46626
|
CobraOS by @Prajwol_Gynawali | Stardance
|
Prajwol_Gynawali
|
2
|
10.0
|
17
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-31T13:53:10Z", "hours": 6.0, "multiplier": 2.84, "payout": 17, "blessing": "neutral", "text": "finisged making the webos and updated webos for the version 2 added 4 new tools easy to use and change and for final submit in stardance", "repo": "https://github.com/SnaggingCobra/CobraOS", "demo": "https://snaggingcobra.github.io/CobraOS/"}, {"ship_num": 2, "ts": "2026-08-13T06:25:00Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "CobraOS is a web-based desktop environment I built with HTML, CSS, and JavaScript, inspired by my Fedora GNOME setup. The biggest challenge was making the different apps, windows, and interactions work together, but I’m proud that I turned a simple WebOS idea into a desktop that feels like my own. I used AI mainly for JavaScript debugging, browser integration, CSS improvements, and solving problems along the way.", "repo": "https://github.com/SnaggingCobra/CobraOS", "demo": "https://snaggingcobra.github.io/CobraOS/"}]...
|
[{"post_id": 85537, "ts": "202 [{"post_id": 85537, "ts": "2026-10-31T13:48:15Z", "hours": 1.4739, "text": "added a small calender in the homescreen for a easier access and for closing this project"}, {"post_id": 84882, "ts": "2026-10-30T14:26:31Z", "hours": 2.8475, "text": "in the final days im completing my webos just to finish what i started as the requirements i have finisahed my 3 new tools requirements so i will look for sometime if i can add something more also lets seee what happens"}, {"post_id": 81193, "ts": "2026-10-20T07:43:09Z", "hours": 1.085, "text": "finally finished adding paints in the os its a basic paints where you can draaw erse and simple thing"}, {"post_id": 46382, "ts": "2026-08-13T15:39:04Z", "hours": 0.6572, "text": "problem on theme and file explorer fixed"}, {"post_id": 46173, "ts": "2026-08-13T06:20:54Z", "hours": 0.2825, "text": "done in this project live through github pages"}, {"post_id": 46161, "ts": "2026-08-13T05:46:09Z", "hours": 0.3728, "text": "first time writing so much big codes its gettig intresting working icons and much more"}, {"post_id": 45884, "ts": "2026-08-12T16:59:00Z", "hours": 1.0267, "text": "done makinng lot of application working window working but still need to make this actual working"}, {"post_id": 45808, "ts": "2026-08-12T15:06:26Z", "hours": 0.3739, "text": "added working broweser winow inmy webos but coudnt configure how to actually make the sites working can anyone help me"}, {"post_id": 45495, "ts": "2026-08-12T01:03:39Z", "hours": 1.0533, "text": "done making the prototype with real time date and time mac style dock that enlarge when hover added battery indicator but idk it didnt supported still need to make the icon working"}, {"post_id": 45256, "ts": "2026-08-11T16:33:12Z", "hours": 0.65, "text": "added some thing in my web os with a welcome page with a button hat leadds you to main screen also added a task bar at top"}, {"post_id": 45218, "ts": "2026-08-11T15:33:49Z", "hours": 0.3339, "text": "started the project my Webos named it Cobra os just started this im looking a yt vedio to understand how to do these"}]...
|
Title: CobraOS by @Prajwol_Gynawali | Stardance
D Title: CobraOS by @Prajwol_Gynawali | Stardance
Devlogs:
started the project my Webos named it Cobra os just started this im looking a yt vedio to understand how to do these
added some thing in my web os with a welcome page with a button hat leadds you to main screen also added a task bar at top
done making the prototype with real time date and time mac style dock that enlarge when hover added battery indicator but idk it didnt supported still need to make the icon working
added working broweser winow inmy webos but coudnt configure how to actually make the sites working can anyone help me
done makinng lot of application working window working but still need to make this actual working
first time writing so much big codes its gettig intresting working icons and much more
done in this project live through github pages
problem on theme and file explorer fixed
finally finished adding paints in the os its a basic paints where you can draaw erse and simple thing
in the final days im completing my webos just to finish what i started as the requirements i have finisahed my 3 new tools requirements so i will look for sometime if i can add something more also lets seee what happens
added a small calender in the homescreen for a easier access and for closing this project
Ships:
CobraOS is a web-based desktop environment I built with HTML, CSS, and JavaScript, inspired by my Fedora GNOME setup. The biggest challenge was making the different apps, windows, and interactions work together, but I’m proud that I turned a simple WebOS idea into a desktop that feels like my own. I used AI mainly for JavaScript debugging, browser integration, CSS improvements, and solving problems along the way.
finisged making the webos and updated webos for the version 2 added 4 new tools easy to use and change and for final submit in stardance...
|
1793526629.7195697
|
1793613029.7195697
|
|
47859
|
My Simple Profile by @prthm | Stardance
|
prthm
|
2
|
5.0
|
20
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-15T12:12:53Z", "hours": 2.0, "multiplier": 12.16, "payout": 20, "blessing": "neutral", "text": "I made my first simple website by myself. Hardcoded. I searched mostly on internet and tried to avoid using ai for everything. Actually, I’m Computer Science diploma student - so it was pretty time consuming but not that heavily difficult. The most challenging part was especially centering divs. But honestly. Restructuring was pretty time consuming. I shipped this project once but got flagged as AI. It was partially right. I used AI to draft README and to do a bit of css work. But now, I’ve done almost everything by myself. If you’re feeling pretty fishy about this, trust me. I’ve done this before so many times. I’m proud of mostly the hero section (even though only 3 sections are there) I’ve found that pretty cool scrolling effect for the hero section from a reference site and even got its source code. So, I tried to incorporate that in the site. You can simply download the repo and open up index.html in your browser (It’s not that tricky). Orr.. Just simply visit https://prthm.is-a.dev/my-simple-profile/ It might feel incomplete because it is. Honestly, I only created this to just get started with hackclub. That’s all.. Cheers 🥂 and Happy hacking..", "repo": "https://github.com/pr1hm/my-simple-profile", "demo": "https://prthm.is-a.dev/my-simple-profile/"}, {"ship_num": 2, "ts": "2026-08-14T20:00:55Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "It’s a simple Profile website. Not too much flashy, but I tried to implement few components that I can find. I’m most proud of the Hero section (I think so).. And yeaaa.. the most challenging was fixing the typos that I made. Those are the definitely ones that are time consuming. That’s it not too muchh.. This is my first ever tried to build html site on my own.", "repo": "https://github.com/pr1hm/my-simple-profile", "demo": "https://prthm.is-a.dev/my-simple-profile/"}]...
|
[{"post_id": 47385, "ts": "202 [{"post_id": 47385, "ts": "2026-08-15T09:22:47Z", "hours": 0.4061, "text": "It looks good. I removed the contact links and everything is working now. You give a feedback on the site !"}, {"post_id": 47377, "ts": "2026-08-15T08:56:08Z", "hours": 0.3508, "text": "Trying to center divs from soo long. Hopefully It will become non AI slop. (I’m trying to do that). If anyone reads this. Please tell me. should I add more content / sections to it ? You can check it out here"}, {"post_id": 47328, "ts": "2026-08-15T06:33:14Z", "hours": 0.2747, "text": "Adjusted the theme.. Like I wanted (the blue theme). Added a line to make smooth transition. fixed the paragraph styling in About me section"}, {"post_id": 47319, "ts": "2026-08-15T06:15:46Z", "hours": 0.5889, "text": "Alright then.. My ship got reviewed and some sugestions were there. So, why not take that as a chance. Here’s the redo of hero section.."}, {"post_id": 47126, "ts": "2026-08-14T19:46:55Z", "hours": 0.2758, "text": "Finally finished.. I stripped down some sections. I got overwhelmed.. It’s 1:15 am rn. Pushing the last final changes before shipping. I’ll update the other sections later. I’ve kept them as commented within the code."}, {"post_id": 47117, "ts": "2026-08-14T19:27:03Z", "hours": 0.5011, "text": "The About me / Brief Section took tooo long.. But it was worth it. Came to know that soo many typos were there.. :("}, {"post_id": 47100, "ts": "2026-08-14T18:56:51Z", "hours": 0.2522, "text": "The Hero section is up and working.. And also placed my photo as background. I’m a bit shy :)"}, {"post_id": 47083, "ts": "2026-08-14T18:34:17Z", "hours": 0.3014, "text": "It worked…. Header gone upwards… Now, its time to do the makeover of hero section."}, {"post_id": 47071, "ts": "2026-08-14T18:14:52Z", "hours": 0.355, "text": "Trying soooo hard to move this header to the top. Working a on a really cool hero section, btw ;)"}, {"post_id": 47061, "ts": "2026-08-14T17:52:33Z", "hours": 0.2581, "text": "Implemented Dotted Grid Background Worked on the Header Imported Custom font (From Google Fonts)"}, {"post_id": 47053, "ts": "2026-08-14T17:34:15Z", "hours": 0.3319, "text": "Implemented Tailwind CSS Drafted HTML first (I’ll design it later) Managed to attach style.css"}, {"post_id": 47037, "ts": "2026-08-14T17:11:34Z", "hours": 0.3458, "text": "It’s just the beginning. Initialized the repo.. Crafted boilerplate… Trying to implement header first…"}]...
|
Title: My Simple Profile by @prthm | Stardance
De Title: My Simple Profile by @prthm | Stardance
Devlogs:
It’s just the beginning. Initialized the repo.. Crafted boilerplate… Trying to implement header first…
Implemented Tailwind CSS Drafted HTML first (I’ll design it later) Managed to attach style.css
Implemented Dotted Grid Background Worked on the Header Imported Custom font (From Google Fonts)
Trying soooo hard to move this header to the top. Working a on a really cool hero section, btw ;)
It worked…. Header gone upwards… Now, its time to do the makeover of hero section.
The Hero section is up and working.. And also placed my photo as background. I’m a bit shy :)
The About me / Brief Section took tooo long.. But it was worth it. Came to know that soo many typos were there.. :(
Finally finished.. I stripped down some sections. I got overwhelmed.. It’s 1:15 am rn. Pushing the last final changes before shipping. I’ll update the other sections later. I’ve kept them as commented within the code.
Alright then.. My ship got reviewed and some sugestions were there. So, why not take that as a chance. Here’s the redo of hero section..
Adjusted the theme.. Like I wanted (the blue theme). Added a line to make smooth transition. fixed the paragraph styling in About me section
Trying to center divs from soo long. Hopefully It will become non AI slop. (I’m trying to do that). If anyone reads this. Please tell me. should I add more content / sections to it ? You can check it out here
It looks good. I removed the contact links and everything is working now. You give a feedback on the site !
Ships:
It’s a simple Profile website. Not too much flashy, but I tried to implement few components that I can find. I’m most proud of the Hero section (I think so).. And yeaaa.. the most challenging was fixing the typos that I made. Those are the definitely ones that are time consuming. That’s it not too muchh.. This is my first ever tried to build html site on my own.
I made my first simple website by myself. Hardcoded. I searched mostly on internet and tried to avoid using ai for everything. Actually, I’m Computer Science diploma student - so it was pretty time consuming but not that heavily difficult. The most challenging part was especially centering divs. But honestly. Restructuring was pretty time consuming. I shipped this project once but got flagged as AI. It was partially right. I used AI to draft README and to do a bit of css work. But now, I’ve done almost everything by myself. If you’re feeling pretty fishy about this, trust me. I’ve done this before so many times. I’m proud of mostly the hero section (even though only 3 sections are there) I’ve found that pretty cool scrolling effect for the hero section from a reference site and even got its source code. So, I tried to incorporate that in the site. You can simply download the repo and open up index.html in your browser (It’s not that tricky). Orr.. Just simply visit https://prthm.is-a.dev/my-simple-profile/ It might feel incomplete because it is. Honestly, I only created this to just get started with hackclub. That’s all.. Cheers 🥂 and Happy hacking.....
|
1793526631.0147731
|
1793613031.0147731
|
|
46642
|
Slacky by @hudson6134 | Stardance
|
hudson6134
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-12T22:31:26Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a bot, the hardest part was setting up the server!", "repo": "https://github.com/BEANSTASTEGOODALT/Slacky", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354"}]...
|
[{"post_id": 45568, "ts": "202 [{"post_id": 45568, "ts": "2026-08-12T04:32:51Z", "hours": 0.5019, "text": "Finished Slacky, your friendly AI slackbot companion!"}]...
|
Title: Slacky by @hudson6134 | Stardance
Devlogs: Title: Slacky by @hudson6134 | Stardance
Devlogs:
Finished Slacky, your friendly AI slackbot companion!
Ships:
I made a bot, the hardest part was setting up the server!...
|
1793526639.9340115
|
1793613039.9340115
|
|
47870
|
NoveOS by @nove | Stardance
|
nove
|
2
|
6.0
|
5
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-20T15:46:05Z", "hours": 2.0, "multiplier": 3.07, "payout": 5, "blessing": "neutral", "text": "Yess boys and girls, i finished the V2. updates all icons and window controls to mac inspired (copied) one. and my goal is to make it better than mac now ;). added a startup sound also. Its my at the login screen icon (My discord pfp)", "repo": "https://github.com/NOVE300IQ/NoveOS", "demo": "https://nove-os.vercel.app/"}, {"ship_num": 2, "ts": "2026-08-16T19:36:47Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Yess, my first version is done.", "repo": "https://github.com/NOVE300IQ/NoveOS", "demo": "https://nove-os.vercel.app/"}]...
|
[{"post_id": 51076, "ts": "202 [{"post_id": 51076, "ts": "2026-08-20T15:42:07Z", "hours": 1.5506, "text": "Wallpaper App and Login Screen (No need password for only you guys :D). literally i have came so far…"}, {"post_id": 48407, "ts": "2026-08-16T18:56:20Z", "hours": 0.6078, "text": "Again i made a calculator in my OS. its not a normal calculator but made by me :D"}, {"post_id": 48207, "ts": "2026-08-16T14:37:11Z", "hours": 2.0736, "text": "yooo, how is it. added notes system and also improved the ui experience a lot :)"}, {"post_id": 47702, "ts": "2026-08-15T19:48:21Z", "hours": 0.7, "text": "Added Some Serious Updates :). As you can see iam now developing app inside the OS and also constantly updating the ui :)"}, {"post_id": 47336, "ts": "2026-08-15T06:51:21Z", "hours": 1.0461, "text": "Yess, First in my bloodline to create an Operating System. I know now its looking something like trash but i will make it soon."}]...
|
Title: NoveOS by @nove | Stardance
Devlogs:
Yess, Title: NoveOS by @nove | Stardance
Devlogs:
Yess, First in my bloodline to create an Operating System. I know now its looking something like trash but i will make it soon.
Added Some Serious Updates :). As you can see iam now developing app inside the OS and also constantly updating the ui :)
yooo, how is it. added notes system and also improved the ui experience a lot :)
Again i made a calculator in my OS. its not a normal calculator but made by me :D
Wallpaper App and Login Screen (No need password for only you guys :D). literally i have came so far…
Ships:
Yess, my first version is done.
Yess boys and girls, i finished the V2. updates all icons and window controls to mac inspired (copied) one. and my goal is to make it better than mac now ;). added a startup sound also. Its my at the login screen icon (My discord pfp)...
|
1793526642.6977785
|
1793613042.6977785
|
|
49150
|
My own site! by @keshav666 | Stardance
|
keshav666
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-17T05:53:27Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "so i make mu own person website and it was my first time to build something", "repo": "https://github.com/keshav66m/MY-PERSONAL-WEBSITE", "demo": "https://mypesonalweb.site/"}]...
|
[{"post_id": 48141, "ts": "202 [{"post_id": 48141, "ts": "2026-08-16T13:09:51Z", "hours": 0.9194, "text": "so guys its my first time but it was so fun to build something i want to build more things . Thank you"}]...
|
Title: My own site! by @keshav666 | Stardance
Dev Title: My own site! by @keshav666 | Stardance
Devlogs:
so guys its my first time but it was so fun to build something i want to build more things . Thank you
Ships:
so i make mu own person website and it was my first time to build something...
|
1793526646.688323
|
1793613046.688323
|
|
46649
|
Square Rooting by @walobeast123 | Stardance
|
walobeast123
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-12T06:52:14Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a web which square roots any number, just put in your desired number (make sure its greater than 0 tho, only real numbers are allows [;) and click the calculate button", "repo": "https://github.com/walobeast123/Random-Projects", "demo": "https://walobeast123.github.io/Random-Projects/"}]...
|
[{"post_id": 45115, "ts": "202 [{"post_id": 45115, "ts": "2026-08-11T12:14:07Z", "hours": 0.2922, "text": "Figuring out how to publish my program on Github haha"}, {"post_id": 45094, "ts": "2026-08-11T11:16:48Z", "hours": 0.4469, "text": "A square rooting machine which can give you the square root of any number to 6 decimal places :)"}]...
|
Title: Square Rooting by @walobeast123 | Stardance Title: Square Rooting by @walobeast123 | Stardance
Devlogs:
A square rooting machine which can give you the square root of any number to 6 decimal places :)
Figuring out how to publish my program on Github haha
Ships:
I made a web which square roots any number, just put in your desired number (make sure its greater than 0 tho, only real numbers are allows [;) and click the calculate button...
|
1793526650.9183624
|
1793613050.9183624
|
|
49159
|
Revant's Portfolio by @ravioli | Stardance
|
ravioli
|
1
|
4.61
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-17T13:12:29Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is a very basic portfolio website i made for myself, it is quite arbitrary but it is my first time coding so im quite proud of how it turned out.", "repo": "https://github.com/ravioliiii665/Revant-s_Portfolio_website", "demo": "https://ravioliiii665.github.io/Revant-s_Portfolio_website/"}]...
|
[{"post_id": 49594, "ts": "202 [{"post_id": 49594, "ts": "2026-08-18T14:07:10Z", "hours": 1.1244, "text": "Did a full visual overhaul and added backgroud glow to my elements"}, {"post_id": 49369, "ts": "2026-08-18T04:49:48Z", "hours": 1.4867, "text": "Updated the website to link to my email while i work on visual overhaul"}, {"post_id": 48869, "ts": "2026-08-17T13:04:47Z", "hours": 2.0844, "text": "Started learning HTML and built my first website!"}]...
|
Title: Revant's Portfolio by @ravioli | Starda Title: Revant's Portfolio by @ravioli | Stardance
Devlogs:
Started learning HTML and built my first website!
Updated the website to link to my email while i work on visual overhaul
Did a full visual overhaul and added backgroud glow to my elements
Ships:
This is a very basic portfolio website i made for myself, it is quite arbitrary but it is my first time coding so im quite proud of how it turned out....
|
1793526653.6914508
|
1793613053.6914508
|
|
51703
|
Textwise by @Mov | Stardance
|
Mov
|
1
|
7.59
|
39
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-20T02:16:15Z", "hours": 7.0, "multiplier": 5.67, "payout": 39, "blessing": "neutral", "text": "Released v1.0.0, Includes: image generation from images and procedural gradients custom bitmap or TTF fonts 6 fonts bundled in the application procedural palettes of any size", "repo": "https://github.com/man-o-valor/textwise", "demo": "https://github.com/man-o-valor/textwise/releases/"}]...
|
[{"post_id": 51213, "ts": "202 [{"post_id": 51213, "ts": "2026-08-20T18:56:16Z", "hours": 0.5933, "text": "Added automatic palette sizing powered by the CIELAB color space! Now when not specifying a palette size it tries to find a good size to use automatically. Because of the color conversion, it’s quite a bit slower. I’ll look into optimizations soon Also, I added Kitchen Sink, another fun 6x8 pixel font. Below is an image auto-assigned to only need 4 COLORS– and it looks super!"}, {"post_id": 50725, "ts": "2026-08-20T02:08:26Z", "hours": 6.9483, "text": "Released v1.0 of Textwise! Textwise is a TUI-based program powered by Node that generates “textmode”-styled mosaics based on provided images or procedurally generated gradients. Allows processing existing images and making procedural gradients Comes bundled with 6 fonts Palettes are procedural and size can be specified Supports solid and per-glyph background colors"}]...
|
Title: Textwise by @Mov | Stardance
Devlogs:
Rele Title: Textwise by @Mov | Stardance
Devlogs:
Released v1.0 of Textwise! Textwise is a TUI-based program powered by Node that generates “textmode”-styled mosaics based on provided images or procedurally generated gradients. Allows processing existing images and making procedural gradients Comes bundled with 6 fonts Palettes are procedural and size can be specified Supports solid and per-glyph background colors
Added automatic palette sizing powered by the CIELAB color space! Now when not specifying a palette size it tries to find a good size to use automatically. Because of the color conversion, it’s quite a bit slower. I’ll look into optimizations soon Also, I added Kitchen Sink, another fun 6x8 pixel font. Below is an image auto-assigned to only need 4 COLORS– and it looks super!
Ships:
Released v1.0.0, Includes: image generation from images and procedural gradients custom bitmap or TTF fonts 6 fonts bundled in the application procedural palettes of any size...
|
1793526658.4571774
|
1793613058.4571774
|
|
53635
|
LastHurdle by @Naisaa | Stardance
|
Naisaa
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-29T13:21:20Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I’m a student so this idea is personal to me:….This website is an idea that I’ve been working on long ago….As soon as I found about hackclub’s stardance program I began speeding the build up for this prototype. Its the PROTOTYPE of an idea of a website which is made to OFFER MONETARY SUPPORT to students by making study resources available. Contributor’s sign up and choose from anonymous posts of students to contribute on. Both parties will receive no information about each other. There are many features that I’m still figuring out how to add cuz I’m A TOTAL BEGINNER TO CODING AND LEARNING BASICS THROUGH TUTORIALS….till then mention what you can see is essential and missing in this project…. >v<", "repo": "https://github.com/whitefire189/LastHurdle", "demo": "https://whitefire189.github.io/LastHurdle/"}]...
|
[{"post_id": 57303, "ts": "202 [{"post_id": 57303, "ts": "2026-08-29T12:43:44Z", "hours": 1.1803, "text": "Devlog-2 (29th August 2026, 6:PM)……Worked on css(otherwise it looked like website from stone age :), and JS…. added the dummy verification system in it…..currently having some problem in adding python database…..for anyone to use it…. please copy the dummy identity image below for the verification page if you’d like to use it (other images won’t work)…. Please do mention any improvements that can be made ON THE CURRENT PAGES…. >v<"}, {"post_id": 53682, "ts": "2026-08-24T11:05:33Z", "hours": 0.5703, "text": "FOR TEENAGERS/STUDENTS!!!🙃🙃 ROUGH IDEA: A website that allows anonymous and willing ppl to fund for basic educational materials, needs, courses and other stuff which can be helped with money for students…..contributor can scroll and choose by any post made by the students for their needs and select the one they want to pay for…..Both student’s and willing person’s details will not be disclosed and nothing would be shown to either party. . . .1ST TIMESTAMP : 24TH AUG 2026 4:35PM . 1st day of project- made 6 pages in html added basic buttons and texts….. Interlinked the pages now WITHOUT AUTHENTICATION but later with JS+python database we’ll do real authentication……..YAY! :) . NOTE- IF this idea gets good support….thw website might as well get developed into something REAL!"}]...
|
Title: LastHurdle by @Naisaa | Stardance
Devlogs: Title: LastHurdle by @Naisaa | Stardance
Devlogs:
FOR TEENAGERS/STUDENTS!!!🙃🙃 ROUGH IDEA: A website that allows anonymous and willing ppl to fund for basic educational materials, needs, courses and other stuff which can be helped with money for students…..contributor can scroll and choose by any post made by the students for their needs and select the one they want to pay for…..Both student’s and willing person’s details will not be disclosed and nothing would be shown to either party. . . .1ST TIMESTAMP : 24TH AUG 2026 4:35PM . 1st day of project- made 6 pages in html added basic buttons and texts….. Interlinked the pages now WITHOUT AUTHENTICATION but later with JS+python database we’ll do real authentication……..YAY! :) . NOTE- IF this idea gets good support….thw website might as well get developed into something REAL!
Devlog-2 (29th August 2026, 6:PM)……Worked on css(otherwise it looked like website from stone age :), and JS…. added the dummy verification system in it…..currently having some problem in adding python database…..for anyone to use it…. please copy the dummy identity image below for the verification page if you’d like to use it (other images won’t work)…. Please do mention any improvements that can be made ON THE CURRENT PAGES…. >v<
Ships:
I’m a student so this idea is personal to me:….This website is an idea that I’ve been working on long ago….As soon as I found about hackclub’s stardance program I began speeding the build up for this prototype. Its the PROTOTYPE of an idea of a website which is made to OFFER MONETARY SUPPORT to students by making study resources available. Contributor’s sign up and choose from anonymous posts of students to contribute on. Both parties will receive no information about each other. There are many features that I’m still figuring out how to add cuz I’m A TOTAL BEGINNER TO CODING AND LEARNING BASICS THROUGH TUTORIALS….till then mention what you can see is essential and missing in this project…. >v<...
|
1793526663.3563797
|
1793613063.3563797
|
|
2846
|
John Pork by @Vasilakos | Stardance
|
Vasilakos
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-04T18:03:54Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Finished my John Pork Slack Bot in a day and honestly feel quite accomplished. He can do some nice things like tell Quran verses or the weather or even show you some nice food! It wasn’t a really complicated project but still it had some difficulties for example hosting it on Ngrok so it’s downloadable for everyone took some time but in the end with a little bit of troubleshooting help from Google Gemini I got it done. Thanks to @amateur_tech_guy for inspiration on how to make a nice README and hope you all use John Pork for your daily weather forecast or a funny joke!", "repo": "https://github.com/Vasilakos1821/John-Pork-SlackBot", "demo": "https://hackclub.enterprise.slack.com/archives/C0BV0LNMFNZ"}]...
|
[{"post_id": 61462, "ts": "202 [{"post_id": 61462, "ts": "2026-09-04T12:08:29Z", "hours": 1.135, "text": "Finally figured out how to actually make John Pork not only exist as a Slack Bot but actually be downloadable on Slack because I struggled a bit with the redirect URLs and with cloud networking but figured it out in the end (with a little bit of LLM help)."}]...
|
Title: John Pork by @Vasilakos | Stardance
Devlog Title: John Pork by @Vasilakos | Stardance
Devlogs:
Finally figured out how to actually make John Pork not only exist as a Slack Bot but actually be downloadable on Slack because I struggled a bit with the redirect URLs and with cloud networking but figured it out in the end (with a little bit of LLM help).
Ships:
Finished my John Pork Slack Bot in a day and honestly feel quite accomplished. He can do some nice things like tell Quran verses or the weather or even show you some nice food! It wasn’t a really complicated project but still it had some difficulties for example hosting it on Ngrok so it’s downloadable for everyone took some time but in the end with a little bit of troubleshooting help from Google Gemini I got it done. Thanks to @amateur_tech_guy for inspiration on how to make a nice README and hope you all use John Pork for your daily weather forecast or a funny joke!...
|
1793526668.9963276
|
1793613068.9963276
|
|
51721
|
Personal Site by @greenwatermourning | Stardance
|
greenwatermourning
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-22T09:16:41Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a personal website inspired by my interests and what i like, hosted on GitHub Pages.", "repo": "https://github.com/silverghash/personal-site", "demo": "https://silverghash.github.io/personal-site/"}]...
|
[{"post_id": 52200, "ts": "202 [{"post_id": 52200, "ts": "2026-08-22T09:15:44Z", "hours": 1.5503, "text": "Devlog #3 Completed the Website."}, {"post_id": 51685, "ts": "2026-08-21T14:34:07Z", "hours": 1.2989, "text": "Devlog #2 Customized it more, still a long ways to go, and a Custom Cursor"}, {"post_id": 51488, "ts": "2026-08-21T07:13:55Z", "hours": 0.6014, "text": "Devlog #1 First Devlog on my Website; Kickstarted it with basic HTML and CSS"}]...
|
Title: Personal Site by @greenwatermourning | Star Title: Personal Site by @greenwatermourning | Stardance
Devlogs:
Devlog #1 First Devlog on my Website; Kickstarted it with basic HTML and CSS
Devlog #2 Customized it more, still a long ways to go, and a Custom Cursor
Devlog #3 Completed the Website.
Ships:
I made a personal website inspired by my interests and what i like, hosted on GitHub Pages....
|
1793526680.3053417
|
1793613080.3053417
|
|
47898
|
Robot Factory by @Noben_Nobi | Stardance
|
Noben_Nobi
|
1
|
7.59
|
28
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-14T19:29:25Z", "hours": 7.0, "multiplier": 3.82, "payout": 28, "blessing": "neutral", "text": "Robot Factory is a factory simulation game where you build robots, earn money, upgrade your factory, and grow your robotics business.", "repo": "https://github.com/Niraj2013/Robot-Factory", "demo": "https://6a802e026774570008ad18af--splendorous-selkie-9638e5.netlify.app/"}]...
|
[{"post_id": 47388, "ts": "202 [{"post_id": 47388, "ts": "2026-08-15T09:32:41Z", "hours": 0.265, "text": "I have Added in-game tutorial"}, {"post_id": 47343, "ts": "2026-08-15T07:06:04Z", "hours": 0.3242, "text": "Made some (deep) changes in UI making it look more good"}, {"post_id": 47107, "ts": "2026-08-14T19:13:36Z", "hours": 7.2103, "text": "I was working on a project named Robot Factory from some days or weeks. It is like a game and I have finally completed it with Html, CSS and Javascript done"}]...
|
Title: Robot Factory by @Noben_Nobi | Stardance
D Title: Robot Factory by @Noben_Nobi | Stardance
Devlogs:
I was working on a project named Robot Factory from some days or weeks. It is like a game and I have finally completed it with Html, CSS and Javascript done
Made some (deep) changes in UI making it look more good
I have Added in-game tutorial
Ships:
Robot Factory is a factory simulation game where you build robots, earn money, upgrade your factory, and grow your robotics business....
|
1793526684.195525
|
1793613084.195525
|
|
29231
|
Jana 🪩 by @Jana | Stardance
|
Jana
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-07T14:30:58Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "My first personal site everrr Im so proud of myself this is the first project I do in githubbbb🤍", "repo": "https://github.com/jojy24/Jana-personal-site", "demo": "https://jojy24.github.io/Jana-personal-site/"}]...
|
[{"post_id": 24125, "ts": "202 [{"post_id": 24125, "ts": "2026-07-07T14:23:37Z", "hours": 0.4944, "text": "My first personal website everrrr and my first github project IM SO HAPPY LITERALLY 🤍🤍"}]...
|
Title: Jana 🪩 by @Jana | Stardance
Devlogs:
My fi Title: Jana 🪩 by @Jana | Stardance
Devlogs:
My first personal website everrrr and my first github project IM SO HAPPY LITERALLY 🤍🤍
Ships:
My first personal site everrr Im so proud of myself this is the first project I do in githubbbb🤍...
|
1793526691.9708488
|
1793613091.9708488
|
|
9944
|
isflac by @temidaradev | Stardance
|
temidaradev
|
1
|
2.0
|
20
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-15T11:20:12Z", "hours": 2.0, "multiplier": 12.06, "payout": 20, "blessing": "neutral", "text": "I made flac checker and its working pretty well i guess, instead of checking spectogram of each song this is a solid tool imho", "repo": "https://github.com/temidaradev/isflac", "demo": "https://crates.io/crates/isflac"}]...
|
[{"post_id": 9171, "ts": "2026 [{"post_id": 9171, "ts": "2026-06-15T11:19:17Z", "hours": 0.7067, "text": "fixed inconsistent scans so and also added recursive scanning"}, {"post_id": 3602, "ts": "2026-06-06T16:29:56Z", "hours": 0.9619, "text": "it works properly with this you can check your flac files and see if they are remuxed from lossy audio codecs and treat however you like .d"}]...
|
Title: isflac by @temidaradev | Stardance
Devlogs Title: isflac by @temidaradev | Stardance
Devlogs:
it works properly with this you can check your flac files and see if they are remuxed from lossy audio codecs and treat however you like .d
fixed inconsistent scans so and also added recursive scanning
Ships:
I made flac checker and its working pretty well i guess, instead of checking spectogram of each song this is a solid tool imho...
|
1793526695.0428748
|
1793613095.0428748
|
|
36025
|
Drunk GD by @Jqseph | Stardance
|
Jqseph
|
1
|
3.0
|
10
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-16T21:34:53Z", "hours": 3.0, "multiplier": 4.03, "payout": 10, "blessing": "neutral", "text": "I made a mod for geometry dash. it was denied from geodes repo so you need to install it manually to geometry dash. it obviously requires geometry dash to run, sorry reviewer. made in 1 day for fun.", "repo": "https://github.com/Broseph9972/DrunkGD", "demo": "https://github.com/Broseph9972/DrunkGD/releases/download/Releases/jqseph9972.drunkgd.geode"}]...
|
[{"post_id": 29775, "ts": "202 [{"post_id": 29775, "ts": "2026-07-16T21:30:07Z", "hours": 2.5028, "text": "Finished v1, submitted to geode repository, spent around 2.5 hrs on it, im proud of my first mod. here are some features.# Alchaholism(My First GD mod yayyyy)This mod speeds up and slows down your game randomly to simulate drunkness.it’s very customizable and can be used to troll your friends. it has 5 presets:- Barely noticable (to gaslight)- Annoying (looks funny)- Drunk (just makes levels harder)- Wasted (changes gravity and is overall impossible to play)- Custom (you can configure it how you want)you can show/hide a speed viewer in the top right, and make it so when u hold down 1 key it will stay at 1x speed. you can also hide the button in the pause menu. i built this mostly to troll my friend ty. when he goes to the bathroom ill install it and put it on barely noticable to ragebait him. I really hope you like this thingysometimes the timewarp trigger will desync the music, sorry abt that i couldnt figure it out."}]...
|
Title: Drunk GD by @Jqseph | Stardance
Devlogs:
F Title: Drunk GD by @Jqseph | Stardance
Devlogs:
Finished v1, submitted to geode repository, spent around 2.5 hrs on it, im proud of my first mod. here are some features.# Alchaholism(My First GD mod yayyyy)This mod speeds up and slows down your game randomly to simulate drunkness.it’s very customizable and can be used to troll your friends. it has 5 presets:- Barely noticable (to gaslight)- Annoying (looks funny)- Drunk (just makes levels harder)- Wasted (changes gravity and is overall impossible to play)- Custom (you can configure it how you want)you can show/hide a speed viewer in the top right, and make it so when u hold down 1 key it will stay at 1x speed. you can also hide the button in the pause menu. i built this mostly to troll my friend ty. when he goes to the bathroom ill install it and put it on barely noticable to ragebait him. I really hope you like this thingysometimes the timewarp trigger will desync the music, sorry abt that i couldnt figure it out.
Ships:
I made a mod for geometry dash. it was denied from geodes repo so you need to install it manually to geometry dash. it obviously requires geometry dash to run, sorry reviewer. made in 1 day for fun....
|
1793526698.9250412
|
1793613098.9250412
|
|
35927
|
DomainScan - find domain names for your next proje DomainScan - find domain names for your next project by @robertl | Stardance...
|
robertl
|
1
|
16.0
|
187
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-07T21:04:03Z", "hours": 16.0, "multiplier": 13.74, "payout": 187, "blessing": "neutral", "text": "A web app to help you check domain availability and prices for your next idea. I started building this because I was tired of checking dozens of domain names (including variations) by hand every time I had a new idea. It’s made with Tanstack Start, and you can run it yourself by providing your own Cloudflare API Keys (for the registrar API), or try it out on my deployed version: https://domainscan.robertlupas.workers.dev/", "repo": "https://github.com/robertlupas/domainscan", "demo": "https://domainscan.robertlupas.workers.dev/"}]...
|
[{"post_id": 42892, "ts": "202 [{"post_id": 42892, "ts": "2026-08-07T21:00:15Z", "hours": 1.1064, "text": "(Probably) The last DomainScan Devlog (#03) I kind of finished this project before, but forgot to deploy and ship it :) Added a README Added Cloudflare Workers stuff and prepared to deploy. Check it out I may continue working on this and adding some features, but for now I’m going to be working on some other stuff Previous devlog (#02)"}, {"post_id": 31854, "ts": "2026-07-20T15:57:05Z", "hours": 2.5336, "text": "DomainScan - Devlog #02 Quick recap: I’m building a web app to help you check domain availability and prices for your next idea. I started building this because I was tired of checking dozens of domain names (including variations) by hand every time I had a new idea. Updates Added domain saving: You can now click on the “bookmark” button to save a domain for later When you search a full domain name (including the TLD), different TLDs are automatically checked too, like classic registrar searches do. Added some subtle UI animations for buttons Added a “second action” optional parameter for the DomainCard component, for future use :) Next up: more features and deploying. If you have ideas for features you’d like to see, I’d love to hear them! Previous devlog (#01)"}, {"post_id": 29388, "ts": "2026-07-16T09:50:09Z", "hours": 12.0072, "text": "DomainScan - Devlog #01 I’m building a web app to help you check domain availability and prices for your next idea. I started building this because I was tired of checking dozens of domain names (including variations) by hand every time I had a new idea. Features I finished building the main feature: searching for domains and checking their availability & price through the Cloudflare Registrar API. I also built these features: you can enter either a project name and get some (customizable) suggestions or enter a domain name and check just for its availability. for multi-word searches, trying both with and without hyphens between the words auto adding prefixes from a customizable list (to give you a better chance of finding an available domain) customizable TLD list Tech stack I’m using TanStack Start, with TanStack Query to cache and optimize the CF Registrar requests. For the UI, I’m using shadcn/ui components (with BaseUI primitives and HugeIcons). For persisting settings between website visits/reloads, I’m using usehooks-ts ’s useLocalStorage . Next up: adding more features, polishing the UX, and deploying it. If you have ideas for features you’d like to see, I’d love to hear them! Next devlog (#02)"}]...
|
Title: DomainScan - find domain names for your nex Title: DomainScan - find domain names for your next project by @robertl | Stardance
Devlogs:
DomainScan - Devlog #01 I’m building a web app to help you check domain availability and prices for your next idea. I started building this because I was tired of checking dozens of domain names (including variations) by hand every time I had a new idea. Features I finished building the main feature: searching for domains and checking their availability & price through the Cloudflare Registrar API. I also built these features: you can enter either a project name and get some (customizable) suggestions or enter a domain name and check just for its availability. for multi-word searches, trying both with and without hyphens between the words auto adding prefixes from a customizable list (to give you a better chance of finding an available domain) customizable TLD list Tech stack I’m using TanStack Start, with TanStack Query to cache and optimize the CF Registrar requests. For the UI, I’m using shadcn/ui components (with BaseUI primitives and HugeIcons). For persisting settings between website visits/reloads, I’m using usehooks-ts ’s useLocalStorage . Next up: adding more features, polishing the UX, and deploying it. If you have ideas for features you’d like to see, I’d love to hear them! Next devlog (#02)
DomainScan - Devlog #02 Quick recap: I’m building a web app to help you check domain availability and prices for your next idea. I started building this because I was tired of checking dozens of domain names (including variations) by hand every time I had a new idea. Updates Added domain saving: You can now click on the “bookmark” button to save a domain for later When you search a full domain name (including the TLD), different TLDs are automatically checked too, like classic registrar searches do. Added some subtle UI animations for buttons Added a “second action” optional parameter for the DomainCard component, for future use :) Next up: more features and deploying. If you have ideas for features you’d like to see, I’d love to hear them! Previous devlog (#01)
(Probably) The last DomainScan Devlog (#03) I kind of finished this project before, but forgot to deploy and ship it :) Added a README Added Cloudflare Workers stuff and prepared to deploy. Check it out I may continue working on this and adding some features, but for now I’m going to be working on some other stuff Previous devlog (#02)
Ships:
A web app to help you check domain availability and prices for your next idea. I started building this because I was tired of checking dozens of domain names (including variations) by hand every time I had a new idea. It’s made with Tanstack Start, and you can run it yourself by providing your own Cloudflare API Keys (for the registrar API), or try it out on my deployed version: https://domainscan.robertlupas.workers.dev/...
|
1793526702.834014
|
1793613102.834014
|
|
13455
|
My first slack bot! by @rehanhabbu | Stardance
|
rehanhabbu
|
2
|
2.0
|
2
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-06T19:14:51Z", "hours": 1.0, "multiplier": 1.13, "payout": 1, "blessing": "neutral", "text": "Slack Bot for StarDance: A custom Slack bot built for Stardance using Node.js, Slack’s Bolt framework, and Socket Mode. Mostly just fun commands. Commands /rsb-ping - Check the latency between your machine and Slack. /rsb-quest - Pulls a random side quest from the Bored API /rsb-coinflip - Flips a digital coin to settle arguments instantly. /rsb-countdown [YYYY-MM-DD] - Counts down the exact number of days left until the deadline. /rsb-help - Lists everything this construct can do. Also include QWEN2.0:5b AI model via DM’s to the bot, although it is extremely slow as it is running CPU only on nest. (Like VERY slow. I said hi at 11:50 and it responded at 12:44)", "repo": "https://github.com/Catsarepro21/Hackclubslacbot", "demo": "https://hackclub.enterprise.slack.com/archives/C08E083LZ9A"}, {"ship_num": 2, "ts": "2026-06-10T16:05:33Z", "hours": 1.0, "multiplier": 1.5, "payout": 1, "blessing": "neutral", "text": "I made a Slack Bot to do fun little commands. Things such as a coin flip, a time-till a date command, and a quest command that gives the user a random quest!", "repo": "https://github.com/Catsarepro21/Hackclubslacbot", "demo": "https://hackclub.enterprise.slack.com/archives/C08E083LZ9A"}]...
|
[{"post_id": 6904, "ts": "2026 [{"post_id": 6904, "ts": "2026-06-11T16:03:26Z", "hours": 0.6814, "text": "Fixed the demo URL by allowing direct messages to the bot and using that. Also because I can DM the bot now, I added an OLLAMA model running QWEN2:5b, although because it it running in CPU only mode it is extremally slow"}, {"post_id": 6292, "ts": "2026-06-10T16:04:24Z", "hours": 0.3361, "text": "Hosted the bot on nest and tested, works great!"}, {"post_id": 5929, "ts": "2026-06-09T22:08:02Z", "hours": 0.6567, "text": "Made the slack-bot and added some fun commands that I like, waiting on approval of Nest to finish this project!"}]...
|
Title: My first slack bot! by @rehanhabbu | Starda Title: My first slack bot! by @rehanhabbu | Stardance
Devlogs:
Made the slack-bot and added some fun commands that I like, waiting on approval of Nest to finish this project!
Hosted the bot on nest and tested, works great!
Fixed the demo URL by allowing direct messages to the bot and using that. Also because I can DM the bot now, I added an OLLAMA model running QWEN2:5b, although because it it running in CPU only mode it is extremally slow
Ships:
I made a Slack Bot to do fun little commands. Things such as a coin flip, a time-till a date command, and a quest command that gives the user a random quest!
Slack Bot for StarDance: A custom Slack bot built for Stardance using Node.js, Slack’s Bolt framework, and Socket Mode. Mostly just fun commands. Commands /rsb-ping - Check the latency between your machine and Slack. /rsb-quest - Pulls a random side quest from the Bored API /rsb-coinflip - Flips a digital coin to settle arguments instantly. /rsb-countdown [YYYY-MM-DD] - Counts down the exact number of days left until the deadline. /rsb-help - Lists everything this construct can do. Also include QWEN2.0:5b AI model via DM’s to the bot, although it is extremely slow as it is running CPU only on nest. (Like VERY slow. I said hi at 11:50 and it responded at 12:44)...
|
1793526715.407874
|
1793613115.407874
|
|
28065
|
EPIKOS by @smollcoin | Stardance
|
smollcoin
|
2
|
45.0
|
261
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-22T13:04:30Z", "hours": 23.0, "multiplier": 11.36, "payout": 261, "blessing": "neutral", "text": "EPIKOS final final final IT’s an epik high themed web OS! Epik High is a korean hiphop trio. now with more apps: calendar, music player, guide, terminal, a countdown. and i added some small animations. youch 45 hours that’s all! i had fun with this project. yes it took a lot of time because i had to learn new framework but i think im pretty proficient in vue now… vue > react i still struggle ALOT encapsulating the data into composables and i definitely still need more practice… thanks for reading! tmi but my favourite songs from them are: ‘Home is far away’ and ‘People Scare Me’ from the We’ve done something wonderful album. Hehe you can go check it out!", "repo": "https://github.com/smollcoin/EpikOS", "demo": "https://epik-os.vercel.app/"}, {"ship_num": 2, "ts": "2026-07-09T15:26:46Z", "hours": 22.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "E-P-I-K I am so Epik High pilled now so I made a Epik High themed OS. It’s my first time using Vue I love it so much, more than React (teehee) One small thing that I am proud of is implementing dark and light theme mode because I can never seem to get it right but this time I did it sheesh. There are still a few features that are not done yet and I will work on it #soon Hope you enjoyed it as much as I did !!!!", "repo": "https://github.com/smollcoin/EpikOS", "demo": "https://epik-os.vercel.app/"}]...
|
[{"post_id": 32939, "ts": "202 [{"post_id": 32939, "ts": "2026-07-22T12:48:37Z", "hours": 3.5181, "text": "probably the final devlog i did some small animations!! i saw a youtube video about framer motion and i decided to try it… i like its declarative approach and usage of animation props!! so yum i also made a context manager i think thats so cool too i made a guide app for people who may need more guidance in navigating the app i added skip and next buttons for my music web player yup!"}, {"post_id": 32215, "ts": "2026-07-21T07:43:10Z", "hours": 3.5453, "text": "ok made a calendar and a countdown to the next epikcase youtube drop… apps now can be resized in every direction!!!! that was challenging for me. i don’t know it was just hard to figure it out thank god theres no rotate function or else it would probbly be impossible to calculate im gonna put in animations and sound effects now… maybe a loading screen too"}, {"post_id": 31272, "ts": "2026-07-19T15:29:50Z", "hours": 4.4642, "text": "i would love to put a video but i keep getting bad gatway error due to my slow internet connection but i styled it and added a few more epik high albums! and theres even a cute gif when its in a loading state because i did not want to confuse users. i also did a bit of restructuring and divided them into smaller components…"}, {"post_id": 30000, "ts": "2026-07-17T07:23:08Z", "hours": 8.3589, "text": "what ive done logic for the music player when i first started this i thought it wouldn’t take long but it did… and i haven’t finished styling yet so it looks really bad… so why it took so long was at first i tried searching up to use spotify, but realised only premium members can select track so never mind… then i considered storing all the songs in a file storage server but i felt bad downloading the songs so i explored other options… so i went to search up how other WebOS does their music player and the ariana grande one used the youtube API so i looked into it… thanks it worked!! ok so after it worked, i tried to separate them into composable and smaller components because it got too messy on one file and that’s where i spent so much time on this… now im gonna style this better…"}, {"post_id": 27175, "ts": "2026-07-12T14:31:06Z", "hours": 3.1792, "text": "yay updates: terminal app with 9 commands and good formatting!! you can upload custom wallpapers now!! i now know how to use the pre html tag… wow. also its my first time trying to setup a terminal like app that includes cycling pass through past commands and displaying output histrory correctly. there’s like a bug that doesn’t automatically scroll down towards the bottom and that makes me sad because i can’t fix it but other than that i think its good hehe"}, {"post_id": 25301, "ts": "2026-07-09T14:47:50Z", "hours": 3.1089, "text": "i am so happy what has changed: settings app with dark and light mode and can change background new start screen new cursor i feel so delighted when the dark/light mode thing worked because embarrassingly i have never successfully implemented one before"}, {"post_id": 24008, "ts": "2026-07-07T09:09:58Z", "hours": 3.1794, "text": "dang i lost my streak but yes i made notes app using tiptap package gallery app but its more of a scroll thing enjoy i will work on a start screen and then… maybe one more app…"}, {"post_id": 21235, "ts": "2026-07-03T02:12:55Z", "hours": 3.3536, "text": "i built a browser app with two tabs! and the links are their stuff on another page! i also showed icons on the desktop using grid css because I may want to make them organizable in the future…"}, {"post_id": 20137, "ts": "2026-07-01T17:57:02Z", "hours": 4.4075, "text": "ok it really is coming together (very slowly) things i did: desktop now renders open/maximized windows on screen dynamic modal positioning for search and calendar fullscreen toggle adjust wallpaper images (lowkey the hardest part i can’t seem to find any good high quality landscape pics and i am too lazy to edit one) i was so happy when the windows appeared i can’t believe that i could do this !! now i need to list out the icons on the screen and make all the APPS!!!"}, {"post_id": 19321, "ts": "2026-06-30T16:31:09Z", "hours": 2.7989, "text": "things i did: rewrote useDrag logic to use the useAppsState file and limit dragging only in the viewport wrote useResize logic (only can resize one way because i suck at it and im not motivated to do this) define useAppState, wrote function to modify for useAppState i think i have it figured out… it should be in a global AppsState kinda thing. At first i tried separating them into app info and the state of it eg. open closed, size position etc but i got confused so even though its not good practice i just… smashed them all together i feel im getting impatient / losing motivation for this project but i don’t know… this is so random but v-bind is so insane as a beginner vue developer omgomgomgomgo-"}, {"post_id": 19070, "ts": "2026-06-30T08:19:51Z", "hours": 5.0222, "text": "gang i wrote so much but there’s an error so it didnt get sent im gonna cry. not very epik yet but give it like 10 more hours i did: styling finding images making windows draggable designing bottom dock but it still can’t work yet challenges: sigh im a little rusty in programming in general not sure where to put the app state and what information so i struggled hard with that unfamilarity with vue"}]...
|
Title: EPIKOS by @smollcoin | Stardance
Devlogs:
Title: EPIKOS by @smollcoin | Stardance
Devlogs:
gang i wrote so much but there’s an error so it didnt get sent im gonna cry. not very epik yet but give it like 10 more hours i did: styling finding images making windows draggable designing bottom dock but it still can’t work yet challenges: sigh im a little rusty in programming in general not sure where to put the app state and what information so i struggled hard with that unfamilarity with vue
things i did: rewrote useDrag logic to use the useAppsState file and limit dragging only in the viewport wrote useResize logic (only can resize one way because i suck at it and im not motivated to do this) define useAppState, wrote function to modify for useAppState i think i have it figured out… it should be in a global AppsState kinda thing. At first i tried separating them into app info and the state of it eg. open closed, size position etc but i got confused so even though its not good practice i just… smashed them all together i feel im getting impatient / losing motivation for this project but i don’t know… this is so random but v-bind is so insane as a beginner vue developer omgomgomgomgo-
ok it really is coming together (very slowly) things i did: desktop now renders open/maximized windows on screen dynamic modal positioning for search and calendar fullscreen toggle adjust wallpaper images (lowkey the hardest part i can’t seem to find any good high quality landscape pics and i am too lazy to edit one) i was so happy when the windows appeared i can’t believe that i could do this !! now i need to list out the icons on the screen and make all the APPS!!!
i built a browser app with two tabs! and the links are their stuff on another page! i also showed icons on the desktop using grid css because I may want to make them organizable in the future…
dang i lost my streak but yes i made notes app using tiptap package gallery app but its more of a scroll thing enjoy i will work on a start screen and then… maybe one more app…
i am so happy what has changed: settings app with dark and light mode and can change background new start screen new cursor i feel so delighted when the dark/light mode thing worked because embarrassingly i have never successfully implemented one before
yay updates: terminal app with 9 commands and good formatting!! you can upload custom wallpapers now!! i now know how to use the pre html tag… wow. also its my first time trying to setup a terminal like app that includes cycling pass through past commands and displaying output histrory correctly. there’s like a bug that doesn’t automatically scroll down towards the bottom and that makes me sad because i can’t fix it but other than that i think its good hehe
what ive done logic for the music player when i first started this i thought it wouldn’t take long but it did… and i haven’t finished styling yet so it looks really bad… so why it took so long was at first i tried searching up to use spotify, but realised only premium members can select track so never mind… then i considered storing all the songs in a file storage server but i felt bad downloading the songs so i explored other options… so i went to search up how other WebOS does their music player and the ariana grande one used the youtube API so i looked into it… thanks it worked!! ok so after it worked, i tried to separate them into composable and smaller components because it got too messy on one file and that’s where i spent so much time on this… now im gonna style this better…
i would love to put a video but i keep getting bad gatway error due to my slow internet connection but i styled it and added a few more epik high albums! and theres even a cute gif when its in a loading state because i did not want to confuse users. i also did a bit of restructuring and divided them into smaller components…
ok made a calendar and a countdown to the next epikcase youtube drop… apps now can be resized in every direction!!!! that was challenging for me. i don’t know it was just hard to figure it out thank god theres no rotate function or else it would probbly be impossible to calculate im gonna put in animations and sound effects now… maybe a loading screen too
probably the final devlog i did some small animations!! i saw a youtube video about framer motion and i decided to try it… i like its declarative approach and usage of animation props!! so yum i also made a context manager i think thats so cool too i made a guide app for people who may need more guidance in navigating the app i added skip and next buttons for my music web player yup!
Ships:
E-P-I-K I am so Epik High pilled now so I made a Epik High themed OS. It’s my first time using Vue I love it so much, more than React (teehee) One small thing that I am proud of is implementing dark and light theme mode because I can never seem to get it right but this time I did it sheesh. There are still a few features that are not done yet and I will work on it #soon Hope you enjoyed it as much as I did !!!!
EPIKOS final final final IT’s an epik high themed web OS! Epik High is a korean hiphop trio. now with more apps: calendar, music player, guide, terminal, a countdown. and i added some small animations. youch 45 hours that’s all! i had fun with this project. yes it took a lot of time because i had to learn new framework but i think im pretty proficient in vue now… vue > react i still struggle ALOT encapsulating the data into composables and i definitely still need more practice… thanks for reading! tmi but my favourite songs from them are: ‘Home is far away’ and ‘People Scare Me’ from the We’ve done something wonderful album. Hehe you can go check it out!...
|
1793526720.2750278
|
1793613120.2750278
|
|
17086
|
Gofer by @DevomB | Stardance
|
DevomB
|
1
|
12.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-08T00:00:54Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Gofer is a full Go (Baduk) engine written in Go, implementing Chinese rules with Monte Carlo Tree Search (MCTS) as its core decision-making algorithm. The engine supports terminal play, self-play, position analysis, and SGF import/export, making it usable both as a standalone player and as a research tool. It also implements the Go Text Protocol (GTP), which lets it plug directly into popular Go GUIs like Sabaki and Lizzie for a more visual playing and analysis experience. Technical Implementation Paragraph Under the hood, Gofer uses PUCT-based MCTS with a transposition table and parallel playouts, paired with a heuristic evaluator (stones, liberties, territory estimate, move priors) or an ONNX neural network backend for stronger play. The project includes a full machine learning training loop inspired by AlphaGo Zero-style research, with a PyTorch bootstrap trainer, self-play sample generation, and arena gating (using Wilson confidence intervals) to validate that new model versions actually outperform prior ones before promotion. It’s built primarily in Go (70.8%) with Python for the training pipeline and Shell for automation scripts, and ships with a nightly 200-game arena workflow on GitHub Actions plus a public web demo hosted at gofer.devomb.com. Progress and Learnings Paragraph The current release, v2.7.0, includes in-process ONNX inference (no external sidecar needed), a parity harness proving the Go inference engine matches the Python reference implementation bit-for-bit, and profile-guided build optimization for performance tuning. Building Gofer meant tackling real research-to-code translation, implementing ideas from the Wu et al. 2020 Go ML paper, wiring together board logic, tree search, and neural inference into one coherent binary. Remaining goals include closing the strength gap toward KataGo-level play, moving fully off the ONNX sidecar architecture, and adding complete time control support like byo-yomi.", "repo": "https://github.com/DevomB/Gofer", "demo": "https://gofer.devomb.com"}]...
|
[{"post_id": 24431, "ts": "202 [{"post_id": 24431, "ts": "2026-07-07T23:55:12Z", "hours": 0.495, "text": "I’ve just spent these last 30 minutes fixing my entire training pipeline since it is a bit broken."}, {"post_id": 24256, "ts": "2026-07-07T18:16:34Z", "hours": 11.7622, "text": "Gofer is a Go (Baduk) playing engine I built from scratch in Go, inspired by the AlphaGo Zero research paper, currently at version 2.7.0. It supports Chinese rules, a GTP interface so it works with popular Go analysis tools like Sabaki and Lizzie, terminal play, self-play generation, and SGF import/export. Rather than trying to compete with production-grade engines like KataGo, I built it as a research-focused project to deeply understand how these systems actually work under the hood. At its core, Gofer uses Monte Carlo Tree Search with a PUCT selection strategy — the same family of algorithm that powers AlphaZero — combined with a neural network evaluator to judge board positions. I implemented ONNX-based neural inference directly in Go, which let me plug in trained model weights and validate that my Go inference pipeline produces results that exactly match a Python reference implementation. Playout counts scale with board size, so the engine can play quick games on small boards or think harder on a full 19x19 board. Beyond just the engine itself, I built a full training and validation pipeline around it, including a replay buffer for generating self-play data and an “arena” system that only promotes a new model if it statistically beats the current best version. I also set up automated nightly games and performance benchmarks through GitHub Actions to make sure new changes don’t quietly make the engine weaker or slower. It’s been a great deep dive into machine learning, search algorithms, and systems engineering all in one project."}]...
|
Title: Gofer by @DevomB | Stardance
Devlogs:
Gofe Title: Gofer by @DevomB | Stardance
Devlogs:
Gofer is a Go (Baduk) playing engine I built from scratch in Go, inspired by the AlphaGo Zero research paper, currently at version 2.7.0. It supports Chinese rules, a GTP interface so it works with popular Go analysis tools like Sabaki and Lizzie, terminal play, self-play generation, and SGF import/export. Rather than trying to compete with production-grade engines like KataGo, I built it as a research-focused project to deeply understand how these systems actually work under the hood. At its core, Gofer uses Monte Carlo Tree Search with a PUCT selection strategy — the same family of algorithm that powers AlphaZero — combined with a neural network evaluator to judge board positions. I implemented ONNX-based neural inference directly in Go, which let me plug in trained model weights and validate that my Go inference pipeline produces results that exactly match a Python reference implementation. Playout counts scale with board size, so the engine can play quick games on small boards or think harder on a full 19x19 board. Beyond just the engine itself, I built a full training and validation pipeline around it, including a replay buffer for generating self-play data and an “arena” system that only promotes a new model if it statistically beats the current best version. I also set up automated nightly games and performance benchmarks through GitHub Actions to make sure new changes don’t quietly make the engine weaker or slower. It’s been a great deep dive into machine learning, search algorithms, and systems engineering all in one project.
I’ve just spent these last 30 minutes fixing my entire training pipeline since it is a bit broken.
Ships:
Gofer is a full Go (Baduk) engine written in Go, implementing Chinese rules with Monte Carlo Tree Search (MCTS) as its core decision-making algorithm. The engine supports terminal play, self-play, position analysis, and SGF import/export, making it usable both as a standalone player and as a research tool. It also implements the Go Text Protocol (GTP), which lets it plug directly into popular Go GUIs like Sabaki and Lizzie for a more visual playing and analysis experience. Technical Implementation Paragraph Under the hood, Gofer uses PUCT-based MCTS with a transposition table and parallel playouts, paired with a heuristic evaluator (stones, liberties, territory estimate, move priors) or an ONNX neural network backend for stronger play. The project includes a full machine learning training loop inspired by AlphaGo Zero-style research, with a PyTorch bootstrap trainer, self-play sample generation, and arena gating (using Wilson confidence intervals) to validate that new model versions actually outperform prior ones before promotion. It’s built primarily in Go (70.8%) with Python for the training pipeline and Shell for automation scripts, and ships with a nightly 200-game arena workflow on GitHub Actions plus a public web demo hosted at gofer.devomb.com. Progress and Learnings Paragraph The current release, v2.7.0, includes in-process ONNX inference (no external sidecar needed), a parity harness proving the Go inference engine matches the Python reference implementation bit-for-bit, and profile-guided build optimization for performance tuning. Building Gofer meant tackling real research-to-code translation, implementing ideas from the Wu et al. 2020 Go ML paper, wiring together board logic, tree search, and neural inference into one coherent binary. Remaining goals include closing the strength gap toward KataGo-level play, moving fully off the ONNX sidecar architecture, and adding complete time control support like byo-yomi....
|
1793526724.6335175
|
1793613124.6335175
|
|
35984
|
microHost by @Ayon | Stardance
|
Ayon
|
1
|
5.48
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-16T13:09:27Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a micro hosting platform where people can host their php scripts for free even on a raspberry pi. This is totally resource efficient, secure and simple.", "repo": "https://github.com/amiayon8/microhost", "demo": "https://microhost.thenicedev.xyz/"}]...
|
[{"post_id": 31338, "ts": "202 [{"post_id": 31338, "ts": "2026-07-19T17:28:03Z", "hours": 0.8286, "text": "After hours of debugging, finally my project is ready to ship with a beginner-friendly console. Thanks to Gemini for helping me in the debugging process"}, {"post_id": 31303, "ts": "2026-07-19T16:26:11Z", "hours": 0.5906, "text": "Completed making the console with everything manageable directly from the console"}, {"post_id": 31273, "ts": "2026-07-19T15:31:41Z", "hours": 0.6825, "text": "Completed the registration and login flow. Now working on dashboard"}, {"post_id": 31252, "ts": "2026-07-19T14:48:56Z", "hours": 1.3825, "text": "Started making the frontend console. Done making the registration page. Using brutalism style."}, {"post_id": 29463, "ts": "2026-07-16T13:03:35Z", "hours": 2.2017, "text": "Commpleted microHost"}]...
|
Title: microHost by @Ayon | Stardance
Devlogs:
Co Title: microHost by @Ayon | Stardance
Devlogs:
Commpleted microHost
Started making the frontend console. Done making the registration page. Using brutalism style.
Completed the registration and login flow. Now working on dashboard
Completed making the console with everything manageable directly from the console
After hours of debugging, finally my project is ready to ship with a beginner-friendly console. Thanks to Gemini for helping me in the debugging process
Ships:
I made a micro hosting platform where people can host their php scripts for free even on a raspberry pi. This is totally resource efficient, secure and simple....
|
1793526729.4115083
|
1793613129.4115083
|
|
33893
|
Wario Loves Taralli! by @Federico_Tarallo | Starda Wario Loves Taralli! by @Federico_Tarallo | Stardance...
|
Federico_Tarallo
|
1
|
10.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-25T18:10:58Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "WARIO LOVES TARALLI! ❤️ 🔴⚪🟢 A WarioWare-like game where Wario is obsessed by the tipical south italian buscuit. The game as 4 different minigames, with two of them that I built by myself, and here the pictures of both", "repo": "https://github.com/Federico19-1/my-wario-ware-game", "demo": "https://federico19-1.itch.io/wario-loves-taralli"}]...
|
[{"post_id": 54631, "ts": "202 [{"post_id": 54631, "ts": "2026-08-25T17:36:40Z", "hours": 2.1975, "text": "DEVELOG #5 - FINAL DEVELOG🍾🍾 WARIO LOVES TARALLI! ❤️ 🔴⚪🟢 Yes, Wario Loves Taralli is now released on itch.io. Instead only showing the win and lose screen in this develog, I wanted to take some more time to finish the project and upload it on itch.io"}, {"post_id": 53617, "ts": "2026-08-24T08:26:06Z", "hours": 2.1361, "text": "DEVELOG #4 WARIO LOVES TARALLI! ❤️ 🔴⚪🟢 This is the Settings screen, where it’s clear that Wario only wants taralli in his life 🤣🤣 Aside from that, I’ve spent a lot of time fixing game bugs, especially within the minigames—working on the win/lose logic and conditions. I also cleaned up the code to eliminate repetitions and bad connections. The new win and lose screens are coming very soon, and along with them, two brand-new minigames I already have in mind! Stay tuned for updates!"}, {"post_id": 52662, "ts": "2026-08-22T22:22:35Z", "hours": 2.0111, "text": "DEVELOG #3 WARIO LOVES TARALLI! ❤️ 🔴⚪🟢 I added the second minigame where you have to click on Neapolitan taralli to complete it, with a stunning view of Vesuvius and the sea. I also fixed the timer in the first minigame, so now I’m moving on to producing the win and lose screens. Stay tuned for updates!"}, {"post_id": 51861, "ts": "2026-08-21T18:50:49Z", "hours": 1.1208, "text": "DEVELOG #2 WARIO LOVES TARALLI! ❤️ 🔴⚪🟢 I’m currently working on the first minigame, and as you can see Wario seems eager to catch taralli all around Italy - here in Sicily, Catania. I’m struggling a bit with the timer and minigame scenes, so I’m working a lot on the code to understand what’s causing the issue. Of course, in the next devlog, I’ll show you the minigame fixed and completed. Stay tuned for updates!"}, {"post_id": 51120, "ts": "2026-08-20T16:48:37Z", "hours": 2.9192, "text": "DEVELOG #1 WARIO LOVES TARALLI! ❤️ 🔴⚪🟢 Yes, you read that right. In this WarioWare-style game, Wario is obsessed with taralli, and what you see in the photo is what the in-game screen will look like. I came up with this idea because, to us Italian fans, Wario might remind us a bit of the stereotype of the average Southern Italian, and the tarallo is something that unites all Southerners (there are Neapolitan, Sicilian, and Apulian taralli…). Stay tuned for upcoming updates!"}]...
|
Title: Wario Loves Taralli! by @Federico_Tarallo | Title: Wario Loves Taralli! by @Federico_Tarallo | Stardance
Devlogs:
DEVELOG #1 WARIO LOVES TARALLI! ❤️ 🔴⚪🟢 Yes, you read that right. In this WarioWare-style game, Wario is obsessed with taralli, and what you see in the photo is what the in-game screen will look like. I came up with this idea because, to us Italian fans, Wario might remind us a bit of the stereotype of the average Southern Italian, and the tarallo is something that unites all Southerners (there are Neapolitan, Sicilian, and Apulian taralli…). Stay tuned for upcoming updates!
DEVELOG #2 WARIO LOVES TARALLI! ❤️ 🔴⚪🟢 I’m currently working on the first minigame, and as you can see Wario seems eager to catch taralli all around Italy - here in Sicily, Catania. I’m struggling a bit with the timer and minigame scenes, so I’m working a lot on the code to understand what’s causing the issue. Of course, in the next devlog, I’ll show you the minigame fixed and completed. Stay tuned for updates!
DEVELOG #3 WARIO LOVES TARALLI! ❤️ 🔴⚪🟢 I added the second minigame where you have to click on Neapolitan taralli to complete it, with a stunning view of Vesuvius and the sea. I also fixed the timer in the first minigame, so now I’m moving on to producing the win and lose screens. Stay tuned for updates!
DEVELOG #4 WARIO LOVES TARALLI! ❤️ 🔴⚪🟢 This is the Settings screen, where it’s clear that Wario only wants taralli in his life 🤣🤣 Aside from that, I’ve spent a lot of time fixing game bugs, especially within the minigames—working on the win/lose logic and conditions. I also cleaned up the code to eliminate repetitions and bad connections. The new win and lose screens are coming very soon, and along with them, two brand-new minigames I already have in mind! Stay tuned for updates!
DEVELOG #5 - FINAL DEVELOG🍾🍾 WARIO LOVES TARALLI! ❤️ 🔴⚪🟢 Yes, Wario Loves Taralli is now released on itch.io. Instead only showing the win and lose screen in this develog, I wanted to take some more time to finish the project and upload it on itch.io
Ships:
WARIO LOVES TARALLI! ❤️ 🔴⚪🟢 A WarioWare-like game where Wario is obsessed by the tipical south italian buscuit. The game as 4 different minigames, with two of them that I built by myself, and here the pictures of both...
|
1793526731.5491598
|
1793613131.5491598
|
|
23676
|
soundArchive by @maruscarebecca | Stardance
|
maruscarebecca
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-24T19:32:58Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "my most recent web project is soundArchive! A soundboard (which, the more I think about it, is the most 2010’s era cringe thing ever) I built to mess around with the p5.js library and just do something fun in general. Played around with some animations for pressing the buttons and randomly changing the background color on each click. Credits for the idea and the base of the project all go to Codedex, a platform I love and that helped me grow as a coder, 100% :)) Here’s the tutorial I followed for the first part of the project: https://www.codedex.io/projects/build-an-interactive-soundboard-with-p5js Overall, I had fun. 10/10, would recommend.", "repo": "https://github.com/rebecca-marusca/soundArchive", "demo": "https://sound-archive.vercel.app/"}]...
|
[{"post_id": 15255, "ts": "202 [{"post_id": 15255, "ts": "2026-06-24T19:25:53Z", "hours": 1.0986, "text": "pretty much wrapped up work on soundArchive. I added the title and a subtitle in a funky font (this is the first time I’ve used a Google font on a website so that’s something new) and changed some button’s colors - there was too much green and blue before:)) It felt too boring so I made it that each button press randomly changes the background color, and implemented 2 animations for pressing the buttons and ripples."}, {"post_id": 13297, "ts": "2026-06-21T19:34:34Z", "hours": 1.5144, "text": "started working on soundArchive! I discovered the p5.js library today, thought it seemed cool, and wanted to build something with it, so here we are! Credits to Codedex’s tutorial: https://www.codedex.io/projects/build-an-interactive-soundboard-with-p5js I definitely want to add more animations and change the buttons colors before I deploy, but we have to start somewhere, right?"}]...
|
Title: soundArchive by @maruscarebecca | Stardance Title: soundArchive by @maruscarebecca | Stardance
Devlogs:
started working on soundArchive! I discovered the p5.js library today, thought it seemed cool, and wanted to build something with it, so here we are! Credits to Codedex’s tutorial: https://www.codedex.io/projects/build-an-interactive-soundboard-with-p5js I definitely want to add more animations and change the buttons colors before I deploy, but we have to start somewhere, right?
pretty much wrapped up work on soundArchive. I added the title and a subtitle in a funky font (this is the first time I’ve used a Google font on a website so that’s something new) and changed some button’s colors - there was too much green and blue before:)) It felt too boring so I made it that each button press randomly changes the background color, and implemented 2 animations for pressing the buttons and ripples.
Ships:
my most recent web project is soundArchive! A soundboard (which, the more I think about it, is the most 2010’s era cringe thing ever) I built to mess around with the p5.js library and just do something fun in general. Played around with some animations for pressing the buttons and randomly changing the background color on each click. Credits for the idea and the base of the project all go to Codedex, a platform I love and that helped me grow as a coder, 100% :)) Here’s the tutorial I followed for the first part of the project: https://www.codedex.io/projects/build-an-interactive-soundboard-with-p5js Overall, I had fun. 10/10, would recommend....
|
1793526735.4619954
|
1793613135.4619954
|
|
55538
|
calculator by @shibin | Stardance
|
shibin
|
1
|
1.0
|
1
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T17:50:41Z", "hours": 1.0, "multiplier": 1.0, "payout": 1, "blessing": "neutral", "text": "so this is a calculator I am learning Python And I am just new to the coding world and so I was trying to make a Python function then I thought why shouldn’t I make my first project as a calculator so I created a calculator from Python and I don’t know about HTML so I have to use some other tools to make the HTML and the UI but the Python function is completely made by me you guys can access through the version URL and you guys can access to this website and you guys can use my calculator Feel free to use and give feedback", "repo": "https://github.com/mshibin04/calculator", "demo": "https://sn-calculator.vercel.app/"}]...
|
[{"post_id": 56773, "ts": "202 [{"post_id": 56773, "ts": "2026-08-28T17:48:20Z", "hours": 0.7514, "text": "my own calculator"}]...
|
Title: calculator by @shibin | Stardance
Devlogs: Title: calculator by @shibin | Stardance
Devlogs:
my own calculator
Ships:
so this is a calculator I am learning Python And I am just new to the coding world and so I was trying to make a Python function then I thought why shouldn’t I make my first project as a calculator so I created a calculator from Python and I don’t know about HTML so I have to use some other tools to make the HTML and the UI but the Python function is completely made by me you guys can access through the version URL and you guys can access to this website and you guys can use my calculator Feel free to use and give feedback...
|
1793526736.6518219
|
1793613136.6518219
|
|
32626
|
Starmap generator by @vilusic_alen | Stardance
|
vilusic_alen
|
3
|
13.0
|
210
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-30T23:10:46Z", "hours": 2.0, "multiplier": 17.77, "payout": 34, "blessing": "neutral", "text": "New Ship Update! Important: it is in corner of site play star hunt!!! Hey everyone! You might be wondering: “What changed from the last ship?” Honestly… not much, really! But let me tell you the story behind this update. First of all, thank you so much! I got 102 stardust from my previous ship, and I really love seeing how much you all enjoyed the Starmap project. Your support means a lot to me! Anyway, back to the story—I realized I need just 13 more stardust to buy something cool from the shop. I started searching for ideas on what to build next, but everything felt like way too much work for a quick update. That’s when I got the idea to add a minigame right into this project! So, here it is! I really love how it turned out. It might not be a massive update, but it’s fun and ready for you to try out now. I hope you like it, and fingers crossed I hit that 13 stardust goal! Let me know what you think! This was way harder than i expected not because of coding and all that but because of rating procces that i had to go it keeps backing me up on 12 votes left. Nightmarre!!!", "repo": "https://github.com/Alen1132011/Starmap-generator", "demo": "https://starmap.alen.hackclub.app/"}, {"ship_num": 2, "ts": "2026-10-29T16:39:04Z", "hours": 6.0, "multiplier": 17.76, "payout": 101, "blessing": "neutral", "text": "Important: Please read this before using the application. If you cannot see the coordinates, make sure to fill in the entire Celestial Coordinates block. This is a bug I cannot fix yet. Hey guys! Here is the updated version that I haven’t finished a long time ago, so today I finally finished it. Here are the things I did: -Google sign-in now checks if the user email is verified and prevents linking an account that is already tied to another profile. -Added a fallback random local SECRET_KEY if it is not configured. -Fixed font fallback issues so poster generation will not crash if a font is missing. -Fixed coordinate labels where southern latitudes now correctly show S and western longitudes show W. -Improved preview generation and JavaScript error handling. -Upgraded the Surprise Me feature with curated color palettes and randomized layouts. -Added two new quick buttons for current date and time and copying coordinates. It was pretty hard to implement these things, but yeah, here we are. Maybe you can find some bugs, and if you do, please report them to me!", "repo": "https://github.com/Alen1132011/Starmap-generator", "demo": "https://starmap.alen.hackclub.app/"}, {"ship_num": 3, "ts": "2026-07-14T14:13:39Z", "hours": 5.0, "multiplier": 14.43, "payout": 75, "blessing": "neutral", "text": "Starmap Generator Starmap Generator is an application designed to generate, visually display, and interactively explore maps of the night sky. What started as a simple coordinate-plotting tool has evolved into an advanced application featuring procedural generation and optimized performance. The project is now fully completed, stable, and released in its final version. Current Project Status Status: Completed (Final Version) Availability: Open-source on GitHub Release Focus: Stability, performance, and user privacy Skills and Technical Gained Developing this project provided hands-on experience in several key programming areas: Procedural Generation: Implementing algorithms for a natural layout of celestial bodies. Coordinate Systems: Calculating and accurately rendering objects in visual space. Code Optimization: Resolving memory bottlenecks and improving execution speed in Python. Systematic Debugging: Eliminating bugs and memory leaks during long-running sessions. Repository Structuring: Organizing code and documentation according to GitHub best practices. Improvements in the Final Version Every component of the application has been refactored and enhanced for the final release. Performance and Stability To address memory overhead from earlier test versions: Reduced system resource consumption through optimized memory management. Decreased initial loading and map generation times. Resolved critical stability issues, ensuring smooth long-term operation. User Privacy (Privacy-by-Default) Significant updates were made to secure user data: Removed automatic loading and display of personal information upon launch. The application now starts with neutral, generic default values. Users have full control and manually enter only the data they wish to visualize. Precision and Visual Map Display The rendering system was completely redesigned: Improved the algorithm for positioning stars and celestial objects. Simplified the coordinate grid to remove clutter and improve readability. Enhanced overall map aesthetics while keeping the interface clean and simple. Codebase Structure Reorganized project files and folders for better clarity and modularity. Split the code into distinct modules, making future maintenance much easier. Resolved various minor user interface bugs. Testing Process Before the final release, the application underwent a thorough verification phase: Input Testing: Verified how the system handles extreme user-defined parameters. Load Testing: Generated maps with massive object counts to test performance limits. Stability Testing: Monitored the application over extended periods to prevent memory leaks. Future Ideas and Potential Upgrades The current architecture is built to support future expansions: Implementing 3D visualization of star systems. Adding advanced filters for different cosmic objects (nebulae, constellations). Developing an export system for high-resolution vector formats (PDF/SVG). Expanding customization options for visual themes and styles.", "repo": "https://github.com/Alen1132011/Starmap-generator", "demo": "https://starmap.alen.hackclub.app/"}]...
|
[{"post_id": 85054, "ts": "202 [{"post_id": 85054, "ts": "2026-10-30T21:04:34Z", "hours": 1.9378, "text": "New Ship Update! Important: it is in corner of site !!! Hey everyone! You might be wondering: “What changed from the last ship?” Honestly… not much, really! But let me tell you the story behind this update. First of all, thank you so much! I got 102 stardust from my previous ship, and I really love seeing how much you all enjoyed the Starmap project. Your support means a lot to me! Anyway, back to the story—I realized I need just 13 more stardust to buy something cool from the shop. I started searching for ideas on what to build next, but everything felt like way too much work for a quick update. That’s when I got the idea to add a minigame right into this project! So, here it is! I really love how it turned out. It might not be a massive update, but it’s fun and ready for you to try out now. I hope you like it, and fingers crossed I hit that 13 stardust goal! Let me know what you think!"}, {"post_id": 84416, "ts": "2026-10-29T16:33:45Z", "hours": 0.4697, "text": "Starmap Generator - New Update Hey guys, what is up! I have not been super active here lately, but when I got the email that the platform is ending soon, it reminded me that I left my last starmap update unfinished back in the summer. So today, I finally decided to wrap it up! Implementing Google Auth, fixing random bugs, and getting everything to work smoothly was a bit of a headache, but I am glad it is finally done. Here is a quick breakdown of what is fixed and what is new in this update: Google Auth and Account Security Google sign-in now checks if the user email is verified. Prevents linking a Google account if it is already tied to another profile. Friendly error messages instead of raw Python code errors if something goes wrong or OAuth is not configured. Added fallback for SECRET_KEY if it is not set on local setups. Font Handling and Poster Generation Added a robust fallback system: if a selected font is missing, it falls back to a system font, and finally to Pillow built-in font. Restricted font file access strictly to the project folder for safety. Poster generation will not crash anymore just because a font file is missing. Fixed Map Coordinates Southern latitudes now correctly show S. Western longitudes now correctly show W. Better Preview and Error Handling Clearer error messages for invalid inputs. Frontend JavaScript now accurately catches failed preview requests instead of pretending everything worked. Upgraded Surprise Me Feature Added curated, readable color palettes. Randomizes spacing, layouts, and display options for much better dynamic designs in one click. New Quick Buttons Now Button: Populates inputs with your current local date and time. Copy Coordinates: Quick button to copy latitude and longitude to your clipboard."}, {"post_id": 48256, "ts": "2026-08-16T15:43:08Z", "hours": 4.8328, "text": "Devlog #7 Hello everyone! It’s been a while since the last devlog. I actually finished this update on August 3rd, but I didn’t get around to publishing the devlog until now. So, after 14 days, I’m finally back with another update. A lot has changed since the last devlog, so let’s go through it. New Website Design The first thing I changed was the overall design of the website. The old design had a pretty obvious AI-generated look. Since I didn’t know much about HTML and web design at the time, I used AI to build most of the website. This time, I wanted to do things differently. I created the new design in Figma and used that concept as the base for the website. I kept the same general idea, but redesigned the pages to make everything feel more consistent and less like a typical AI-generated website. Login System I also added a login system. This was honestly one of the more annoying parts to program, since authentication was something I hadn’t worked with much before. There were quite a few things to figure out and fix along the way. I also tried adding Google Login, but for some reason it isn’t working properly yet. I’ll hopefully get that fixed in a future update. Library Another feature I added is the Library. You can now save your generated posters and access them later instead of having to generate everything again. This was something I wanted to add for a while, so I’m glad it finally made it into the project. That’s It And that’s pretty much everything for this update. A lot has changed since the last devlog, especially the website design, login system, and the new library. Hopefully, the next devlog won’t take another two weeks to arrive."}, {"post_id": 32942, "ts": "2026-07-22T12:52:05Z", "hours": 0.3667, "text": "Devlog #6 Hello everyone, Welcome to Devlog #6 of Starmap Generator . Honestly… I didn’t think I’d be writing another devlog after the final release, but here we are. This one will be pretty short because there’s only one big thing to talk about. Goodbye, Render Until now, the project was running on Render. It was great for getting everything up and running during development, but after using it for a while, I realized the free plan just wasn’t a good long-term solution. The biggest problem was the cold starts. If nobody visited the website for a while, the server would go to sleep, which meant the first person opening the site sometimes had to wait 30–50 seconds before anything even loaded. It worked… but it definitely wasn’t the experience I wanted people to have. And beside that render is not suported by hackclub so i needed to find better alternative. Moving to Hack Club Nest So I decided to migrate the entire project to Hack Club Nest . The migration went smoothly, and the website is now running at alen.hackclub.app . The difference is honestly huge. The server stays online 24/7, so there are no more cold starts, pages open instantly, and generating high-resolution posters is much faster than before. Since the application does quite a bit of work behind the scenes with Skyfield and Pillow, having a server that doesn’t constantly fall asleep makes a noticeable difference. What’s Better Now? The move brought a few nice improvements: No more waiting for the server to wake up. Faster poster generation. Better overall performance. More stable hosting. A much smoother experience for anyone using the website. Wrapping Up I wasn’t planning on making another devlog after finishing the project, but this felt like an important enough update to share. The project now has a permanent home, performs much better, and is finally hosted somewhere that fits what it has grown into. Thank you all for following the development of Starmap Generator and reading these devlogs. Have a nice day."}, {"post_id": 28305, "ts": "2026-07-14T14:05:39Z", "hours": 1.3628, "text": "Devlog #5 Hello everyone, Welcome to the final devlog of Starmap Generator . Well… we finally made it. After quite a few hours of coding, debugging, redesigning things, and fixing bugs I didn’t even know existed, the project is officially finished. It’s been a really fun project to work on, and I’ve learned way more than I expected when I first started. Looking Back When I started this project, the idea was pretty simple. I just wanted to build a tool that could generate star maps. As I kept working on it, the project slowly became much bigger than I originally planned. New features kept getting added, old ones were improved, and eventually it turned into a website where you can generate your own starmap poster and even print it. What Changed Since The Beginning? Throughout development I made improvements almost everywhere. The star map itself became much more accurate, the coordinate grid was improved, objects are positioned better, and the overall visualization looks much cleaner than it did in the early versions. I also spent quite a bit of time improving the website itself. The interface is much cleaner now, navigation is easier, and everything feels more polished. Privacy Improvements One thing I noticed while testing was that the website could show some of my own information by default. Obviously that wasn’t something I wanted if other people were going to use it. So I changed it. Now the website starts with completely neutral values, and everyone can enter their own information without seeing any personal data from me. Performance & Bug Fixes Not everything went smoothly during development. I ran into a few performance problems, including memory issues and random bugs that sometimes took much longer to fix than I expected. After a lot of testing, I managed to make the application much more stable. Loading is faster, resource usage is lower, and generating larger star maps works much better than before. What I Learned This project taught me a lot. I learned more about procedural generation, coordinate systems, frontend development, debugging larger projects, and organizing code so it’s easier to maintain. I also spent a lot of time reading documentation and using AI to help me understand concepts that were new to me. That combination really helped me keep moving whenever I got stuck. Looking back at the first version compared to the final one, it’s honestly nice to see how much both the project and my own skills improved. Final Status Starmap Generator is now officially: Completed Tested Optimized Available on GitHub Available online This is the end of the project… at least for now. There will probably always be small things I could improve, but I’m really happy with where it ended up. Thank you to everyone who read these devlogs, left feedback, or simply followed the project from the beginning. See you in the next project. Have a nice day."}, {"post_id": 27209, "ts": "2026-07-12T16:04:57Z", "hours": 1.3744, "text": "Devlog #4 Hello everyone, Welcome to Devlog #4 of Starmap Generator . Hope you all are doing great. Today’s session felt a lot better than the last one. I finally managed to fix one of the biggest issues that had been bothering me for a while, and now the project is really starting to feel complete. The Grid Is Finally Fixed The biggest update today is that I finally got the CSS grid working the way I wanted. It took way more experimenting than I expected. I kept changing things, refreshing the page, breaking the layout, fixing it again… and eventually everything just clicked. Now the elements are finally where they’re supposed to be, and the whole interface feels much more stable. About Yesterday… I’m still a little annoyed about yesterday’s time tracker deciding that a 5-hour coding session was only 1 hour. There’s nothing I can really do about it now, but looking back, those “missing” hours definitely weren’t wasted. A lot of today’s progress only happened because of all the work I put in yesterday. So I guess it wasn’t completely for nothing. The Website I also want to say something about the design. I’m not a web designer, and this isn’t meant to be the most beautiful website you’ll ever see. It’s pretty simple, but it works, and honestly I’m happy with that. Considering this is one of my first bigger web projects, I’m really proud of how everything has come together. I’ve learned a lot while building it, and that’s probably the most important part. Almost Finished At this point, there really isn’t much left to do. There are still a few small things I want to clean up, but if everything goes according to plan, I should be able to finish the entire project tomorrow. It’s kind of crazy seeing something that started as just an idea getting this close to the finish line. I think that’s all for this devlog. If you have any suggestions, feedback, or notice something that could be improved, feel free to leave a comment or open an issue on GitHub. Thank you all so much for reading. Have a nice day."}, {"post_id": 26643, "ts": "2026-07-11T16:06:14Z", "hours": 0.9442, "text": "Devlog #3 Hello everyone, Welcome to Devlog #3 of Starmap Generator . Hope you all are doing great. Today was… a long one. I ended up spending around 5 hours working on the project, and honestly, most of that time was just coding, testing, breaking things, fixing them, and repeating the whole process again. Now here’s something funny. For some reason, my time tracker decided that today’s 5-hour session was actually… 1 hour . I have absolutely no idea how that happened. So if the analytics ever tell you I barely worked today, just know they’re lying. 😅 The Website Is Finally Alive The biggest update is that the project has officially become semi-functional on the web . It’s definitely not finished yet, but the frontend and backend are finally talking to each other. Seeing everything actually work inside a browser instead of only running locally feels like a huge step forward. There are still plenty of things to improve, but at least now the project is starting to look like an actual website instead of just a collection of files. How I Got Here Just like before, I spent a lot of time reading documentation and figuring things out. Whenever I got stuck, I also used AI to help me understand concepts or point me in the right direction. I’m still learning a lot as I build this project, so combining documentation with AI has honestly been one of the biggest reasons I’ve been able to keep making progress. What’s Next? Now that the website is finally up and running, the next goal is making everything smoother. There are still bugs to fix, the UI needs a lot more work, and I want to start adding the features that will make the generator feel complete instead of just functional. There’s still a long way to go, but seeing everything slowly come together is really motivating. I think that’s all for this devlog. As always, if you have any ideas, suggestions, or feedback, feel free to leave a comment or open an issue on GitHub. Thank you all so much for reading. Have a nice day."}, {"post_id": 25915, "ts": "2026-07-10T12:32:08Z", "hours": 1.0069, "text": "Devlog #2 Hello everyone, Welcome to Devlog #2 of Starmap Generator. Hope you all are doing great. Okay, now let me explain quickly of my recent changes or update on the site. I am not sure but maybe this will be a bit shorter devlog, maybeeee…. since I’m trying not to bore anyone reading this, but I really want to keep these devlogs raw and unfiltered. Okay now lemme explain. Constellations & Core Features Sooo, the big news is that today I finally finished all the basic functions. The generator now does exactly what every proper starmap is supposed to do. And the coolest part? Constellations are officially working. The stars actually connect and form patterns now, just like a real night sky. How did I do it? If you ask how I managed to pull this off so fast, then ummm… To be honest, I did a massive deep dive into the documentation, and I also used AI to help me figure out the math and logic behind the star positioning. I’m not gonna lie, combining AI with reading documentation saved a lot of time here because I am still a bit limited by my current knowledge. But it works now. Moving to HTML (The Web Site) Currently, I have already started working on the HTML side of things because I want to implement this whole generator into an actual website. Right now, it looks super basic and has almost no CSS, so it is pretty ugly. But don’t worry, as soon as I finish setting up the web structure, I will fix the design and make it look clean. The goal is to make it so anyone can just open their browser and generate their own starmap. Oh… The devlog doesn’t seem that small anymore. I’m sorry for that. I guess that’s it for this devlog. My 10-hour clock is still ticking, but the foundation is officially ready. If you didn’t understand any of the points, please do comment and I will try to explain it to you there. Thank You all so much for reading. Have a nice day."}, {"post_id": 24853, "ts": "2026-07-08T18:11:43Z", "hours": 0.5617, "text": "Devlog #1: Reviving the Starmap Generator 🌌Hey everyone! I’m jumping back into an old project that’s been sitting on the shelf for a while, waiting to be finished – the Starmap Generator.I’ve decided it’s time to finally wrap it up and get it done. However, this time I have a clear plan and a strict time limit:10 Hours Max: I’m not going to spend weeks dragging this out. I’m capping my time at a maximum of 10 hours of work to polish the features, clean up the code, and get it fully completed on my end.🚀 What’s the plan next?Once those 10 hours are up, the code is finished, and everything is officially published, I’d love to hand over the torch. Since I’m currently limited by my knowledge when it comes to taking it to the next level (like turning it into a larger web app or a more complex system), I’m looking for someone who knows their way around that side of things to step in after the release.If you have the skills and want to take my foundational code and turn it into something much bigger, definitely reach out once it’s live!But first, let’s take it step by step. My 10-hour clock starts now—stay tuned for the next update! 🚀"}]...
|
Title: Starmap generator by @vilusic_alen | Starda Title: Starmap generator by @vilusic_alen | Stardance
Devlogs:
Devlog #1: Reviving the Starmap Generator 🌌Hey everyone! I’m jumping back into an old project that’s been sitting on the shelf for a while, waiting to be finished – the Starmap Generator.I’ve decided it’s time to finally wrap it up and get it done. However, this time I have a clear plan and a strict time limit:10 Hours Max: I’m not going to spend weeks dragging this out. I’m capping my time at a maximum of 10 hours of work to polish the features, clean up the code, and get it fully completed on my end.🚀 What’s the plan next?Once those 10 hours are up, the code is finished, and everything is officially published, I’d love to hand over the torch. Since I’m currently limited by my knowledge when it comes to taking it to the next level (like turning it into a larger web app or a more complex system), I’m looking for someone who knows their way around that side of things to step in after the release.If you have the skills and want to take my foundational code and turn it into something much bigger, definitely reach out once it’s live!But first, let’s take it step by step. My 10-hour clock starts now—stay tuned for the next update! 🚀
Devlog #2 Hello everyone, Welcome to Devlog #2 of Starmap Generator. Hope you all are doing great. Okay, now let me explain quickly of my recent changes or update on the site. I am not sure but maybe this will be a bit shorter devlog, maybeeee…. since I’m trying not to bore anyone reading this, but I really want to keep these devlogs raw and unfiltered. Okay now lemme explain. Constellations & Core Features Sooo, the big news is that today I finally finished all the basic functions. The generator now does exactly what every proper starmap is supposed to do. And the coolest part? Constellations are officially working. The stars actually connect and form patterns now, just like a real night sky. How did I do it? If you ask how I managed to pull this off so fast, then ummm… To be honest, I did a massive deep dive into the documentation, and I also used AI to help me figure out the math and logic behind the star positioning. I’m not gonna lie, combining AI with reading documentation saved a lot of time here because I am still a bit limited by my current knowledge. But it works now. Moving to HTML (The Web Site) Currently, I have already started working on the HTML side of things because I want to implement this whole generator into an actual website. Right now, it looks super basic and has almost no CSS, so it is pretty ugly. But don’t worry, as soon as I finish setting up the web structure, I will fix the design and make it look clean. The goal is to make it so anyone can just open their browser and generate their own starmap. Oh… The devlog doesn’t seem that small anymore. I’m sorry for that. I guess that’s it for this devlog. My 10-hour clock is still ticking, but the foundation is officially ready. If you didn’t understand any of the points, please do comment and I will try to explain it to you there. Thank You all so much for reading. Have a nice day.
Devlog #3 Hello everyone, Welcome to Devlog #3 of Starmap Generator . Hope you all are doing great. Today was… a long one. I ended up spending around 5 hours working on the project, and honestly, most of that time was just coding, testing, breaking things, fixing them, and repeating the whole process again. Now here’s something funny. For some reason, my time tracker decided that today’s 5-hour session was actually… 1 hour . I have absolutely no idea how that happened. So if the analytics ever tell you I barely worked today, just know they’re lying. 😅 The Website Is Finally Alive The biggest update is that the project has officially become semi-functional on the web . It’s definitely not finished yet, but the frontend and backend are finally talking to each other. Seeing everything actually work inside a browser instead of only running locally feels like a huge step forward. There are still plenty of things to improve, but at least now the project is starting to look like an actual website instead of just a collection of files. How I Got Here Just like before, I spent a lot of time reading documentation and figuring things out. Whenever I got stuck, I also used AI to help me understand concepts or point me in the right direction. I’m still learning a lot as I build this project, so combining documentation with AI has honestly been one of the biggest reasons I’ve been able to keep making progress. What’s Next? Now that the website is finally up and running, the next goal is making everything smoother. There are still bugs to fix, the UI needs a lot more work, and I want to start adding the features that will make the generator feel complete instead of just functional. There’s still a long way to go, but seeing everything slowly come together is really motivating. I think that’s all for this devlog. As always, if you have any ideas, suggestions, or feedback, feel free to leave a comment or open an issue on GitHub. Thank you all so much for reading. Have a nice day.
Devlog #4 Hello everyone, Welcome to Devlog #4 of Starmap Generator . Hope you all are doing great. Today’s session felt a lot better than the last one. I finally managed to fix one of the biggest issues that had been bothering me for a while, and now the project is really starting to feel complete. The Grid Is Finally Fixed The biggest update today is that I finally got the CSS grid working the way I wanted. It took way more experimenting than I expected. I kept changing things, refreshing the page, breaking the layout, fixing it again… and eventually everything just clicked. Now the elements are finally where they’re supposed to be, and the whole interface feels much more stable. About Yesterday… I’m still a little annoyed about yesterday’s time tracker deciding that a 5-hour coding session was only 1 hour. There’s nothing I can really do about it now, but looking back, those “missing” hours definitely weren’t wasted. A lot of today’s progress only happened because of all the work I put in yesterday. So I guess it wasn’t completely for nothing. The Website I also want to say something about the design. I’m not a web designer, and this isn’t meant to be the most beautiful website you’ll ever see. It’s pretty simple, but it works, and honestly I’m happy with that. Considering this is one of my first bigger web projects, I’m really proud of how everything has come together. I’ve learned a lot while building it, and that’s probably the most important part. Almost Finished At this point, there really isn’t much left to do. There are still a few small things I want to clean up, but if everything goes according to plan, I should be able to finish the entire project tomorrow. It’s kind of crazy seeing something that started as just an idea getting this close to the finish line. I think that’s all for this devlog. If you have any suggestions, feedback, or notice something that could be improved, feel free to leave a comment or open an issue on GitHub. Thank you all so much for reading. Have a nice day.
Devlog #5 Hello everyone, Welcome to the final devlog of Starmap Generator . Well… we finally made it. After quite a few hours of coding, debugging, redesigning things, and fixing bugs I didn’t even know existed, the project is officially finished. It’s been a really fun project to work on, and I’ve learned way more than I expected when I first started. Looking Back When I started this project, the idea was pretty simple. I just wanted to build a tool that could generate star maps. As I kept working on it, the project slowly became much bigger than I originally planned. New features kept getting added, old ones were improved, and eventually it turned into a website where you can generate your own starmap poster and even print it. What Changed Since The Beginning? Throughout development I made improvements almost everywhere. The star map itself became much more accurate, the coordinate grid was improved, objects are positioned better, and the overall visualization looks much cleaner than it did in the early versions. I also spent quite a bit of time improving the website itself. The interface is much cleaner now, navigation is easier, and everything feels more polished. Privacy Improvements One thing I noticed while testing was that the website could show some of my own information by default. Obviously that wasn’t something I wanted if other people were going to use it. So I changed it. Now the website starts with completely neutral values, and everyone can enter their own information without seeing any personal data from me. Performance & Bug Fixes Not everything went smoothly during development. I ran into a few performance problems, including memory issues and random bugs that sometimes took much longer to fix than I expected. After a lot of testing, I managed to make the application much more stable. Loading is faster, resource usage is lower, and generating larger star maps works much better than before. What I Learned This project taught me a lot. I learned more about procedural generation, coordinate systems, frontend development, debugging larger projects, and organizing code so it’s easier to maintain. I also spent a lot of time reading documentation and using AI to help me understand concepts that were new to me. That combination really helped me keep moving whenever I got stuck. Looking back at the first version compared to the final one, it’s honestly nice to see how much both the project and my own skills improved. Final Status Starmap Generator is now officially: Completed Tested Optimized Available on GitHub Available online This is the end of the project… at least for now. There will probably always be small things I could improve, but I’m really happy with where it ended up. Thank you to everyone who read these devlogs, left feedback, or simply followed the project from the beginning. See you in the next project. Have a nice day.
Devlog #6 Hello everyone, Welcome to Devlog #6 of Starmap Generator . Honestly… I didn’t think I’d be writing another devlog after the final release, but here we are. This one will be pretty short because there’s only one big thing to talk about. Goodbye, Render Until now, the project was running on Render. It was great for getting everything up and running during development, but after using it for a while, I realized the free plan just wasn’t a good long-term solution. The biggest problem was the cold starts. If nobody visited the website for a while, the server would go to sleep, which meant the first person opening the site sometimes had to wait 30–50 seconds before anything even loaded. It worked… but it definitely wasn’t the experience I wanted people to have. And beside that render is not suported by hackclub so i needed to find better alternative. Moving to Hack Club Nest So I decided to migrate the entire project to Hack Club Nest . The migration went smoothly, and the website is now running at alen.hackclub.app . The difference is honestly huge. The server stays online 24/7, so there are no more cold starts, pages open instantly, and generating high-resolution posters is much faster than before. Since the application does quite a bit of work behind the scenes with Skyfield and Pillow, having a server that doesn’t constantly fall asleep makes a noticeable difference. What’s Better Now? The move brought a few nice improvements: No more waiting for the server to wake up. Faster poster generation. Better overall performance. More stable hosting. A much smoother experience for anyone using the website. Wrapping Up I wasn’t planning on making another devlog after finishing the project, but this felt like an important enough update to share. The project now has a permanent home, performs much better, and is finally hosted somewhere that fits what it has grown into. Thank you all for following the development of Starmap Generator and reading these devlogs. Have a nice day.
Devlog #7 Hello everyone! It’s been a while since the last devlog. I actually finished this update on August 3rd, but I didn’t get around to publishing the devlog until now. So, after 14 days, I’m finally back with another update. A lot has changed since the last devlog, so let’s go through it. New Website Design The first thing I changed was the overall design of the website. The old design had a pretty obvious AI-generated look. Since I didn’t know much about HTML and web design at the time, I used AI to build most of the website. This time, I wanted to do things differently. I created the new design in Figma and used that concept as the base for the website. I kept the same general idea, but redesigned the pages to make everything feel more consistent and less like a typical AI-generated website. Login System I also added a login system. This was honestly one of the more annoying parts to program, since authentication was something I hadn’t worked with much before. There were quite a few things to figure out and fix along the way. I also tried adding Google Login, but for some reason it isn’t working properly yet. I’ll hopefully get that fixed in a future update. Library Another feature I added is the Library. You can now save your generated posters and access them later instead of having to generate everything again. This was something I wanted to add for a while, so I’m glad it finally made it into the project. That’s It And that’s pretty much everything for this update. A lot has changed since the last devlog, especially the website design, login system, and the new library. Hopefully, the next devlog won’t take another two weeks to arrive.
Starmap Generator - New Update Hey guys, what is up! I have not been super active here lately, but when I got the email that the platform is ending soon, it reminded me that I left my last starmap update unfinished back in the summer. So today, I finally decided to wrap it up! Implementing Google Auth, fixing random bugs, and getting everything to work smoothly was a bit of a headache, but I am glad it is finally done. Here is a quick breakdown of what is fixed and what is new in this update: Google Auth and Account Security Google sign-in now checks if the user email is verified. Prevents linking a Google account if it is already tied to another profile. Friendly error messages instead of raw Python code errors if something goes wrong or OAuth is not configured. Added fallback for SECRET_KEY if it is not set on local setups. Font Handling and Poster Generation Added a robust fallback system: if a selected font is missing, it falls back to a system font, and finally to Pillow built-in font. Restricted font file access strictly to the project folder for safety. Poster generation will not crash anymore just because a font file is missing. Fixed Map Coordinates Southern latitudes now correctly show S. Western longitudes now correctly show W. Better Preview and Error Handling Clearer error messages for invalid inputs. Frontend JavaScript now accurately catches failed preview requests instead of pretending everything worked. Upgraded Surprise Me Feature Added curated, readable color palettes. Randomizes spacing, layouts, and display options for much better dynamic designs in one click. New Quick Buttons Now Button: Populates inputs with your current local date and time. Copy Coordinates: Quick button to copy latitude and longitude to your clipboard.
New Ship Update! Important: it is in corner of site !!! Hey everyone! You might be wondering: “What changed from the last ship?” Honestly… not much, really! But let me tell you the story behind this update. First of all, thank you so much! I got 102 stardust from my previous ship, and I really love seeing how much you all enjoyed the Starmap project. Your support means a lot to me! Anyway, back to the story—I realized I need just 13 more stardust to buy something cool from the shop. I started searching for ideas on what to build next, but everything felt like way too much work for a quick update. That’s when I got the idea to add a minigame right into this project! So, here it is! I really love how it turned out. It might not be a massive update, but it’s fun and ready for you to try out now. I hope you like it, and fingers crossed I hit that 13 stardust goal! Let me know what you think!
Ships:
Starmap Generator Starmap Generator is an application designed to generate, visually display, and interactively explore maps of the night sky. What started as a simple coordinate-plotting tool has evolved into an advanced application featuring procedural generation and optimized performance. The project is now fully completed, stable, and released in its final version. Current Project Status Status: Completed (Final Version) Availability: Open-source on GitHub Release Focus: Stability, performance, and user privacy Skills and Technical Gained Developing this project provided hands-on experience in several key programming areas: Procedural Generation: Implementing algorithms for a natural layout of celestial bodies. Coordinate Systems: Calculating and accurately rendering objects in visual space. Code Optimization: Resolving memory bottlenecks and improving execution speed in Python. Systematic Debugging: Eliminating bugs and memory leaks during long-running sessions. Repository Structuring: Organizing code and documentation according to GitHub best practices. Improvements in the Final Version Every component of the application has been refactored and enhanced for the final release. Performance and Stability To address memory overhead from earlier test versions: Reduced system resource consumption through optimized memory management. Decreased initial loading and map generation times. Resolved critical stability issues, ensuring smooth long-term operation. User Privacy (Privacy-by-Default) Significant updates were made to secure user data: Removed automatic loading and display of personal information upon launch. The application now starts with neutral, generic default values. Users have full control and manually enter only the data they wish to visualize. Precision and Visual Map Display The rendering system was completely redesigned: Improved the algorithm for positioning stars and celestial objects. Simplified the coordinate grid to remove clutter and improve readability. Enhanced overall map aesthetics while keeping the interface clean and simple. Codebase Structure Reorganized project files and folders for better clarity and modularity. Split the code into distinct modules, making future maintenance much easier. Resolved various minor user interface bugs. Testing Process Before the final release, the application underwent a thorough verification phase: Input Testing: Verified how the system handles extreme user-defined parameters. Load Testing: Generated maps with massive object counts to test performance limits. Stability Testing: Monitored the application over extended periods to prevent memory leaks. Future Ideas and Potential Upgrades The current architecture is built to support future expansions: Implementing 3D visualization of star systems. Adding advanced filters for different cosmic objects (nebulae, constellations). Developing an export system for high-resolution vector formats (PDF/SVG). Expanding customization options for visual themes and styles.
Important: Please read this before using the application. If you cannot see the coordinates, make sure to fill in the entire Celestial Coordinates block. This is a bug I cannot fix yet. Hey guys! Here is the updated version that I haven’t finished a long time ago, so today I finally finished it. Here are the things I did: -Google sign-in now checks if the user email is verified and prevents linking an account that is already tied to another profile. -Added a fallback random local SECRET_KEY if it is not configured. -Fixed font fallback issues so poster generation will not crash if a font is missing. -Fixed coordinate labels where southern latitudes now correctly show S and western longitudes show W. -Improved preview generation and JavaScript error handling. -Upgraded the Surprise Me feature with curated color palettes and randomized layouts. -Added two new quick buttons for current date and time and copying coordinates. It was pretty hard to implement these things, but yeah, here we are. Maybe you can find some bugs, and if you do, please report them to me!
New Ship Update! Important: it is in corner of site play star hunt!!! Hey everyone! You might be wondering: “What changed from the last ship?” Honestly… not much, really! But let me tell you the story behind this update. First of all, thank you so much! I got 102 stardust from my previous ship, and I really love seeing how much you all enjoyed the Starmap project. Your support means a lot to me! Anyway, back to the story—I realized I need just 13 more stardust to buy something cool from the shop. I started searching for ideas on what to build next, but everything felt like way too much work for a quick update. That’s when I got the idea to add a minigame right into this project! So, here it is! I really love how it turned out. It might not be a massive update, but it’s fun and ready for you to try out now. I hope you like it, and fingers crossed I hit that 13 stardust goal! Let me know what you think! This was way harder than i expected not because of coding and all that but because of rating procces that i had to go it keeps backing me up on 12 votes left. Nightmarre!!!...
|
1793526737.8585093
|
1793613137.8585093
|
|
18769
|
Dungeon Python game by @jshrihankumar | Stardance
|
jshrihankumar
|
1
|
11.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-20T15:19:34Z", "hours": 11.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a 2D dungeon crawler game using Python and Pygame. In the game, the player moves through a randomly generated dungeon made of rooms and corridors. The goal is to reach the exit while avoiding enemies and collecting healing items. The dungeon changes every time you play, so each run feels different. The game also includes basic enemy AI, where enemies either wander around or chase the player if they get close. The hardest part of making this game was the dungeon generation system. At first, a lot of the maps I made had problems like rooms not connecting or the exit being unreachable. It took a lot of testing and fixing to make sure every dungeon is actually playable. Another challenge was the enemy AI because I didn’t use advanced pathfinding, so I had to make a simpler system that still feels like the enemies are chasing you. Balancing the game was also tricky because changing small things like damage or enemy count could make the game too easy or too hard. I’m proud that I was able to build a full working game that actually feels different every time you play. The dungeon generation works, the enemies behave in a somewhat smart way, and there are clear win and lose conditions. I also like that I kept everything in one Python file but still made it work as a complete game. To test the game, use W, A, S, D to move around. Try to avoid the red enemies because they will damage you if they touch you. Pick up green items to heal yourself. The goal is to reach the yellow/gold exit tile to win. If your health drops to zero, you lose and can restart the game.", "repo": "https://github.com/jshrihankumar-dev/dungeon", "demo": "https://dungeon-crawler-master--shrihanjadigam.replit.app/"}]...
|
[{"post_id": 8870, "ts": "2026 [{"post_id": 8870, "ts": "2026-06-14T19:26:48Z", "hours": 11.4539, "text": "Devlog: Building a Roguelike RPG in Pure Python The original goal was pretty simple: build a fully playable terminal roguelike from scratch in one Python file. No game engine, no outside frameworks, just the standard library and a lot of free time. Most of the systems worked fine on their own for a while. Combat felt decent, dungeon generation was working, and items loaded correctly. But getting everything to actually work together was way harder than expected. FOV, enemy AI, status effects, and saving all needed to talk to each other and there were a lot of moments where killing an enemy would crash the save, or a spell would try to hit something that didn’t exist anymore. That couldn’t stay broken once boss fights and multi-floor progression needed to actually function. So most of the work became just making all the pieces cooperate reliably. The Goal For the game to actually feel good: Procedural dungeons should feel different every single run Combat should have real depth, resistances, crits, status effects and all that Enemies should do more than just walk straight at you The save system should handle any game state without breaking Bosses should actually feel scary, not just be big HP sponges For the code side: Everything needs to serialize to and from JSON cleanly No weird dependency loops between the combat engine, dungeon, and player What Changed The dungeon generator now uses BSP room placement instead of just scattering rooms randomly. Enemy AI got split into 9 different behavior types including chase, patrol, ranged, ambush, support, berserk, flee, guard, and idle, instead of one giant mess of if statements. Status effects now tick on both the player and enemies every turn separately. I also completely rewrote the FOV using shadowcasting across all 8 octants which honestly took way longer than it should have. What Actually Broke Pretty much everything had issues at some point. The shadowcasting FOV has a bug on the northeast octant where some walls stay invisible when they should be visible. Still figuring that one out. Saving in the middle of combat sometimes drops enemy status effect potency on reload. The duration saves fine but potency resets to 1 for some reason. The floor 6 shop occasionally spawns completely empty if the floor RNG hits a certain seed. No idea why yet. Boss loot is guaranteed to drop but sometimes lands on a wall tile if the boss dies in a bad spot. What’s Next Fixing the FOV bug, patching the save and load status issue, and adding actual targeting for spells so they stop just auto hitting the nearest visible enemy. After that probably more boss phases and a high score system. It’s playable and honestly pretty fun. Just not finished yet."}]...
|
Title: Dungeon Python game by @jshrihankumar | Sta Title: Dungeon Python game by @jshrihankumar | Stardance
Devlogs:
Devlog: Building a Roguelike RPG in Pure Python The original goal was pretty simple: build a fully playable terminal roguelike from scratch in one Python file. No game engine, no outside frameworks, just the standard library and a lot of free time. Most of the systems worked fine on their own for a while. Combat felt decent, dungeon generation was working, and items loaded correctly. But getting everything to actually work together was way harder than expected. FOV, enemy AI, status effects, and saving all needed to talk to each other and there were a lot of moments where killing an enemy would crash the save, or a spell would try to hit something that didn’t exist anymore. That couldn’t stay broken once boss fights and multi-floor progression needed to actually function. So most of the work became just making all the pieces cooperate reliably. The Goal For the game to actually feel good: Procedural dungeons should feel different every single run Combat should have real depth, resistances, crits, status effects and all that Enemies should do more than just walk straight at you The save system should handle any game state without breaking Bosses should actually feel scary, not just be big HP sponges For the code side: Everything needs to serialize to and from JSON cleanly No weird dependency loops between the combat engine, dungeon, and player What Changed The dungeon generator now uses BSP room placement instead of just scattering rooms randomly. Enemy AI got split into 9 different behavior types including chase, patrol, ranged, ambush, support, berserk, flee, guard, and idle, instead of one giant mess of if statements. Status effects now tick on both the player and enemies every turn separately. I also completely rewrote the FOV using shadowcasting across all 8 octants which honestly took way longer than it should have. What Actually Broke Pretty much everything had issues at some point. The shadowcasting FOV has a bug on the northeast octant where some walls stay invisible when they should be visible. Still figuring that one out. Saving in the middle of combat sometimes drops enemy status effect potency on reload. The duration saves fine but potency resets to 1 for some reason. The floor 6 shop occasionally spawns completely empty if the floor RNG hits a certain seed. No idea why yet. Boss loot is guaranteed to drop but sometimes lands on a wall tile if the boss dies in a bad spot. What’s Next Fixing the FOV bug, patching the save and load status issue, and adding actual targeting for spells so they stop just auto hitting the nearest visible enemy. After that probably more boss phases and a high score system. It’s playable and honestly pretty fun. Just not finished yet.
Ships:
I made a 2D dungeon crawler game using Python and Pygame. In the game, the player moves through a randomly generated dungeon made of rooms and corridors. The goal is to reach the exit while avoiding enemies and collecting healing items. The dungeon changes every time you play, so each run feels different. The game also includes basic enemy AI, where enemies either wander around or chase the player if they get close. The hardest part of making this game was the dungeon generation system. At first, a lot of the maps I made had problems like rooms not connecting or the exit being unreachable. It took a lot of testing and fixing to make sure every dungeon is actually playable. Another challenge was the enemy AI because I didn’t use advanced pathfinding, so I had to make a simpler system that still feels like the enemies are chasing you. Balancing the game was also tricky because changing small things like damage or enemy count could make the game too easy or too hard. I’m proud that I was able to build a full working game that actually feels different every time you play. The dungeon generation works, the enemies behave in a somewhat smart way, and there are clear win and lose conditions. I also like that I kept everything in one Python file but still made it work as a complete game. To test the game, use W, A, S, D to move around. Try to avoid the red enemies because they will damage you if they touch you. Pick up green items to heal yourself. The goal is to reach the yellow/gold exit tile to win. If your health drops to zero, you lose and can restart the game....
|
1793526739.085728
|
1793613139.085728
|
|
25954
|
ÆTHER OS by @SubhamtheBuilder | Stardance
|
SubhamtheBuilder
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-26T10:25:25Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Devlog 4 — “Ship It” Devlog 1 drew the canvas. Devlog 2 built the OS. Devlog 3 cut everything that wasn’t ready. This is the one where ÆTHER OS finally ships. Why I made this I wanted to answer a simple question: How much of a desktop operating system can exist inside a single browser tab using only HTML, CSS, and JavaScript? No React. No Electron. No backend. No build step. Just the browser. The result is ÆTHER OS ver 7 —a complete WebOS with a window manager, virtual filesystem, dock, menu bar, boot sequence, lock screen, and nine built-in applications. What ships 9 fully working applications Custom window manager with drag, resize, snapping, maximize, minimize, and Alt+Tab Virtual filesystem backed by localStorage Animated cosmic desktop with starfield and nebula Boot sequence, notifications, dock, menu bar, shortcuts, and synthesized UI sounds Everything is written in vanilla HTML, CSS, and JavaScript. No runtime dependencies. No build step. Around 5,700 lines of code . The hardest part The window manager. Getting windows to drag, resize, snap, animate, maintain focus, and interact correctly without leaking event listeners took more time than every individual app combined. The biggest lesson was that most bugs weren’t isolated. One bad shared system could create five different symptoms. Fixing the root cause almost always solved multiple problems at once. Am I proud of it? Absolutely. Not because it’s perfect, but because I kept cutting until everything left felt solid. Earlier versions had more apps. I removed anything that wasn’t ready to stand beside the rest. Shipping nine polished applications felt far better than shipping unfinished ideas. If you’re testing ÆTHER OS… Here’s what I’d recommend trying: Wait through the boot sequence and unlock the system. Open several apps and drag, resize, snap, minimize, and restore the windows. Open Void Navigator , then edit a file in Prism Editor and save it. Open Stellar Terminal and run neofetch , ls , or warp . Open Pulse Monitor and terminate a process (PID 1 has a surprise). Change wallpapers and dock settings in System Core . Triple-click any window titlebar to zoom-cycle. Try using the OS like a desktop for a few minutes. If something breaks, I want to know. What I learned Shipping is its own feature. One source of truth beats syncing multiple copies of data. Event listeners accumulate unless managed carefully. Cutting unfinished features improves the final product. Vanilla JavaScript is more capable than people often give it credit for. Live https://aether-os-ver7.vercel.app ✦ breathe the void — shipped", "repo": "https://github.com/hyper10203/aether-os", "demo": "https://aether-os-ver7.vercel.app/"}]...
|
[{"post_id": 16196, "ts": "202 [{"post_id": 16196, "ts": "2026-06-26T09:57:59Z", "hours": 0.2897, "text": "Devlog 3 — “ver 7” Devlog 1 drew the canvas. Devlog 2 built the OS. This one was about cutting features, fixing bugs, and shipping something I’m proud to show. What’s in ver 7 ÆTHER OS ver 7 is a cosmic WebOS built with HTML, CSS, and JavaScript . No framework, no build step, no runtime dependencies—just one HTML file, one CSS file, four JS files, and ~5,500 lines of code. The apps Ships with 9 built-in apps : Void Navigator — file explorer with folders, breadcrumbs, drag-and-drop, and wallpaper controls. Stellar Terminal — 18 commands including ls , cd , mkdir , mv , rm , neofetch , warp , and js . Prism Editor — line numbers, minimap, find/replace, themes, tabs, and Ctrl+S saving. Starlog — Markdown notes with search, live preview, and auto-save. Nebula Calc — scientific mode, DEG/RAD toggle, history, and expression rewriting. Pulse Monitor — live CPU, Memory, Network, Disk, and GPU charts with a process list. System Core — wallpapers, uploads, accent colors, dock settings, sounds, and reset. Cosmos Info — animated system specs and uptime. Shortcuts — keyboard shortcut reference. Window system Supports draggable titlebars, eight resize handles, edge and corner snapping, double-click maximize, triple-click zoom, minimize-to-dock animations, z-order updates, Alt+Tab switching, and a shared drag state that eliminates listener leaks. Virtual filesystem Everything is backed by one JSON tree stored in localStorage ( aether:fs ). The Terminal, desktop, File Explorer, and editor all use the same data. Move or delete a file anywhere and every app immediately reflects the change. Polish Added custom scrollbars, purple text selection, Google Fonts with preconnect , focused window glow, boot typing effects, dock magnification, spring animations, notification toasts, and six synthesized Web Audio sounds. What I cut Earlier builds contained more apps. I removed everything that wasn’t solid enough to ship. Nine polished apps are better than shipping unfinished features. Bugs fixed Twelve major release blockers, including: Window manager listener leaks Frozen menu bar clock Broken triple-click zoom Volume slider not affecting sound Pulse Monitor interval leak Missing desktop.js Music player syntax error Maximized windows behind the menu bar Ctrl+W closing the browser Scientific calculator layout Calculator expression parsing Starlog auto-save race condition The biggest fix was replacing per-window event listeners with one shared drag system, eliminating multiple unrelated bugs at once. What I learned Cutting is a feature. Shipping fewer polished apps beats shipping more unfinished ones. One source of truth. The virtual filesystem is a single JSON tree shared by every app. Event listeners accumulate. Install shared listeners once instead of per object. Fix root causes. One fix in shared code is better than many patches. Cleanup matters. Every timer or interval created must be cleaned up when a window closes. UI should never lie. If a control exists, it should actually control something. ✦ breathe the void P.S. Devlog was delayed. I forgot to post devlog 2 and just kept building, so Hackatime only shows 16 minutes on this one. The code didn’t write itself—I simply forgot to log the voyage. ;)"}, {"post_id": 16188, "ts": "2026-06-26T09:32:11Z", "hours": 2.4064, "text": "Devlog 2 — “Building the Void” Devlog 1 laid the foundation. This week was about turning ÆTHER OS into something that actually feels like an operating system: a real window manager, virtual filesystem, built-in apps, polish, shipping, and a bug-fixing marathon. What I built 1. Window manager The window manager now supports draggable titlebars, eight resize handles, edge and corner snapping, double-click maximize, triple-click zoom, minimize animations to the dock, close animations, and automatic z-order updates. One of the biggest bugs came from installing a new mousemove listener every drag. After enough windows were opened and closed, stale listeners accumulated, dragging became unreliable, and buttons stopped responding. The fix was a single shared drag state with listeners installed once. 2. Virtual filesystem + desktop The filesystem is stored as a JSON tree in localStorage ( aether:fs ). The Terminal supports ls , cd , cat , mkdir , touch , mv , cp , rm , rename , and more. The desktop renders /home/explorer as an icon grid with drag-and-drop, context menus, and File Explorer integration with folders, breadcrumbs, and direct file editing. 3. Apps Built eight core apps: Stellar Terminal — history, tab completion, neofetch , cowsay , warp , js , and more. Prism Editor — minimap, tabs, find/replace, themes, and Ctrl+S filesystem saving. Nebula Calc — scientific mode, DEG/RAD toggle, history, and expression rewriting. Starlog — Markdown notes with live preview and auto-save. Pulse Monitor — live CPU, Memory, Network, Disk, and GPU graphs. System Core — wallpapers, accent colors, dock settings, sounds, and reset. Cosmos Info — animated specs, uptime, and a hidden matrix-rain easter egg. Shortcuts — keyboard shortcut reference. 4. Polish Added custom scrollbars, purple selection, Inter + JetBrains Mono fonts, focused window glow, randomized boot typing, dock magnification, spring animations, notification toasts, and six synthesized Web Audio UI sounds. 5. First shipping attempt After deploying to Vercel, I spent thirty minutes using the OS like a real user and found another wave of bugs. The clock froze after unlock, the volume slider wasn’t wired, Ctrl+W closed the browser, the GPU chart was missing, the scientific calculator layout broke, maximized windows hid behind the menu bar, file opening crashed because of a template literal typo, and the window manager listener leak caused multiple unrelated issues. The biggest lesson: fix the root cause, not every symptom. 6. Analytics Integrated @vercel/analytics and @vercel/speed-insights to monitor production traffic and performance. Bugs fixed Thirty-five bugs spotted, including window snapping, Alt+Tab, filesystem edge cases, calculator fixes, audio leaks, notification cleanup, dock magnification, font loading, window manager listener leaks, frozen clock, GPU monitoring, wallpaper caching, Finder title sync, maximized window layout, and The biggest fix was removing duplicated event listeners from the window manager, solving several seemingly unrelated bugs at once. ✦ breathe the void"}, {"post_id": 16114, "ts": "2026-06-26T06:24:27Z", "hours": 1.8642, "text": "Devlog 1 — “Boot” Day 1 of Hack Club Stardance. The cosmic medium takes its first breath. I’ve been sketching this idea for weeks: a full-fledged WebOS that feels like diving into deep space. Today I finally wrote the first line of code. The commit log will be my captain’s log. Stardance only ships if you document the voyage, so here goes. What even is ÆTHER OS? ÆTHER (pronounced “ay-ther” ) is the Greek personification of the upper sky—the pure, glowing air above the mortal atmosphere. Later, physics borrowed the name for the theoretical medium that fills space and carries light. ÆTHER OS is a desktop environment running entirely in a browser tab: a window manager, menu bar, dock, virtual filesystem, and 12 built-in apps. No backend, no framework, no build step—just HTML, CSS, and JavaScript . Its design blends glassmorphism with cosmic depth: frosted panels over a parallax starfield with slowly morphing nebulae, using Void Black, Nebula Purple, and Cosmic Cyan. What I built today 1. The stellar scaffold The project consists of one index.html , one styles.css , and four JavaScript modules: core.js — boot, lock screen, menu bar, dock, notifications, sounds, shortcuts wm.js — window manager fs.js — virtual filesystem and desktop apps.js — all 12 apps No npm, bundler, or framework. Just globals and the DOM. 2. The cosmic background The desktop uses two animated layers: a <canvas> starfield rendered with requestAnimationFrame and a morphing nebula made from blurred radial gradients. Stars belong to near and far layers (parallax factors 18 and 6). Mouse movement is smoothed with: tmx += ( mx - tmx ) * 0.06 ; Near stars receive a cyan halo and subtle twinkle, while the nebula morphs over ~24-second cycles using filter: blur(80px) . 3. Boot sequence The boot log is typed line-by-line using await sleep(...) , alongside a progress bar and ASCII logo. The system announces NEBULA KERNEL v1.0.0 before printing fake kernel logs like: Spawning process init (PID 1) Calibrating cosmic background radiation… 2.725 K. 4. Lock screen A live clock, date, user avatar, decorative password field (any password works) , and click-anywhere-to-unlock. 5. Menu bar A macOS-style menu bar with the ÆTHER menu, active app name, Wi-Fi, battery, notifications, volume, and live clock. Context menus include working actions like New Window ( Ctrl+N ) , Close ( Ctrl+W ) , and Fullscreen ( F11 ) . 6. Sound engine All UI sounds are synthesized with the Web Audio API through a single helper: beep ( freq , duration , type , vol , slide ) Current sounds include boot, open, close, click, notification, and error. Bugs fixed # Problem Fix 1 Boot text blurred because it lived inside the nebula with filter: blur(80px) . Moved the boot overlay above the nebula layer using z-index . 2 Window z-order never updated. el.style.zIndex = ++zTop on focus. 3 Starfield broke after resize. Added a resize listener that updates and reseeds the canvas. Up next Next comes the window manager: dragging, resizing, minimizing, maximizing, snapping, z-order, spring animations, double-click maximize, triple-click zoom, and finally the dock with magnification. That’s when ÆTHER starts feeling like an operating system instead of a website. ✦ breathe the void"}]...
|
Title: ÆTHER OS by @SubhamtheBuilder | Stardance
Title: ÆTHER OS by @SubhamtheBuilder | Stardance
Devlogs:
Devlog 1 — “Boot” Day 1 of Hack Club Stardance. The cosmic medium takes its first breath. I’ve been sketching this idea for weeks: a full-fledged WebOS that feels like diving into deep space. Today I finally wrote the first line of code. The commit log will be my captain’s log. Stardance only ships if you document the voyage, so here goes. What even is ÆTHER OS? ÆTHER (pronounced “ay-ther” ) is the Greek personification of the upper sky—the pure, glowing air above the mortal atmosphere. Later, physics borrowed the name for the theoretical medium that fills space and carries light. ÆTHER OS is a desktop environment running entirely in a browser tab: a window manager, menu bar, dock, virtual filesystem, and 12 built-in apps. No backend, no framework, no build step—just HTML, CSS, and JavaScript . Its design blends glassmorphism with cosmic depth: frosted panels over a parallax starfield with slowly morphing nebulae, using Void Black, Nebula Purple, and Cosmic Cyan. What I built today 1. The stellar scaffold The project consists of one index.html , one styles.css , and four JavaScript modules: core.js — boot, lock screen, menu bar, dock, notifications, sounds, shortcuts wm.js — window manager fs.js — virtual filesystem and desktop apps.js — all 12 apps No npm, bundler, or framework. Just globals and the DOM. 2. The cosmic background The desktop uses two animated layers: a <canvas> starfield rendered with requestAnimationFrame and a morphing nebula made from blurred radial gradients. Stars belong to near and far layers (parallax factors 18 and 6). Mouse movement is smoothed with: tmx += ( mx - tmx ) * 0.06 ; Near stars receive a cyan halo and subtle twinkle, while the nebula morphs over ~24-second cycles using filter: blur(80px) . 3. Boot sequence The boot log is typed line-by-line using await sleep(...) , alongside a progress bar and ASCII logo. The system announces NEBULA KERNEL v1.0.0 before printing fake kernel logs like: Spawning process init (PID 1) Calibrating cosmic background radiation… 2.725 K. 4. Lock screen A live clock, date, user avatar, decorative password field (any password works) , and click-anywhere-to-unlock. 5. Menu bar A macOS-style menu bar with the ÆTHER menu, active app name, Wi-Fi, battery, notifications, volume, and live clock. Context menus include working actions like New Window ( Ctrl+N ) , Close ( Ctrl+W ) , and Fullscreen ( F11 ) . 6. Sound engine All UI sounds are synthesized with the Web Audio API through a single helper: beep ( freq , duration , type , vol , slide ) Current sounds include boot, open, close, click, notification, and error. Bugs fixed # Problem Fix 1 Boot text blurred because it lived inside the nebula with filter: blur(80px) . Moved the boot overlay above the nebula layer using z-index . 2 Window z-order never updated. el.style.zIndex = ++zTop on focus. 3 Starfield broke after resize. Added a resize listener that updates and reseeds the canvas. Up next Next comes the window manager: dragging, resizing, minimizing, maximizing, snapping, z-order, spring animations, double-click maximize, triple-click zoom, and finally the dock with magnification. That’s when ÆTHER starts feeling like an operating system instead of a website. ✦ breathe the void
Devlog 2 — “Building the Void” Devlog 1 laid the foundation. This week was about turning ÆTHER OS into something that actually feels like an operating system: a real window manager, virtual filesystem, built-in apps, polish, shipping, and a bug-fixing marathon. What I built 1. Window manager The window manager now supports draggable titlebars, eight resize handles, edge and corner snapping, double-click maximize, triple-click zoom, minimize animations to the dock, close animations, and automatic z-order updates. One of the biggest bugs came from installing a new mousemove listener every drag. After enough windows were opened and closed, stale listeners accumulated, dragging became unreliable, and buttons stopped responding. The fix was a single shared drag state with listeners installed once. 2. Virtual filesystem + desktop The filesystem is stored as a JSON tree in localStorage ( aether:fs ). The Terminal supports ls , cd , cat , mkdir , touch , mv , cp , rm , rename , and more. The desktop renders /home/explorer as an icon grid with drag-and-drop, context menus, and File Explorer integration with folders, breadcrumbs, and direct file editing. 3. Apps Built eight core apps: Stellar Terminal — history, tab completion, neofetch , cowsay , warp , js , and more. Prism Editor — minimap, tabs, find/replace, themes, and Ctrl+S filesystem saving. Nebula Calc — scientific mode, DEG/RAD toggle, history, and expression rewriting. Starlog — Markdown notes with live preview and auto-save. Pulse Monitor — live CPU, Memory, Network, Disk, and GPU graphs. System Core — wallpapers, accent colors, dock settings, sounds, and reset. Cosmos Info — animated specs, uptime, and a hidden matrix-rain easter egg. Shortcuts — keyboard shortcut reference. 4. Polish Added custom scrollbars, purple selection, Inter + JetBrains Mono fonts, focused window glow, randomized boot typing, dock magnification, spring animations, notification toasts, and six synthesized Web Audio UI sounds. 5. First shipping attempt After deploying to Vercel, I spent thirty minutes using the OS like a real user and found another wave of bugs. The clock froze after unlock, the volume slider wasn’t wired, Ctrl+W closed the browser, the GPU chart was missing, the scientific calculator layout broke, maximized windows hid behind the menu bar, file opening crashed because of a template literal typo, and the window manager listener leak caused multiple unrelated issues. The biggest lesson: fix the root cause, not every symptom. 6. Analytics Integrated @vercel/analytics and @vercel/speed-insights to monitor production traffic and performance. Bugs fixed Thirty-five bugs spotted, including window snapping, Alt+Tab, filesystem edge cases, calculator fixes, audio leaks, notification cleanup, dock magnification, font loading, window manager listener leaks, frozen clock, GPU monitoring, wallpaper caching, Finder title sync, maximized window layout, and The biggest fix was removing duplicated event listeners from the window manager, solving several seemingly unrelated bugs at once. ✦ breathe the void
Devlog 3 — “ver 7” Devlog 1 drew the canvas. Devlog 2 built the OS. This one was about cutting features, fixing bugs, and shipping something I’m proud to show. What’s in ver 7 ÆTHER OS ver 7 is a cosmic WebOS built with HTML, CSS, and JavaScript . No framework, no build step, no runtime dependencies—just one HTML file, one CSS file, four JS files, and ~5,500 lines of code. The apps Ships with 9 built-in apps : Void Navigator — file explorer with folders, breadcrumbs, drag-and-drop, and wallpaper controls. Stellar Terminal — 18 commands including ls , cd , mkdir , mv , rm , neofetch , warp , and js . Prism Editor — line numbers, minimap, find/replace, themes, tabs, and Ctrl+S saving. Starlog — Markdown notes with search, live preview, and auto-save. Nebula Calc — scientific mode, DEG/RAD toggle, history, and expression rewriting. Pulse Monitor — live CPU, Memory, Network, Disk, and GPU charts with a process list. System Core — wallpapers, uploads, accent colors, dock settings, sounds, and reset. Cosmos Info — animated system specs and uptime. Shortcuts — keyboard shortcut reference. Window system Supports draggable titlebars, eight resize handles, edge and corner snapping, double-click maximize, triple-click zoom, minimize-to-dock animations, z-order updates, Alt+Tab switching, and a shared drag state that eliminates listener leaks. Virtual filesystem Everything is backed by one JSON tree stored in localStorage ( aether:fs ). The Terminal, desktop, File Explorer, and editor all use the same data. Move or delete a file anywhere and every app immediately reflects the change. Polish Added custom scrollbars, purple text selection, Google Fonts with preconnect , focused window glow, boot typing effects, dock magnification, spring animations, notification toasts, and six synthesized Web Audio sounds. What I cut Earlier builds contained more apps. I removed everything that wasn’t solid enough to ship. Nine polished apps are better than shipping unfinished features. Bugs fixed Twelve major release blockers, including: Window manager listener leaks Frozen menu bar clock Broken triple-click zoom Volume slider not affecting sound Pulse Monitor interval leak Missing desktop.js Music player syntax error Maximized windows behind the menu bar Ctrl+W closing the browser Scientific calculator layout Calculator expression parsing Starlog auto-save race condition The biggest fix was replacing per-window event listeners with one shared drag system, eliminating multiple unrelated bugs at once. What I learned Cutting is a feature. Shipping fewer polished apps beats shipping more unfinished ones. One source of truth. The virtual filesystem is a single JSON tree shared by every app. Event listeners accumulate. Install shared listeners once instead of per object. Fix root causes. One fix in shared code is better than many patches. Cleanup matters. Every timer or interval created must be cleaned up when a window closes. UI should never lie. If a control exists, it should actually control something. ✦ breathe the void P.S. Devlog was delayed. I forgot to post devlog 2 and just kept building, so Hackatime only shows 16 minutes on this one. The code didn’t write itself—I simply forgot to log the voyage. ;)
Ships:
Devlog 4 — “Ship It” Devlog 1 drew the canvas. Devlog 2 built the OS. Devlog 3 cut everything that wasn’t ready. This is the one where ÆTHER OS finally ships. Why I made this I wanted to answer a simple question: How much of a desktop operating system can exist inside a single browser tab using only HTML, CSS, and JavaScript? No React. No Electron. No backend. No build step. Just the browser. The result is ÆTHER OS ver 7 —a complete WebOS with a window manager, virtual filesystem, dock, menu bar, boot sequence, lock screen, and nine built-in applications. What ships 9 fully working applications Custom window manager with drag, resize, snapping, maximize, minimize, and Alt+Tab Virtual filesystem backed by localStorage Animated cosmic desktop with starfield and nebula Boot sequence, notifications, dock, menu bar, shortcuts, and synthesized UI sounds Everything is written in vanilla HTML, CSS, and JavaScript. No runtime dependencies. No build step. Around 5,700 lines of code . The hardest part The window manager. Getting windows to drag, resize, snap, animate, maintain focus, and interact correctly without leaking event listeners took more time than every individual app combined. The biggest lesson was that most bugs weren’t isolated. One bad shared system could create five different symptoms. Fixing the root cause almost always solved multiple problems at once. Am I proud of it? Absolutely. Not because it’s perfect, but because I kept cutting until everything left felt solid. Earlier versions had more apps. I removed anything that wasn’t ready to stand beside the rest. Shipping nine polished applications felt far better than shipping unfinished ideas. If you’re testing ÆTHER OS… Here’s what I’d recommend trying: Wait through the boot sequence and unlock the system. Open several apps and drag, resize, snap, minimize, and restore the windows. Open Void Navigator , then edit a file in Prism Editor and save it. Open Stellar Terminal and run neofetch , ls , or warp . Open Pulse Monitor and terminate a process (PID 1 has a surprise). Change wallpapers and dock settings in System Core . Triple-click any window titlebar to zoom-cycle. Try using the OS like a desktop for a few minutes. If something breaks, I want to know. What I learned Shipping is its own feature. One source of truth beats syncing multiple copies of data. Event listeners accumulate unless managed carefully. Cutting unfinished features improves the final product. Vanilla JavaScript is more capable than people often give it credit for. Live https://aether-os-ver7.vercel.app ✦ breathe the void — shipped...
|
1793526740.2457352
|
1793613140.2457352
|
|
39223
|
My own site! by @Baule | Stardance
|
Baule
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-25T21:01:56Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have made a simple personal site with a picture of my dog and a short description about me and wehere to reach me", "repo": "https://github.com/345235/my-cool-personal-webside", "demo": "https://345235.github.io/my-cool-personal-webside/"}]...
|
[{"post_id": 34833, "ts": "202 [{"post_id": 34833, "ts": "2026-07-25T20:56:54Z", "hours": 1.8167, "text": "I completed my personal site"}]...
|
Title: My own site! by @Baule | Stardance
Devlogs Title: My own site! by @Baule | Stardance
Devlogs:
I completed my personal site
Ships:
I have made a simple personal site with a picture of my dog and a short description about me and wehere to reach me...
|
1793526742.4188342
|
1793613142.4188342
|
|
30031
|
my APOD site by @meerkat | Stardance
|
meerkat
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-03T14:32:37Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hello! I created an APOD website using NASA’s API called NASAPOD. I customized the UI and added extra features and animations. On the website you can scroll through dates, to see the picture of the day for each day! You can also use the next and back buttons to move between days or click “suprise me” to look at a random day. The tools I used were the NASA APOD API, plain HTML/CSS/JS, and the vite Vanilla script template.", "repo": "https://github.com/meerkat3141/NASA-Website-Stardance", "demo": "https://meerkat3141.github.io/NASA-Website-Stardance/"}]...
|
[{"post_id": 21225, "ts": "202 [{"post_id": 21225, "ts": "2026-07-03T01:51:28Z", "hours": 0.7181, "text": "Just finished the website and named it NASApod! I added buttons to travel “next” and “back” from day to day. The image is also now side-by-side with the text. I also added a button called “surprise me!” which will take you to a random day. I also deployed the site with github pages so it is no longer ran on my local server :)."}, {"post_id": 21180, "ts": "2026-07-03T00:06:56Z", "hours": 0.3678, "text": "Made styling more simplistic and added an astronaut loading screen"}, {"post_id": 21163, "ts": "2026-07-02T23:36:07Z", "hours": 0.4828, "text": "Finished the generic styling from the guide, but I plan to change this in future updates. Thinking of adding a loading animation while the user waits for the calendar date’s info to load and I plan on changing the theme and styling as well."}, {"post_id": 21140, "ts": "2026-07-02T22:58:01Z", "hours": 0.6236, "text": "I just finished the set up for my project and am moving on to writing my main.js file. It took a few tries because apparently my files weren’t saving properly. But after a little work my workflow worked!"}]...
|
Title: my APOD site by @meerkat | Stardance
Devlo Title: my APOD site by @meerkat | Stardance
Devlogs:
I just finished the set up for my project and am moving on to writing my main.js file. It took a few tries because apparently my files weren’t saving properly. But after a little work my workflow worked!
Finished the generic styling from the guide, but I plan to change this in future updates. Thinking of adding a loading animation while the user waits for the calendar date’s info to load and I plan on changing the theme and styling as well.
Made styling more simplistic and added an astronaut loading screen
Just finished the website and named it NASApod! I added buttons to travel “next” and “back” from day to day. The image is also now side-by-side with the text. I also added a button called “surprise me!” which will take you to a random day. I also deployed the site with github pages so it is no longer ran on my local server :).
Ships:
Hello! I created an APOD website using NASA’s API called NASAPOD. I customized the UI and added extra features and animations. On the website you can scroll through dates, to see the picture of the day for each day! You can also use the next and back buttons to move between days or click “suprise me” to look at a random day. The tools I used were the NASA APOD API, plain HTML/CSS/JS, and the vite Vanilla script template....
|
1793526744.3299794
|
1793613144.3299794
|
|
8808
|
Graph Neural Networks Textbook by @Anvith | Starda Graph Neural Networks Textbook by @Anvith | Stardance...
|
Anvith
|
1
|
6.08
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-05T20:11:19Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Built a full interactive textbook on Graph Neural Networks — 27 chapters, 300 concepts, 37 p5.js MicroSims you can play with directly in the browser (watch message passing animate, tune GAT attention weights, step through WL color refinement live). 301k words, 746 equations, all with full math derivations and runnable PyTorch Geometric code. Hardest part: wiring a dependency-aware learning graph of 300 concepts so every chapter respects prerequisites, and building the MicroSims so they actually teach the intuition rather than just looking cool. Most proud of the MicroSims — especially the GCN message passing visualizer and the WL color refinement stepper. Abstract concepts that are genuinely hard to explain with equations alone become obvious when you can manipulate them.", "repo": "https://github.com/AnvithPothula/graph-neural-networks-textbook", "demo": "https://anvithpothula.github.io/graph-neural-networks-textbook/"}]...
|
[{"post_id": 79396, "ts": "202 [{"post_id": 79396, "ts": "2026-10-13T20:04:15Z", "hours": 1.1422, "text": "Fixed a few bugs"}, {"post_id": 3887, "ts": "2026-06-06T23:53:17Z", "hours": 0.9336, "text": "I finished writing my intelligent textbook on Graph Neural Networks (GNNs)."}, {"post_id": 2900, "ts": "2026-06-05T20:08:34Z", "hours": 4.3156, "text": "This is a comprehensive, interactive intelligent textbook on Graph Neural Networks designed for graduate and advanced undergraduate students in machine learning, data mining, and network science. Built with MkDocs Material, it covers the full arc of the field — from graph theory and classical graph algorithms through modern architectures including graph transformers, knowledge graph models, and LLM+GNN integration. Every chapter leads with a real-world motivating example, builds intuition before equations, provides full mathematical derivations, and includes complete runnable PyTorch Geometric code. 37 interactive MicroSims — p5.js simulations embedded directly in the browser — let you manipulate GNN internals hands-on: watch message passing animate across layers, tune attention weights in real time, and step through WL color refinement iteration by iteration. The textbook is structured around a dependency-aware learning graph of 300 concepts, ensuring prerequisite sequencing is respected across all 27 chapters. Quizzes, glossary terms, and FAQs cover every major concept, with exercises distributed across all six levels of Bloom’s Taxonomy."}]...
|
Title: Graph Neural Networks Textbook by @Anvith | Title: Graph Neural Networks Textbook by @Anvith | Stardance
Devlogs:
This is a comprehensive, interactive intelligent textbook on Graph Neural Networks designed for graduate and advanced undergraduate students in machine learning, data mining, and network science. Built with MkDocs Material, it covers the full arc of the field — from graph theory and classical graph algorithms through modern architectures including graph transformers, knowledge graph models, and LLM+GNN integration. Every chapter leads with a real-world motivating example, builds intuition before equations, provides full mathematical derivations, and includes complete runnable PyTorch Geometric code. 37 interactive MicroSims — p5.js simulations embedded directly in the browser — let you manipulate GNN internals hands-on: watch message passing animate across layers, tune attention weights in real time, and step through WL color refinement iteration by iteration. The textbook is structured around a dependency-aware learning graph of 300 concepts, ensuring prerequisite sequencing is respected across all 27 chapters. Quizzes, glossary terms, and FAQs cover every major concept, with exercises distributed across all six levels of Bloom’s Taxonomy.
I finished writing my intelligent textbook on Graph Neural Networks (GNNs).
Fixed a few bugs
Ships:
Built a full interactive textbook on Graph Neural Networks — 27 chapters, 300 concepts, 37 p5.js MicroSims you can play with directly in the browser (watch message passing animate, tune GAT attention weights, step through WL color refinement live). 301k words, 746 equations, all with full math derivations and runnable PyTorch Geometric code. Hardest part: wiring a dependency-aware learning graph of 300 concepts so every chapter respects prerequisites, and building the MicroSims so they actually teach the intuition rather than just looking cool. Most proud of the MicroSims — especially the GCN message passing visualizer and the WL color refinement stepper. Abstract concepts that are genuinely hard to explain with equations alone become obvious when you can manipulate them....
|
1793526745.6457067
|
1793613145.6457067
|
|
7864
|
Chief Purr-officer (CPO) by @ThatChillCat | Starda Chief Purr-officer (CPO) by @ThatChillCat | Stardance...
|
ThatChillCat
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-07T09:52:05Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made Chief Purr-Officier a very simple slack bot for the mission “Make a Slack Bot”. It has 6 commands /cpo-help - Shows every command available /cpo-ping - Shows the Latency /cpo-joke - Get a random joke /cpo-catfact - Get a random cat fact /cpo-explode - Overstimulates the Chief and triggers a detonation /cpo-knock - Knocks something valuable off the table This also was my first time making a slack bot and also my first time using nest! I also learned how to use SSH now! The most difficiult part for me was learning how to host this on a nest server.", "repo": "https://github.com/x86paul/Chief-Purr-Officier", "demo": "https://app.slack.com/client/E09V59WQY1E/C0B9NRZCU1W"}]...
|
[{"post_id": 4074, "ts": "2026 [{"post_id": 4074, "ts": "2026-06-07T08:27:29Z", "hours": 0.5864, "text": "I am working on a goofy slack bot called Chief Purr-Officier. It is a simple bot which does some goofy things too. The Commands of the bot is /cpo-ping - Shows Latency /cpo-joke - Get a random joke /cpo-catfack - Get a random fact about cats /cpo-knock - Knock something off the table /cpo-explode - Triggers a explosion"}]...
|
Title: Chief Purr-officer (CPO) by @ThatChillCat | Title: Chief Purr-officer (CPO) by @ThatChillCat | Stardance
Devlogs:
I am working on a goofy slack bot called Chief Purr-Officier. It is a simple bot which does some goofy things too. The Commands of the bot is /cpo-ping - Shows Latency /cpo-joke - Get a random joke /cpo-catfack - Get a random fact about cats /cpo-knock - Knock something off the table /cpo-explode - Triggers a explosion
Ships:
I made Chief Purr-Officier a very simple slack bot for the mission “Make a Slack Bot”. It has 6 commands /cpo-help - Shows every command available /cpo-ping - Shows the Latency /cpo-joke - Get a random joke /cpo-catfact - Get a random cat fact /cpo-explode - Overstimulates the Chief and triggers a detonation /cpo-knock - Knocks something valuable off the table This also was my first time making a slack bot and also my first time using nest! I also learned how to use SSH now! The most difficiult part for me was learning how to host this on a nest server....
|
1793526751.0265288
|
1793613151.0265288
|
|
70370
|
StarPulse by @vishnu_varathan | Stardance
|
vishnu_varathan
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: StarPulse by @vishnu_varathan | Stardance
|
1793008351.526714
|
1793613151.526714
|
|
68209
|
CuteOS by @Kaori | Stardance
|
Kaori
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-24T14:28:20Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created a web-based operating system simulator called CuteOS. I chose a cute theme because I wanted to make something fun and adorable. It has three apps: a welcome app, a drawing app, and a photos app. I really enjoyed working on this project. It was quite difficult because JavaScript is hard to understand and CSS can be really confusing, but in the end, everything worked out! I’m happy with how the project turned out, and I’m proud of what I’ve created.", "repo": "https://github.com/HeyBochechinha/CuteOs", "demo": "https://heybochechinha.github.io/CuteOs/"}]...
|
[{"post_id": 82296, "ts": "202 [{"post_id": 82296, "ts": "2026-10-24T14:23:25Z", "hours": 1.4019, "text": "I finished writing my README and uploaded my project to GitHub. Now it has a live link, so anyone can access and try it out! I think that’s really cool. I really enjoyed making this project, and I’m happy with how it turned out."}, {"post_id": 81362, "ts": "2026-10-21T00:00:30Z", "hours": 2.2033, "text": "This is my first version, and I’m still learning how everything works. So far, I’ve been working on the desktop, the top bar with a clock, and the app windows."}, {"post_id": 78502, "ts": "2026-10-11T00:24:09Z", "hours": 0.6667, "text": "I started working on my WebOS! I’m going to push myself to finish it soon because Stardance is just around the corner, and I really want that sticker! 🤭"}]...
|
Title: CuteOS by @Kaori | Stardance
Devlogs:
I st Title: CuteOS by @Kaori | Stardance
Devlogs:
I started working on my WebOS! I’m going to push myself to finish it soon because Stardance is just around the corner, and I really want that sticker! 🤭
This is my first version, and I’m still learning how everything works. So far, I’ve been working on the desktop, the top bar with a clock, and the app windows.
I finished writing my README and uploaded my project to GitHub. Now it has a live link, so anyone can access and try it out! I think that’s really cool. I really enjoyed making this project, and I’m happy with how it turned out.
Ships:
I created a web-based operating system simulator called CuteOS. I chose a cute theme because I wanted to make something fun and adorable. It has three apps: a welcome app, a drawing app, and a photos app. I really enjoyed working on this project. It was quite difficult because JavaScript is hard to understand and CSS can be really confusing, but in the end, everything worked out! I’m happy with how the project turned out, and I’m proud of what I’ve created....
|
1793526752.1813903
|
1793613152.1813903
|
|
70371
|
imposter party game by @halit | Stardance
|
halit
|
0
|
14.18
|
0
|
[]
|
[{"post_id": 82755, "ts": "202 [{"post_id": 82755, "ts": "2026-10-25T19:02:00Z", "hours": 0.6764, "text": "still day 7 i now made the hints for imposters"}, {"post_id": 82714, "ts": "2026-10-25T17:25:55Z", "hours": 3.2828, "text": "day 7 i think of making the game imposter : i mainly fixed bugs and finished the vewing ur role (word) part and what is left is the timer and voting and also hints for imps"}, {"post_id": 82068, "ts": "2026-10-23T18:07:52Z", "hours": 1.5697, "text": "Day5 of making the party game imposter (every body gets a word except the imps and they try to blend in): i fixed the bugs that happen because of the stupid mobile browsers and also limited the num of ims and forced user to enter at least three player names to porceed"}, {"post_id": 81904, "ts": "2026-10-22T22:45:26Z", "hours": 0.9681, "text": "Day4 of making the party game imposter (every body gets a word except the imps and they try to blend in): today i didnt do much either i js connected the settings page to js"}, {"post_id": 81639, "ts": "2026-10-21T21:01:19Z", "hours": 0.3886, "text": "Day4 of making the party game imposter (every body gets a word except the imps and they try to blend in): today i was tired so i didnt do much i js made the function to open the main game window , pictures below from the last 3 days"}, {"post_id": 81345, "ts": "2026-10-20T21:58:12Z", "hours": 2.8553, "text": "DAY3 of making the party game imposter (everybody gets a word exept the imposters and they try to blend in): so today i made a select function for the categories and i started working on the game parameters page and i also modified the inputs , and i discovered a few bug and tryed to fix them but i was tired so tommorow me will have to deal with it"}, {"post_id": 81094, "ts": "2026-10-19T20:55:22Z", "hours": 2.2636, "text": "day2 of working on the party imposter game (everybody gets a word except imposters): so today i finished the function to add players it had a style issue and i worked on the categories page , am happy with how it all looks you can check it out and tell me if i should modify anything , the link for the website https://halithsn2000-lab.github.io/imposter/ for know it is just mobile so if ur on pc you should use developer tools"}, {"post_id": 80819, "ts": "2026-10-18T21:38:28Z", "hours": 2.1778, "text": "day 1 of making the imposter game (every body has a word exept the imps and they try to blend in ) : today i worked on the landing page and added a function to add players and remove them it still needs a little work , but so far so good and am happy with how the ui is looking if u have any suggestions let me know and here is the link if you want to check it out https://halithsn2000-lab.github.io/imposter/ (mobile only or you can use developper tools)"}]...
|
Title: imposter party game by @halit | Stardance
Title: imposter party game by @halit | Stardance
Devlogs:
day 1 of making the imposter game (every body has a word exept the imps and they try to blend in ) : today i worked on the landing page and added a function to add players and remove them it still needs a little work , but so far so good and am happy with how the ui is looking if u have any suggestions let me know and here is the link if you want to check it out https://halithsn2000-lab.github.io/imposter/ (mobile only or you can use developper tools)
day2 of working on the party imposter game (everybody gets a word except imposters): so today i finished the function to add players it had a style issue and i worked on the categories page , am happy with how it all looks you can check it out and tell me if i should modify anything , the link for the website https://halithsn2000-lab.github.io/imposter/ for know it is just mobile so if ur on pc you should use developer tools
DAY3 of making the party game imposter (everybody gets a word exept the imposters and they try to blend in): so today i made a select function for the categories and i started working on the game parameters page and i also modified the inputs , and i discovered a few bug and tryed to fix them but i was tired so tommorow me will have to deal with it
Day4 of making the party game imposter (every body gets a word except the imps and they try to blend in): today i was tired so i didnt do much i js made the function to open the main game window , pictures below from the last 3 days
Day4 of making the party game imposter (every body gets a word except the imps and they try to blend in): today i didnt do much either i js connected the settings page to js
Day5 of making the party game imposter (every body gets a word except the imps and they try to blend in): i fixed the bugs that happen because of the stupid mobile browsers and also limited the num of ims and forced user to enter at least three player names to porceed
day 7 i think of making the game imposter : i mainly fixed bugs and finished the vewing ur role (word) part and what is left is the timer and voting and also hints for imps
still day 7 i now made the hints for imposters...
|
1793008352.3797092
|
1793613152.3797092
|
|
25778
|
PolarisPad by @Partholimew | Stardance
|
Partholimew
|
1
|
7.0
|
34
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T15:24:48Z", "hours": 7.0, "multiplier": 5.0, "payout": 34, "blessing": "neutral", "text": "Hello everyone! Meet PolarisPad, a macropad designed to be used for flight controls in space games. It currently supports Star Citizen with it’s keymap, but could easily be used for a different game as well. This was both my Hackpad entry, as well as my first ever hardware project that I’ve finished. It’s been a journey and definitely has not gone entirely according to plan throughout the process. (Mine has some messy internal wiring to fix an error, but the design has been updated to correct this) This project has been a great way to get into hardware design and now I have many more ideas for things to make! Make sure you check out my demo video in which I use it for some basic ship functions in-game.", "repo": "https://github.com/PendulumPower/PolarisPad", "demo": ""}]...
|
[{"post_id": 58968, "ts": "202 [{"post_id": 58968, "ts": "2026-08-31T15:18:42Z", "hours": 3.0003, "text": "It’s about time to ship! I finished the firmware, assembled it the rest of the way, and updated my GitHub page, as well as make a short demo video of using it in-game."}, {"post_id": 54008, "ts": "2026-08-24T19:07:00Z", "hours": 1.7339, "text": "Almost done fixing firmware. I got the keys working as well as rgb cycling. Once I get the OLED display working, I’ll just have to make some case adjustments and it will be ready to ship!"}, {"post_id": 53096, "ts": "2026-08-23T15:06:57Z", "hours": 1.85, "text": "Now that I have the PCB, I soldered everything together. I apparently managed to flip the display’s connector in my PCB design, so mine has some wires instead of the headers, but I’m going to update the design to fix that. next up is testing the basic firmware and then making it better."}, {"post_id": 46268, "ts": "2026-08-13T11:58:00Z", "hours": 0.25, "text": "I received my parts, verified my case files, and am now printing the V1 case. Now I’m just waiting on my PCB and soldering stuff to arrive. It’s all coming together now. I will also be modifying firmware at that point to properly animate the screen."}, {"post_id": 24403, "ts": "2026-07-07T22:45:42Z", "hours": 1.1, "text": "PolarisPad has SHIPPED!!! What is it? Well, PolarisPad is a Macropad designed for space combat in games such as Star Citizen and No Man’s Sky. It includes 8 keys with RGB underglow, a rotary encoder, and a small OLED display. Once it is approved and I receive the parts, I will begin the assembly and do some firmware updates. It is possible that I will decide to modify the firmware or case before then, but if not, I’ll be taking a short break from working on projects until it arrives."}, {"post_id": 24322, "ts": "2026-07-07T20:36:09Z", "hours": 2.1669, "text": "It took way longer than it should have, but I finally figured out how to make QMK firmware for PolarisPad! This is just the basic version, which only includes the actual keys, not the rotary encoder, RGB underglow, or OLED. However, I’m choosing to wait to program those until I have the components on hand since trying to program something to create a visual effect without being able to see that effect doesn’t go too well. All I have left is to package everything for the GitHub page and ship it! Then I’ll be able to receive all the components to assemble the physical thing and finalize the firmware."}, {"post_id": 23823, "ts": "2026-07-06T23:58:34Z", "hours": 1.0031, "text": "I did a bit more to the project for today. I think that I’m now done with the physical design for PolarisPad now; at least for the initial version. I added the knob to the assembly, as well as the project name and designer credit (Me. It’s on the bottom). I then added some things to the silkscreen layer of the PCB, including a joke relating to the OLED, the name of the device, a QR code linking to the GitHub repo, credit to myself, and a fun little phrase."}, {"post_id": 23607, "ts": "2026-07-06T17:42:45Z", "hours": 1.5003, "text": "Had a small panic attack about halfway through this one. For a moment I thought the rotary encoder actually needed an analog signal rather than a digital one, similar to a potentiometer, and I though I was going to have to reroute a large portion of my PCB. Fortunately, I was wrong, and it only needs digital. Anyways, I added some of the components to the CAD assembly, and adjusted my case design in a few spots where components didn’t quite line up right. I also colored it a bit. (Better styling in the future including more rounded corners). Decided on making the official name to PolarisPad. (Named after the star, not the SC ship :)"}, {"post_id": 23513, "ts": "2026-07-06T15:11:57Z", "hours": 1.6264, "text": "Ok, this was a complicated one. I was working on the top part of the case for the PCB, and since I had a large variety of components arranged in a different way, I had to do it all manually, while still maintaining accuracy (I hope). You can see how that went in the screenshots below. Anyway, I may have made a mistake in the PCB. It seems the way I arranged it did not leave enough space for the OLED to fully fit onto the board. So I also had to go back and adjust it, but I think it will fit now. Next I will have to add a spot for the USB port to connect it to the user’s device. I am also considering rounding the case corners. I want a cleaner-looking design. Then I’ll just have to do the software! (Don’t mind the spikes sticking through near the display, they won’t be there in the final product)"}, {"post_id": 22886, "ts": "2026-07-05T14:55:30Z", "hours": 0.4669, "text": "I began working on the case design for the actual Macropad, rather than just the basic one. The bottom of the case is done. I have also started organizing my files so that setting up a GitHub repo will be easier later on. Once I finish the rest of the case, I can begin the final necessary step, which is making the software it will run on. I also could do some design on the silkscreen layer of the PCB, which I may do, but we shall see. Here’s a little sneak-peak of the case so far."}, {"post_id": 21490, "ts": "2026-07-03T13:56:04Z", "hours": 1.3294, "text": "I did it! I designed the PCB for the pad, I will hopefully be finding a better name for this project soon, but here’s what I accomplished. I added two more RGB LEDs for better backlighting on the keys. I then imported all the footprints, came up with a general layout, and connected everything. Because of how I was doing my connections, I ended up with a “main rail”, where I had rails on both sides of the board, making it nearly impossible to cross. So I ended up having some fun routing around the main area and using some vias to go under/over other rails. Here’s how it turned out. Also, I changed the project image for now. (Pictures of front, back, and design)"}, {"post_id": 21142, "ts": "2026-07-02T22:59:08Z", "hours": 0.3003, "text": "I added diodes to each switch in the matrix. This will prevent ghosting when pressing multiple keys at a time. Also reorganized things and linked the schematic components to footprints in preparation for laying out the PCB design. Hopefully I used the right footprints, but I guess I’ll find out soon."}, {"post_id": 20801, "ts": "2026-07-02T14:35:52Z", "hours": 0.6003, "text": "I redid the schematic to include more of the features I wanted. It is much more complex now, including 8 switches (previously 3) in a matrix encoder. I also added 2 LEDs, a rotary encoder, and an OLED screen. Next I’ll have to make a PCB for it. (And confirm it works). Hopefully all goes well."}, {"post_id": 19167, "ts": "2026-06-30T12:47:36Z", "hours": 0.5836, "text": "I came back after watching a video on how to use Autodesk Fusion, and this time I was able to actually finish the tutorial version of the case. Next I will have to learn how the software part works, and then we can go ahead and start making this project much more complicated then a 3-button pad."}, {"post_id": 18572, "ts": "2026-06-29T19:23:03Z", "hours": 1.0169, "text": "I tried to make a basic case, but it didn’t go to well. I’ve never used fusion before. I got the main base done eventually, but the section that holds the keycaps was not wanting to work correctly. Currently, I’m just trying to get through the general tutorial so that I understand what I’m doing better before customizing the board further. I’m going to do a bit of research on how fusion works before continuing and hopefully get some stuff done on it. I have some fun plans for the final result."}, {"post_id": 18305, "ts": "2026-06-29T12:39:28Z", "hours": 0.2747, "text": "Finished the tutorial for designing the PCB of the Macropad. This is not the final pcb, just the tutorial version. I will likely update it to be better suited to it’s intended purpose."}]...
|
Title: PolarisPad by @Partholimew | Stardance
Dev Title: PolarisPad by @Partholimew | Stardance
Devlogs:
Finished the tutorial for designing the PCB of the Macropad. This is not the final pcb, just the tutorial version. I will likely update it to be better suited to it’s intended purpose.
I tried to make a basic case, but it didn’t go to well. I’ve never used fusion before. I got the main base done eventually, but the section that holds the keycaps was not wanting to work correctly. Currently, I’m just trying to get through the general tutorial so that I understand what I’m doing better before customizing the board further. I’m going to do a bit of research on how fusion works before continuing and hopefully get some stuff done on it. I have some fun plans for the final result.
I came back after watching a video on how to use Autodesk Fusion, and this time I was able to actually finish the tutorial version of the case. Next I will have to learn how the software part works, and then we can go ahead and start making this project much more complicated then a 3-button pad.
I redid the schematic to include more of the features I wanted. It is much more complex now, including 8 switches (previously 3) in a matrix encoder. I also added 2 LEDs, a rotary encoder, and an OLED screen. Next I’ll have to make a PCB for it. (And confirm it works). Hopefully all goes well.
I added diodes to each switch in the matrix. This will prevent ghosting when pressing multiple keys at a time. Also reorganized things and linked the schematic components to footprints in preparation for laying out the PCB design. Hopefully I used the right footprints, but I guess I’ll find out soon.
I did it! I designed the PCB for the pad, I will hopefully be finding a better name for this project soon, but here’s what I accomplished. I added two more RGB LEDs for better backlighting on the keys. I then imported all the footprints, came up with a general layout, and connected everything. Because of how I was doing my connections, I ended up with a “main rail”, where I had rails on both sides of the board, making it nearly impossible to cross. So I ended up having some fun routing around the main area and using some vias to go under/over other rails. Here’s how it turned out. Also, I changed the project image for now. (Pictures of front, back, and design)
I began working on the case design for the actual Macropad, rather than just the basic one. The bottom of the case is done. I have also started organizing my files so that setting up a GitHub repo will be easier later on. Once I finish the rest of the case, I can begin the final necessary step, which is making the software it will run on. I also could do some design on the silkscreen layer of the PCB, which I may do, but we shall see. Here’s a little sneak-peak of the case so far.
Ok, this was a complicated one. I was working on the top part of the case for the PCB, and since I had a large variety of components arranged in a different way, I had to do it all manually, while still maintaining accuracy (I hope). You can see how that went in the screenshots below. Anyway, I may have made a mistake in the PCB. It seems the way I arranged it did not leave enough space for the OLED to fully fit onto the board. So I also had to go back and adjust it, but I think it will fit now. Next I will have to add a spot for the USB port to connect it to the user’s device. I am also considering rounding the case corners. I want a cleaner-looking design. Then I’ll just have to do the software! (Don’t mind the spikes sticking through near the display, they won’t be there in the final product)
Had a small panic attack about halfway through this one. For a moment I thought the rotary encoder actually needed an analog signal rather than a digital one, similar to a potentiometer, and I though I was going to have to reroute a large portion of my PCB. Fortunately, I was wrong, and it only needs digital. Anyways, I added some of the components to the CAD assembly, and adjusted my case design in a few spots where components didn’t quite line up right. I also colored it a bit. (Better styling in the future including more rounded corners). Decided on making the official name to PolarisPad. (Named after the star, not the SC ship :)
I did a bit more to the project for today. I think that I’m now done with the physical design for PolarisPad now; at least for the initial version. I added the knob to the assembly, as well as the project name and designer credit (Me. It’s on the bottom). I then added some things to the silkscreen layer of the PCB, including a joke relating to the OLED, the name of the device, a QR code linking to the GitHub repo, credit to myself, and a fun little phrase.
It took way longer than it should have, but I finally figured out how to make QMK firmware for PolarisPad! This is just the basic version, which only includes the actual keys, not the rotary encoder, RGB underglow, or OLED. However, I’m choosing to wait to program those until I have the components on hand since trying to program something to create a visual effect without being able to see that effect doesn’t go too well. All I have left is to package everything for the GitHub page and ship it! Then I’ll be able to receive all the components to assemble the physical thing and finalize the firmware.
PolarisPad has SHIPPED!!! What is it? Well, PolarisPad is a Macropad designed for space combat in games such as Star Citizen and No Man’s Sky. It includes 8 keys with RGB underglow, a rotary encoder, and a small OLED display. Once it is approved and I receive the parts, I will begin the assembly and do some firmware updates. It is possible that I will decide to modify the firmware or case before then, but if not, I’ll be taking a short break from working on projects until it arrives.
I received my parts, verified my case files, and am now printing the V1 case. Now I’m just waiting on my PCB and soldering stuff to arrive. It’s all coming together now. I will also be modifying firmware at that point to properly animate the screen.
Now that I have the PCB, I soldered everything together. I apparently managed to flip the display’s connector in my PCB design, so mine has some wires instead of the headers, but I’m going to update the design to fix that. next up is testing the basic firmware and then making it better.
Almost done fixing firmware. I got the keys working as well as rgb cycling. Once I get the OLED display working, I’ll just have to make some case adjustments and it will be ready to ship!
It’s about time to ship! I finished the firmware, assembled it the rest of the way, and updated my GitHub page, as well as make a short demo video of using it in-game.
Ships:
Hello everyone! Meet PolarisPad, a macropad designed to be used for flight controls in space games. It currently supports Star Citizen with it’s keymap, but could easily be used for a different game as well. This was both my Hackpad entry, as well as my first ever hardware project that I’ve finished. It’s been a journey and definitely has not gone entirely according to plan throughout the process. (Mine has some messy internal wiring to fix an error, but the design has been updated to correct this) This project has been a great way to get into hardware design and now I have many more ideas for things to make! Make sure you check out my demo video in which I use it for some basic ship functions in-game....
|
1793526753.444502
|
1793613153.444502
|
|
27198
|
APT-Gcode by @karlo_ugrin | Stardance
|
karlo_ugrin
|
1
|
123.61
|
25
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-16T08:32:16Z", "hours": 4.0, "multiplier": 5.86, "payout": 25, "blessing": "neutral", "text": "CAM post processor, so far its only suitable for CatiaV5 intoISO 6983, it’s still in development, there are a few non finished commands, but since there is no actual documentation for CATIA APT1.0 it works really good. erm yeah. at some point im going to make work on the web the rest is pretty much written on Git.", "repo": "https://github.com/karlo-c277/ATP-Gcode", "demo": "http://karlougrin.com/apt_gcode-web/index-apt.html"}]...
|
[{"post_id": 78445, "ts": "202 [{"post_id": 78445, "ts": "2026-10-10T20:15:53Z", "hours": 9.4358, "text": "DEVLOG 24 NEW STUFF the parseline v3 is going relatively fast tomorrow it is probablly going to be finished currently the only left syntacs from v2 is to complete cycles, rawG, PSIS, INDIRV, MAXSPNDL, $$, CUTCOM, change tool rework on the SPINDLE syntacs is needed bc i compicated some stuff there and to make a value check by giving a +variable, then if it wasn’t a number it is going to be a NaN which is a false meaning i can make if (+variable) LEFTOVER STUFF (Not in the parseline v3) to do a guide on how to make your own output general overview on the program"}, {"post_id": 77376, "ts": "2026-10-06T18:19:18Z", "hours": 6.9919, "text": "DEVLOG 23 NEW STUFF so the parselinev2 build is working (not on the web but in the git) the parselinev3 build is on the way, why? Because I realized how much the v2 build is leaking the performance and optimisation, so it would be simpler to re-do and make it with more brain this time HOW WILL IT WORK simple, for each command in Catia, there will be a case (switch case stuff) then each switch case will call a function that will do all the work for that case that function will call other function do math etc. the user will simply select a document from which the function will get called therefore giving a different syntacs and thats pretty much it"}, {"post_id": 76514, "ts": "2026-10-03T19:46:21Z", "hours": 10.2128, "text": "DEVLOG 22 New stuff re edited the KK guide so it is written in .md and I SWEAR it looks so much better and it is easier to read rawG new command this one is to be written in the APT or added as an additional command and it bypasses both layers of translation rawKK new command this one is to be written in the APT and it bypasses the first layer of translation (line written in KK) Bug fixes I saw a few bugs in the rapto section of the goto and godlta pretty much all, still haven’t had time to test this changes but it seems to be working ok Leftover stuff make a guide on how to use Catia and CATIA.pptable make an explanation of this program how it works and other and i have written about 3 pages of stuff in catia that i have no idea what that meas and what does it do so research those improve with like code block suggestions for manual code writing BUGS for some reason now the costum panel wint show"}, {"post_id": 69275, "ts": "2026-09-16T18:30:53Z", "hours": 10.2019, "text": "DEVLOG 21 New stuff Catia PPTable so it turns out I can modify the APT output for some commands, which had not only helped in the post processor more accurate but now I understand more stuff so I made the PPtable and it seems to work more on that some other time Logic since I now know what is to be expected for some commands I was able to shave off roughly 200 lines of code which is great COMPENSATION defines what tool correction register is being redefined, what quadrant is the cutting end, xyz corrections, and nose radius END OF PROGRAM is now single meaning CIRCLE output looks like this kk(\"ARCH/CENTER, \"+centar_x+\", \"+centar_y+\", \"+centar_z); kk(\"ARCH/AXIS\"); kk(\"ARCH/TANGENT, \"+this.ls_i+\", \"+this.ls_j+\", \"+this.ls_k); kk(\"ARCH/INFO, \"+radius+\", \"+movement+\", \"+angle); kk(\"ARCH/END, \"+kraj_x+\", \"+kraj_y+\", \"+kraj_z); CYLINDR or sinusoidal movement like this kk(\"SINUS/CENTER, \"+centar_x+\", \"+centar_y+\", \"+centar_z); kk(\"SINUS/AXIS\"); kk(\"SINUS/INFO, \"+amplitude); kk(\"SINUS/TANGENT, \"+this.ls_i+\", \"+this.ls_j+\", \"+this.ls_k); kk(\"SINUS/END,\"+kraj_x+\", \"+kraj_y+\", \"+kraj_z); helix (in APT) HELICAL/CENTER, %MFG_HELICAL_X_CENTER, %MFG_HELICAL_Y_CENTER, %MFG_HELICAL_Z_CENTER HELICAL/TANGENT, %MFG_HELICAL_INDIRV_I, %MFG_HELICAL_INDIRV_J, %MFG_HELICAL_INDIRV_K HELICAL/AXIS, %MFG_HELICAL_I_AXIS, %MFG_HELICAL_J_AXIS, %MFG_HELICAL_K_AXIS HELICAL/INFO, %MFG_HELICAL_PITCH, %MFG_HELICAL_RADIUS, %MFG_HELICAL_HEIGHT, %MFG_HELICAL_ROUND HELICAL/END, %MFG_HELICAL_X_END, %MFG_HELICAL_Y_END, %MFG_HELICAL_Z_END SPINDL is now simply defined FEDRAT is now simply defined COOLANT on the other hand, apparently the coolant is set while defining the tool, which i have accounted on and then just coolant on off, but it seems a bit like it doesn’t make sense that way what if different coolant is wanted??, also the actual syntacs is quite unknown for the coolant sooo yeah DELAY is now simply defined CYCLE now got major upgrades by manipulating the APT lost like a 75 lines of code there spindle rotation limit is now settable CUTCOM pensation is now uncovered but I genuenly have no idea what the stuff means NORMDS or NORMPS, maybe normal to drive / prat surface God knows the answer that I am sure BUGS Yes - I haven’t had a chance to test it yet so I dunno I got the background loading path wrong so that is corrected STUFF LEFT TO DO Make a function for the line split into 3, 4, 5, 6 Rework G-coder to output accordingly to the reworked parser Play with the PPTable The rest of the TO-DO list SUM-UP Found out that I can modify the APT output via PPTable, made a PPTable, now I know much more about The APT, made the parser more precise and thus more correct"}, {"post_id": 62918, "ts": "2026-09-06T13:40:40Z", "hours": 3.5292, "text": "V1.0 is now DEVLOG 20 New stuff Logic now both APT reader and G-code output are in switch case this makes processing much faster, and takes less memory line splitting is now done before actually going into the switch case for both reader and writer, mainly because then element zero in this case is basically line.startsWith, and then later in code I shaved of like 14 line splits invalid cycles are now rejected and aren’t even translated into KK Bug fixes since I switched from line.startsWith I need only the word in the variable, and there is like a $$*CATIA0 in every file and I hadn’t put line split with * so it registered as and error I have had left the incomplete cycles to be completely written causing an undefined variable to be written in KK and forwarded into G-code What if’s? What if I was supposed to like make CYLINDR output 300 points in G-code I honestly don’t wanna do that?"}, {"post_id": 60226, "ts": "2026-09-02T13:46:14Z", "hours": 2.4911, "text": "DEVLOG 19 New stuff Logic helical interpolation in g-coder g-coder now remembers the last coordinate, because CATIA gives, the center, radius, direction, 2D vector for direction of movement, end point and pitch, but WinNC that reads the g-code takes end point center and number of full turns and cw or ccw, so number of turns is calculated speciffically inside the class Bug fixes yes What if’s??? No"}, {"post_id": 58937, "ts": "2026-08-31T14:35:08Z", "hours": 4.0992, "text": "DEVLOG 18 New stuff Input now the default value for APT input is CatiaV5 but only for development and it is not written that it is it just is default value for for G-code output is WinNC Sinumerik Logic added logic for CYLINDR which is essentially just a sinusoidal path, not just one period pr it but can be multiple or just a part of one logic for PSIS which is supposed to be like a sign that the CYLINDR is to be defined and that it starts at this coordinates and then some random vector that defines that the movement will be projected in a PLANE that does not contain that vector logic for ROTABL is incomplete but here I would need to look into it but it seems like it is used in MULTI axial machines, but only when it does 3 axis work idk it is a bit emptly defined TLON,GOFWD is now the new definition for circular movement, so it takes the line in the correct logic for both CIRCLE and CYLINDR I undiscovered what CUTTER with 7 tool data defines but for now it just outputs it as 7 comments Bug fixes for SWITCH or setting tool compensation had .trim instead of .trim() same thing happened on the g coder side for some reason maybe a bad commit, the text enter pop-up window didn’t pop-up, resolved What if’s??? What if the sinusoidal movement isn’t horizontal yet at an angle what would happen then? The angle isn’t specified, but I do have the circle center and the first point that is on that circle Note that the path is on the surface of the cylinder this is a sinusoide What if the sinusoide isn’t set in 2D? since 3D circular intepolation is off it should be just a set of close points What if there was no AI that could by pass the main page and end up to a sub-page that isn’t locked to me, unlike the main page? -Would I be ******?"}, {"post_id": 56696, "ts": "2026-08-28T15:40:08Z", "hours": 8.2294, "text": "NEW VERSION INCOMING once I get to it v0.9 is going to be official and running on my website DEVLOG 17 New stuff Visual re-organised quick settings fine tuned the spacing’s inside and between blocks Input now you can manually write code to test how output would look like mostly for me for developing so I can have some APT code loaded in keyboard cache for Ctrl + v comes with a pop-up text box for a nicer visual Solved bugs Rapid logic is renewed by hand I literally have a page in a notebook filled with possible logic combinations and solutions for it (in APT, RAPID is only for the next line, in G code however it is on until set to work in cutting motion ) some other issues where it would save CYCLE the wrong way, it would have saved 2 number with out spacing I have forgotten that x y z in cycle aren’t always saved as just numbers but rather 2 of em had X Y or Z before written so it would have double letters"}, {"post_id": 55447, "ts": "2026-08-27T09:09:44Z", "hours": 10.4814, "text": "DEVLOG 16 New stuff For Catia TLAXIS now defines which way does the tool need to go to complete the cutting motion MULTAX defines this is a multi axial process SWITCH defines a change in tool compensation *see under DOCUMENTATIONS - Images - Image.png Complete cycle support some cycles are excluded from support due to a possible bug causing to have incomplete information about the cycle GOTO/GODLTA between CYCLE start and the CYCLE/OFF log the coords in a variable CYCLE/ON activates the function to start collecting coords CYCLE/OFF puts out all of collected data for that cycle WinNC Sinum counting that you can set it in ISO-Mode Complete canned cycles for the cycles that are matching with Catias idea how the cycle should look like MULTAX support TLAXIS support Added a fall-back for CYCLES that are not matching, except this one can use any format of the given CYCLE Errors I did AI’s job, which is making sloppy code, and instead of sectioning Catias TLAXIS I replaced the commas, and replaced / with : causing mayhem, i got empty strings a string that contains double data I tought I could use Autodesk,s logic for parsing, They might be onto something but I have no idea what is going on there soo I made ChatGPT quit (I just wanted him to help me with finding out why was I getting bugged lines fed to my g-coder (it was magically fixed I still have no idea what had been happening))"}, {"post_id": 54420, "ts": "2026-08-25T12:57:05Z", "hours": 8.5297, "text": "DEVLOG 15 New stuff Nothing much just did some documentation on Catias apt output Added a few guides on how to set up the APT correctly very likely prone to changes SWITCH As it turns out SWITCH means a change on tools compensation look at image.png in DOCUMENTATIONS Completed output for the g-code on that switch but I think that it might cause problems bc in WinNC sinumerik it look like it doesn’t do that sooo yeah Fun fact, *picture, this is what you get when you set a random curve as a tool path Found out that https://archive.org/details/numericalcontrpol0000stan is tottaly right about every single bit of stuff that I tought wasn’t in Catia so yeah"}, {"post_id": 53297, "ts": "2026-08-23T19:14:03Z", "hours": 5.1833, "text": "I added a background So i have been tinkering with ChatGPT on what to do to up the looks on my project, and I had some ideas for the background but my CSS and JS skill are beyond wanted so he helped to find https://neat.firecms.co/ And it is a MUST have for any project, it just looks SOOO good. But with every edit there are bugs, so erm yeah. CYCLE SYNTACS It is going to be a long one since CATIA V5R21 likes to vary and I feel like an archeologist uncovering this secrets"}, {"post_id": 52268, "ts": "2026-08-22T11:31:00Z", "hours": 3.0536, "text": "Finished editing and preparations for a Ship and launched it on http://karlougrin.com/apt_gcode-web/index-apt.html"}, {"post_id": 39944, "ts": "2026-08-03T08:43:39Z", "hours": 1.72, "text": "Completed some needed bugs and excess output I should prolly add some fire background (any suggestions??)"}, {"post_id": 39569, "ts": "2026-08-02T17:01:22Z", "hours": 4.1064, "text": "Another 4 hours down the drain Pretty much just destroying my brains out why it didn’t want to make an output file, then why it didn’t write anything down<"}, {"post_id": 35418, "ts": "2026-07-26T20:11:41Z", "hours": 5.1631, "text": "DEBUGGING FOR 5 HOURS <(Writing code for +/-9min)>"}, {"post_id": 34642, "ts": "2026-07-25T15:16:16Z", "hours": 7.6756, "text": "I REVERSE ENGINEERED CAM APT CODE So basically what I needed to do was to like just make up my own kind of universal data tranfer standard via JSON so I can translate from different APT into different G-code, and so I made up KK (Karlov Kod). To make it a first ship just need to write another 400 lines but Hey!, this part at least has some documentation. (Unlike CATIA APT1.0)"}, {"post_id": 33534, "ts": "2026-07-23T15:55:30Z", "hours": 2.9978, "text": "Edited the CSS it looks so fire, just need to finish my website firstly. Then there goes the first ship!!"}, {"post_id": 32277, "ts": "2026-07-21T10:46:20Z", "hours": 8.9172, "text": "OH! MY! WORD! (it finnaly works after trouble shooting for 4 hours)"}, {"post_id": 31236, "ts": "2026-07-19T14:15:13Z", "hours": 6.5864, "text": "Made it to display ts, just left to translate like 600 pyhton lines into JavaScript. YAAY cant wait for allat.(lowkey hidden menus wont show up but its ok)"}, {"post_id": 28825, "ts": "2026-07-15T10:14:33Z", "hours": 1.1894, "text": "I did it, rapto comand now works!!>’*’<"}, {"post_id": 28521, "ts": "2026-07-14T20:41:00Z", "hours": 0.8669, "text": "adding code so i might get rapto to work"}, {"post_id": 28410, "ts": "2026-07-14T17:26:50Z", "hours": 1.1178, "text": "The last one before first shipping."}, {"post_id": 28349, "ts": "2026-07-14T15:39:43Z", "hours": 0.7244, "text": "I may or may not have renamed the git repo so i kinda lost some minor time but- a lot left to do"}, {"post_id": 28295, "ts": "2026-07-14T13:41:40Z", "hours": 0.3261, "text": "Yess, finnaly got the wakatime running, exept i have spent like 40hours of my life on this beafore i installed waka. And it says that i used more ai than actual code, not true (bc of those 40h)."}]...
|
Title: APT-Gcode by @karlo_ugrin | Stardance
Devl Title: APT-Gcode by @karlo_ugrin | Stardance
Devlogs:
Yess, finnaly got the wakatime running, exept i have spent like 40hours of my life on this beafore i installed waka. And it says that i used more ai than actual code, not true (bc of those 40h).
I may or may not have renamed the git repo so i kinda lost some minor time but- a lot left to do
The last one before first shipping.
adding code so i might get rapto to work
I did it, rapto comand now works!!>’*’<
Made it to display ts, just left to translate like 600 pyhton lines into JavaScript. YAAY cant wait for allat.(lowkey hidden menus wont show up but its ok)
OH! MY! WORD! (it finnaly works after trouble shooting for 4 hours)
Edited the CSS it looks so fire, just need to finish my website firstly. Then there goes the first ship!!
I REVERSE ENGINEERED CAM APT CODE So basically what I needed to do was to like just make up my own kind of universal data tranfer standard via JSON so I can translate from different APT into different G-code, and so I made up KK (Karlov Kod). To make it a first ship just need to write another 400 lines but Hey!, this part at least has some documentation. (Unlike CATIA APT1.0)
DEBUGGING FOR 5 HOURS <(Writing code for +/-9min)>
Another 4 hours down the drain Pretty much just destroying my brains out why it didn’t want to make an output file, then why it didn’t write anything down<
Completed some needed bugs and excess output I should prolly add some fire background (any suggestions??)
Finished editing and preparations for a Ship and launched it on http://karlougrin.com/apt_gcode-web/index-apt.html
I added a background So i have been tinkering with ChatGPT on what to do to up the looks on my project, and I had some ideas for the background but my CSS and JS skill are beyond wanted so he helped to find https://neat.firecms.co/ And it is a MUST have for any project, it just looks SOOO good. But with every edit there are bugs, so erm yeah. CYCLE SYNTACS It is going to be a long one since CATIA V5R21 likes to vary and I feel like an archeologist uncovering this secrets
DEVLOG 15 New stuff Nothing much just did some documentation on Catias apt output Added a few guides on how to set up the APT correctly very likely prone to changes SWITCH As it turns out SWITCH means a change on tools compensation look at image.png in DOCUMENTATIONS Completed output for the g-code on that switch but I think that it might cause problems bc in WinNC sinumerik it look like it doesn’t do that sooo yeah Fun fact, *picture, this is what you get when you set a random curve as a tool path Found out that https://archive.org/details/numericalcontrpol0000stan is tottaly right about every single bit of stuff that I tought wasn’t in Catia so yeah
DEVLOG 16 New stuff For Catia TLAXIS now defines which way does the tool need to go to complete the cutting motion MULTAX defines this is a multi axial process SWITCH defines a change in tool compensation *see under DOCUMENTATIONS - Images - Image.png Complete cycle support some cycles are excluded from support due to a possible bug causing to have incomplete information about the cycle GOTO/GODLTA between CYCLE start and the CYCLE/OFF log the coords in a variable CYCLE/ON activates the function to start collecting coords CYCLE/OFF puts out all of collected data for that cycle WinNC Sinum counting that you can set it in ISO-Mode Complete canned cycles for the cycles that are matching with Catias idea how the cycle should look like MULTAX support TLAXIS support Added a fall-back for CYCLES that are not matching, except this one can use any format of the given CYCLE Errors I did AI’s job, which is making sloppy code, and instead of sectioning Catias TLAXIS I replaced the commas, and replaced / with : causing mayhem, i got empty strings a string that contains double data I tought I could use Autodesk,s logic for parsing, They might be onto something but I have no idea what is going on there soo I made ChatGPT quit (I just wanted him to help me with finding out why was I getting bugged lines fed to my g-coder (it was magically fixed I still have no idea what had been happening))
NEW VERSION INCOMING once I get to it v0.9 is going to be official and running on my website DEVLOG 17 New stuff Visual re-organised quick settings fine tuned the spacing’s inside and between blocks Input now you can manually write code to test how output would look like mostly for me for developing so I can have some APT code loaded in keyboard cache for Ctrl + v comes with a pop-up text box for a nicer visual Solved bugs Rapid logic is renewed by hand I literally have a page in a notebook filled with possible logic combinations and solutions for it (in APT, RAPID is only for the next line, in G code however it is on until set to work in cutting motion ) some other issues where it would save CYCLE the wrong way, it would have saved 2 number with out spacing I have forgotten that x y z in cycle aren’t always saved as just numbers but rather 2 of em had X Y or Z before written so it would have double letters
DEVLOG 18 New stuff Input now the default value for APT input is CatiaV5 but only for development and it is not written that it is it just is default value for for G-code output is WinNC Sinumerik Logic added logic for CYLINDR which is essentially just a sinusoidal path, not just one period pr it but can be multiple or just a part of one logic for PSIS which is supposed to be like a sign that the CYLINDR is to be defined and that it starts at this coordinates and then some random vector that defines that the movement will be projected in a PLANE that does not contain that vector logic for ROTABL is incomplete but here I would need to look into it but it seems like it is used in MULTI axial machines, but only when it does 3 axis work idk it is a bit emptly defined TLON,GOFWD is now the new definition for circular movement, so it takes the line in the correct logic for both CIRCLE and CYLINDR I undiscovered what CUTTER with 7 tool data defines but for now it just outputs it as 7 comments Bug fixes for SWITCH or setting tool compensation had .trim instead of .trim() same thing happened on the g coder side for some reason maybe a bad commit, the text enter pop-up window didn’t pop-up, resolved What if’s??? What if the sinusoidal movement isn’t horizontal yet at an angle what would happen then? The angle isn’t specified, but I do have the circle center and the first point that is on that circle Note that the path is on the surface of the cylinder this is a sinusoide What if the sinusoide isn’t set in 2D? since 3D circular intepolation is off it should be just a set of close points What if there was no AI that could by pass the main page and end up to a sub-page that isn’t locked to me, unlike the main page? -Would I be ******?
DEVLOG 19 New stuff Logic helical interpolation in g-coder g-coder now remembers the last coordinate, because CATIA gives, the center, radius, direction, 2D vector for direction of movement, end point and pitch, but WinNC that reads the g-code takes end point center and number of full turns and cw or ccw, so number of turns is calculated speciffically inside the class Bug fixes yes What if’s??? No
V1.0 is now DEVLOG 20 New stuff Logic now both APT reader and G-code output are in switch case this makes processing much faster, and takes less memory line splitting is now done before actually going into the switch case for both reader and writer, mainly because then element zero in this case is basically line.startsWith, and then later in code I shaved of like 14 line splits invalid cycles are now rejected and aren’t even translated into KK Bug fixes since I switched from line.startsWith I need only the word in the variable, and there is like a $$*CATIA0 in every file and I hadn’t put line split with * so it registered as and error I have had left the incomplete cycles to be completely written causing an undefined variable to be written in KK and forwarded into G-code What if’s? What if I was supposed to like make CYLINDR output 300 points in G-code I honestly don’t wanna do that?
DEVLOG 21 New stuff Catia PPTable so it turns out I can modify the APT output for some commands, which had not only helped in the post processor more accurate but now I understand more stuff so I made the PPtable and it seems to work more on that some other time Logic since I now know what is to be expected for some commands I was able to shave off roughly 200 lines of code which is great COMPENSATION defines what tool correction register is being redefined, what quadrant is the cutting end, xyz corrections, and nose radius END OF PROGRAM is now single meaning CIRCLE output looks like this kk("ARCH/CENTER, "+centar_x+", "+centar_y+", "+centar_z); kk("ARCH/AXIS"); kk("ARCH/TANGENT, "+this.ls_i+", "+this.ls_j+", "+this.ls_k); kk("ARCH/INFO, "+radius+", "+movement+", "+angle); kk("ARCH/END, "+kraj_x+", "+kraj_y+", "+kraj_z); CYLINDR or sinusoidal movement like this kk("SINUS/CENTER, "+centar_x+", "+centar_y+", "+centar_z); kk("SINUS/AXIS"); kk("SINUS/INFO, "+amplitude); kk("SINUS/TANGENT, "+this.ls_i+", "+this.ls_j+", "+this.ls_k); kk("SINUS/END,"+kraj_x+", "+kraj_y+", "+kraj_z); helix (in APT) HELICAL/CENTER, %MFG_HELICAL_X_CENTER, %MFG_HELICAL_Y_CENTER, %MFG_HELICAL_Z_CENTER HELICAL/TANGENT, %MFG_HELICAL_INDIRV_I, %MFG_HELICAL_INDIRV_J, %MFG_HELICAL_INDIRV_K HELICAL/AXIS, %MFG_HELICAL_I_AXIS, %MFG_HELICAL_J_AXIS, %MFG_HELICAL_K_AXIS HELICAL/INFO, %MFG_HELICAL_PITCH, %MFG_HELICAL_RADIUS, %MFG_HELICAL_HEIGHT, %MFG_HELICAL_ROUND HELICAL/END, %MFG_HELICAL_X_END, %MFG_HELICAL_Y_END, %MFG_HELICAL_Z_END SPINDL is now simply defined FEDRAT is now simply defined COOLANT on the other hand, apparently the coolant is set while defining the tool, which i have accounted on and then just coolant on off, but it seems a bit like it doesn’t make sense that way what if different coolant is wanted??, also the actual syntacs is quite unknown for the coolant sooo yeah DELAY is now simply defined CYCLE now got major upgrades by manipulating the APT lost like a 75 lines of code there spindle rotation limit is now settable CUTCOM pensation is now uncovered but I genuenly have no idea what the stuff means NORMDS or NORMPS, maybe normal to drive / prat surface God knows the answer that I am sure BUGS Yes - I haven’t had a chance to test it yet so I dunno I got the background loading path wrong so that is corrected STUFF LEFT TO DO Make a function for the line split into 3, 4, 5, 6 Rework G-coder to output accordingly to the reworked parser Play with the PPTable The rest of the TO-DO list SUM-UP Found out that I can modify the APT output via PPTable, made a PPTable, now I know much more about The APT, made the parser more precise and thus more correct
DEVLOG 22 New stuff re edited the KK guide so it is written in .md and I SWEAR it looks so much better and it is easier to read rawG new command this one is to be written in the APT or added as an additional command and it bypasses both layers of translation rawKK new command this one is to be written in the APT and it bypasses the first layer of translation (line written in KK) Bug fixes I saw a few bugs in the rapto section of the goto and godlta pretty much all, still haven’t had time to test this changes but it seems to be working ok Leftover stuff make a guide on how to use Catia and CATIA.pptable make an explanation of this program how it works and other and i have written about 3 pages of stuff in catia that i have no idea what that meas and what does it do so research those improve with like code block suggestions for manual code writing BUGS for some reason now the costum panel wint show
DEVLOG 23 NEW STUFF so the parselinev2 build is working (not on the web but in the git) the parselinev3 build is on the way, why? Because I realized how much the v2 build is leaking the performance and optimisation, so it would be simpler to re-do and make it with more brain this time HOW WILL IT WORK simple, for each command in Catia, there will be a case (switch case stuff) then each switch case will call a function that will do all the work for that case that function will call other function do math etc. the user will simply select a document from which the function will get called therefore giving a different syntacs and thats pretty much it
DEVLOG 24 NEW STUFF the parseline v3 is going relatively fast tomorrow it is probablly going to be finished currently the only left syntacs from v2 is to complete cycles, rawG, PSIS, INDIRV, MAXSPNDL, $$, CUTCOM, change tool rework on the SPINDLE syntacs is needed bc i compicated some stuff there and to make a value check by giving a +variable, then if it wasn’t a number it is going to be a NaN which is a false meaning i can make if (+variable) LEFTOVER STUFF (Not in the parseline v3) to do a guide on how to make your own output general overview on the program
Ships:
CAM post processor, so far its only suitable for CatiaV5 intoISO 6983, it’s still in development, there are a few non finished commands, but since there is no actual documentation for CATIA APT1.0 it works really good. erm yeah. at some point im going to make work on the web the rest is pretty much written on Git....
|
1793526754.7197022
|
1793613154.7197022
|
|
70374
|
little elephant that rides on a star by @aadhii | little elephant that rides on a star by @aadhii | Stardance...
|
aadhii
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: little elephant that rides on a star by @aa Title: little elephant that rides on a star by @aadhii | Stardance...
|
1793008355.861916
|
1793613155.861916
|
|
14824
|
MAK_OS by @M_Ahmed | Stardance
|
M_Ahmed
|
1
|
8.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-19T10:47:15Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Introducing MAK.OS! A tiny WebOS designed to run in your Web Browser! It has all those features you expect a webOS to have. A smooth window grabbing system made from Javascript. A welcome/login screen, a working username input to carry your name into the OS!(this is the 1 new feature that the guide didn’t list). You also have a calculator, a settings app to change wallpaper and two URL controllers for the two Web Viewer Apps. the Web Viewer apps run a website address like a app in the OS! The start menu shows your name, MAK.OS info, and Logout and Sleep buttons! The taskbar clock is on far right, start menu button on far left. in the middle is windows11 inspired taskbar app icons displayer. Try the project now!", "repo": "https://github.com/Ak-Web-Dev/CatOS", "demo": "https://mako-s.netlify.app"}]...
|
[{"post_id": 31155, "ts": "202 [{"post_id": 31155, "ts": "2026-07-19T10:21:03Z", "hours": 1.9186, "text": "🎉🎉 MAK.OS , is finally COMPLETED and LIVE! ✨✨ MAK.OS, a web based OS, is all done and ready to use! Seriously this time all the things added were way more easy and fun. Unlike in many previously added features where I would stuck on issues etc. All the features below were able to be added in just 2hrs! Fun Fact about the project, the windows in the MAK.OS are literally just Bootstrap’s cards! ’Cause they had almost every thing, a card header, card body, card image alignment etc. Features Added: ✅ Log in Screen added with username input option. Start Menu buttons of Logout and Sleep now work Username displayed in Start Menu. Web Browser added in the form of my very own MAK_Tab project! Added an About app for info Added Desktop Icons Taskbar icons only appear when a window is open. Taskbar Icons changed to only emoji logo instead of text+emoji style. That’s It! The Project is finally completed! Try it now at: https://mako-s.netlify.app Now I am just going to Ship this Project! Yippee!"}, {"post_id": 21361, "ts": "2026-07-03T07:58:44Z", "hours": 1.7611, "text": "Update 0.3 of MAK_OS !!! This Time I added A Lot of new cool and nice things for the update 0.3! Try at https://mako-s.netlify.app New Things Added✨ : TaskBar Clock Added! 🕙 The “One feature not listed in guide” added in the form of WebViewer 🌐 container apps that display any webpage as an app within the WebOS. Url are added from Settings. Added Some Nice wallpapers you can switch through in Settings. 🧱 Next Goals 🎯: Make The Start Menu Useful Enough. Make a Welcome Screen with User Name option."}, {"post_id": 20094, "ts": "2026-07-01T16:44:54Z", "hours": 2.9503, "text": "MAK OS Development Log: Desktop Environments & Taskbar Design Completed! I finally managed to be successful in implementing the Window Grabbing System via JS without weird errors . It was extremely difficult to solve the issue of the settings window shooting down as soon as grabbed etc. ✅ Key Updates: Added Window Grabbing System (took 80% of time!) Added subtle taskbar lines like windows11 to show active windows status 🎉🎉Window Grabbing Fix:✨ Initially, the window-dragging function relied on JS Mouseup , Mousedrag and Mousedown events. However, this caused the settings window card to jump wildly. After spending more than one and a half hour figuring out the problem i finally found the solution which was using CSS’ translate being edited while grabbing the windows with mouse events in JS. The following is the JS code for window grabbing. function makeWindowDraggable(windowEl) { const header = windowEl.querySelector('.window-header'); if (!header) return; let currentX = windowEl.id === 'settings' ? 420 : 100; let currentY = 100; let startX = 0; let startY = 0; windowEl.style.transform = `translate(${currentX}px, ${currentY}px)`; header.onmousedown = dragMouseDown; function dragMouseDown(e) { e = e || window.event; if (e.target.closest('.close')) return; e.preventDefault(); highestZIndex++; windowEl.style.zIndex = highestZIndex; startX = e.clientX; startY = e.clientY; document.onmouseup = closeDragElement; document.onmousemove = elementDrag; } function elementDrag(e) { e = e || window.event; e.preventDefault(); let deltaX = e.clientX - startX; let deltaY = e.clientY - startY; startX = e.clientX; startY = e.clientY; currentX += deltaX; currentY += deltaY; windowEl.style.transform = `translate(${currentX}px, ${currentY}px)`; } function closeDragElement() { document.onmouseup = null; document.onmousemove = null; } } TaskBar Indicators: I had less time left after all time dumped into mostly fixing a weirdly acting window grabbing system which had no sense that why is that even happening😖. So another thing I added is a line in Taskbar Buttons to show window status. It is inspired from Windows11, when in focus it is wide and blue, when out of focus it is small and grey, and when closed, the line goes out too. Subtle but nice and smooth effect. The CSS was simple not-worth of code but JS played the real affect: 🎯Next Goals: Add more and more apps Add Taskbar clock -Add welcome screen -Make the Start Menu actually worth-it to open it. Feel Free to Reply the project or check it out now here: https://mako-s.netlify.app"}, {"post_id": 15572, "ts": "2026-06-25T10:17:31Z", "hours": 0.9325, "text": "Destroyed all HTML and CSS and recreated from Scratch! I realized my UI was tooo Cartoonished so i abondoned all my code, except Script.js file since it had all functions. then i remade the whole thing with Bootstrap with minimal CSS code so i can spend less time on styling and more on making the Apps and functions as well as i will get a more professional UI. I also changed the name from CatOS to MAK_OS. Link: https://mako-s.netlify.app Try and review!"}, {"post_id": 6078, "ts": "2026-06-10T06:55:02Z", "hours": 0.0, "text": "Built a real desktop-style window system in the Web based OS. I added a fully interactive window dragging system, making the web OS feel like a real operating system. Try now at “ https://catos.netlify.app ” v1.3 Updates: -> Implemented mouse down / move / up event system -> Added z-index management for active windows -> Smooth dragging using JS click mouse events -> Fixed broken mobile UI. Next Steps: -> Add minimize window option -> Add Apps icon to appear at the tasbar"}]...
|
Title: MAK_OS by @M_Ahmed | Stardance
Devlogs:
Bu Title: MAK_OS by @M_Ahmed | Stardance
Devlogs:
Built a real desktop-style window system in the Web based OS. I added a fully interactive window dragging system, making the web OS feel like a real operating system. Try now at “ https://catos.netlify.app ” v1.3 Updates: -> Implemented mouse down / move / up event system -> Added z-index management for active windows -> Smooth dragging using JS click mouse events -> Fixed broken mobile UI. Next Steps: -> Add minimize window option -> Add Apps icon to appear at the tasbar
Destroyed all HTML and CSS and recreated from Scratch! I realized my UI was tooo Cartoonished so i abondoned all my code, except Script.js file since it had all functions. then i remade the whole thing with Bootstrap with minimal CSS code so i can spend less time on styling and more on making the Apps and functions as well as i will get a more professional UI. I also changed the name from CatOS to MAK_OS. Link: https://mako-s.netlify.app Try and review!
MAK OS Development Log: Desktop Environments & Taskbar Design Completed! I finally managed to be successful in implementing the Window Grabbing System via JS without weird errors . It was extremely difficult to solve the issue of the settings window shooting down as soon as grabbed etc. ✅ Key Updates: Added Window Grabbing System (took 80% of time!) Added subtle taskbar lines like windows11 to show active windows status 🎉🎉Window Grabbing Fix:✨ Initially, the window-dragging function relied on JS Mouseup , Mousedrag and Mousedown events. However, this caused the settings window card to jump wildly. After spending more than one and a half hour figuring out the problem i finally found the solution which was using CSS’ translate being edited while grabbing the windows with mouse events in JS. The following is the JS code for window grabbing. function makeWindowDraggable(windowEl) { const header = windowEl.querySelector('.window-header'); if (!header) return; let currentX = windowEl.id === 'settings' ? 420 : 100; let currentY = 100; let startX = 0; let startY = 0; windowEl.style.transform = `translate(${currentX}px, ${currentY}px)`; header.onmousedown = dragMouseDown; function dragMouseDown(e) { e = e || window.event; if (e.target.closest('.close')) return; e.preventDefault(); highestZIndex++; windowEl.style.zIndex = highestZIndex; startX = e.clientX; startY = e.clientY; document.onmouseup = closeDragElement; document.onmousemove = elementDrag; } function elementDrag(e) { e = e || window.event; e.preventDefault(); let deltaX = e.clientX - startX; let deltaY = e.clientY - startY; startX = e.clientX; startY = e.clientY; currentX += deltaX; currentY += deltaY; windowEl.style.transform = `translate(${currentX}px, ${currentY}px)`; } function closeDragElement() { document.onmouseup = null; document.onmousemove = null; } } TaskBar Indicators: I had less time left after all time dumped into mostly fixing a weirdly acting window grabbing system which had no sense that why is that even happening😖. So another thing I added is a line in Taskbar Buttons to show window status. It is inspired from Windows11, when in focus it is wide and blue, when out of focus it is small and grey, and when closed, the line goes out too. Subtle but nice and smooth effect. The CSS was simple not-worth of code but JS played the real affect: 🎯Next Goals: Add more and more apps Add Taskbar clock -Add welcome screen -Make the Start Menu actually worth-it to open it. Feel Free to Reply the project or check it out now here: https://mako-s.netlify.app
Update 0.3 of MAK_OS !!! This Time I added A Lot of new cool and nice things for the update 0.3! Try at https://mako-s.netlify.app New Things Added✨ : TaskBar Clock Added! 🕙 The “One feature not listed in guide” added in the form of WebViewer 🌐 container apps that display any webpage as an app within the WebOS. Url are added from Settings. Added Some Nice wallpapers you can switch through in Settings. 🧱 Next Goals 🎯: Make The Start Menu Useful Enough. Make a Welcome Screen with User Name option.
🎉🎉 MAK.OS , is finally COMPLETED and LIVE! ✨✨ MAK.OS, a web based OS, is all done and ready to use! Seriously this time all the things added were way more easy and fun. Unlike in many previously added features where I would stuck on issues etc. All the features below were able to be added in just 2hrs! Fun Fact about the project, the windows in the MAK.OS are literally just Bootstrap’s cards! ’Cause they had almost every thing, a card header, card body, card image alignment etc. Features Added: ✅ Log in Screen added with username input option. Start Menu buttons of Logout and Sleep now work Username displayed in Start Menu. Web Browser added in the form of my very own MAK_Tab project! Added an About app for info Added Desktop Icons Taskbar icons only appear when a window is open. Taskbar Icons changed to only emoji logo instead of text+emoji style. That’s It! The Project is finally completed! Try it now at: https://mako-s.netlify.app Now I am just going to Ship this Project! Yippee!
Ships:
Introducing MAK.OS! A tiny WebOS designed to run in your Web Browser! It has all those features you expect a webOS to have. A smooth window grabbing system made from Javascript. A welcome/login screen, a working username input to carry your name into the OS!(this is the 1 new feature that the guide didn’t list). You also have a calculator, a settings app to change wallpaper and two URL controllers for the two Web Viewer Apps. the Web Viewer apps run a website address like a app in the OS! The start menu shows your name, MAK.OS info, and Logout and Sleep buttons! The taskbar clock is on far right, start menu button on far left. in the middle is windows11 inspired taskbar app icons displayer. Try the project now!...
|
1793526755.939001
|
1793613155.939001
|
|
68214
|
oops! by @Al_Lee | Stardance
|
Al_Lee
|
1
|
27.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-20T09:11:42Z", "hours": 27.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Doodle Jump, and Rise inspired game, about a crow jumping on clouds and shooting obstacles to protect his daughter’s balloon from popping. I found RigidBody2D’s in Godot very challenging, as they had different ways to move than character and area2d’s. I had to rely on Ai to learn and make the code for that part, but once I got 1 rigid body done, most of them I did myself after learning from Ai. I’m proud of stepping out of my comfort zone, and making a unique game instead of a generic platformer. For people testing my project, PLEASE read the controls, and know that the game takes a few attempts to beat.", "repo": "https://github.com/alchoilee-lgtm/Oops", "demo": "https://inzpire.itch.io/oops"}]...
|
[{"post_id": 81204, "ts": "202 [{"post_id": 81204, "ts": "2026-10-20T08:44:28Z", "hours": 5.5825, "text": "Final Game Done I did a lot I think, mostly bug fixing. I made the player have more health, added music, and sound effects. The Yap: I spent a lot of time testing the game on web, because I KEPT FORGETTING TO DO THAT ONE THING. Also for some reason, the particles for player shoot and bomb explosion were being green in the web version, so my fix to this was to make there be NO hue variation. Hue Variation is how much the colour of the particle can vary from the set colour. Also the bird enemies rotation was messsed up, so I had to do some flip_v and flip_h to fix that Also, my friend said the game was TOO HARD, so I made the balloon have some more health. That wasn’t the move, cuz now you could beat the game WITHOUT EVEN SHOOTING…. Anyway I ended up only adding 10 more health instead of the intial 30. Also I added some Hit and Shoot sound effects from JSFXR, which sounds really good, but I dont really know if it is too loud or too soft."}, {"post_id": 79005, "ts": "2026-10-12T09:52:41Z", "hours": 4.065, "text": "Finished the story and like all the art Quick Summary Made story slides Made title screen Made a bunch of art for my game Adjusted difficulty THE YAP: That art took me like most of the day, even though it says it only took me 4 hours. This is because I have no idea how to connect Hackatime to Scratch, which is what I use for my art (pls tell me if you know). I know that scratch is a pretty bad art editor, but I have no idea how to use other engines. A downside of this is that when I import my SVG’s (the file type that scratch uses for Vector mode art), I need to increase the scale of it in the import tab. I neeed to to this for EVERY SINGLE PIECE OF ART I MAKE!!!! Also every time I update art, I need to do it again. Also Scratch’s built in Text doesnt show on Godot for some reason, so I need to A) go to google drawings and type my text in a text box, B) import it as an SVG file C) load it into scratch, and D) if the formatting doesnt work, repeat the process The art isnt the only tiring thing, as I need to make timers for each of my dialogue tell it when to run, because for some reason, I decided to VOICE ACT it… For example, for my first line of text “there was once a happy family of crows, free of troubles and doubts” (i think its something like that) I need to make a timer, attach it to my Sprite2D (it contains the slide art), and set a timer for when to run. I need to do this process for every single piece of dialogue, and I have like 10. It sounds pretty horrible too, but I’ll probably add a toggle for it cuz I spent so long on it. The menu also went through a iteration, cuz at first, I was gonna put a play button on my balloon, and I was gonna make the balloon fly away when clicked. I soon realized (after making it) that it looks ugly so I opted for a space bar approach instead In the next devlog, I’ll make a win screen and death screen, as well as that toggle for story and a skip for the story. Anyways, cya in the next one :D"}, {"post_id": 78857, "ts": "2026-10-11T19:48:04Z", "hours": 1.8739, "text": "Woops Well, I finished up the main game, although I might need to add more difficulty lol I just need to add: -Main Menu -Art -Story -Music In other words, I have like 10 more hours worth of coding left to do More Yap: I tried to make a balance scale with a bunch of obstacles on top, So I attached this long thin RigidBody2D to a StaticBody2D with a Pin Joint, but only after I added it, I realized that For the balance to work, it needs to be in the middle of the balloons path… And it cant move… Thats basically just a instakill machine, so I scrapped the idea. I also added a lot of Linear Drag to the Obstacles at (37 seconds) so that it wouldnt be as easy. Now, you need to hit the middle of the obstacles for it to be cleared, otherwise the balloon gets COOKED I might also need a way of getting ammo, as its too OP just to spam bullets. Oh yeah, and the attack at 18 seconds is unavoidable right now, so I will probably make the attack slower or make the attack spawn at slower intervals, or maybe both lol."}, {"post_id": 78536, "ts": "2026-10-11T03:48:53Z", "hours": 6.0222, "text": "OOps! Made the player a Crow, and made art for him Made some cloud art for the platforms Made some balloon art Also, Balloons take damage now In addition, I added a new “bomb” attack Oh yeah I added a progress bar for how high up you are, and a health bar for the Balloons"}, {"post_id": 78162, "ts": "2026-10-09T20:34:05Z", "hours": 9.5539, "text": "New Game called “oops” The story is about this crow girl who accidently lets go of her helium balloon, so you. as the dad, have jump on the clouds, and shoot off any obstacles that could pop it. I haven’t made any art so its all made out of the godot icon lol, but the premise of the game is basically “do doodle jump while protecting your balloon. I spent a lot of time getting the idea down, but I think it is pretty good :)"}]...
|
Title: oops! by @Al_Lee | Stardance
Devlogs:
New Title: oops! by @Al_Lee | Stardance
Devlogs:
New Game called “oops” The story is about this crow girl who accidently lets go of her helium balloon, so you. as the dad, have jump on the clouds, and shoot off any obstacles that could pop it. I haven’t made any art so its all made out of the godot icon lol, but the premise of the game is basically “do doodle jump while protecting your balloon. I spent a lot of time getting the idea down, but I think it is pretty good :)
OOps! Made the player a Crow, and made art for him Made some cloud art for the platforms Made some balloon art Also, Balloons take damage now In addition, I added a new “bomb” attack Oh yeah I added a progress bar for how high up you are, and a health bar for the Balloons
Woops Well, I finished up the main game, although I might need to add more difficulty lol I just need to add: -Main Menu -Art -Story -Music In other words, I have like 10 more hours worth of coding left to do More Yap: I tried to make a balance scale with a bunch of obstacles on top, So I attached this long thin RigidBody2D to a StaticBody2D with a Pin Joint, but only after I added it, I realized that For the balance to work, it needs to be in the middle of the balloons path… And it cant move… Thats basically just a instakill machine, so I scrapped the idea. I also added a lot of Linear Drag to the Obstacles at (37 seconds) so that it wouldnt be as easy. Now, you need to hit the middle of the obstacles for it to be cleared, otherwise the balloon gets COOKED I might also need a way of getting ammo, as its too OP just to spam bullets. Oh yeah, and the attack at 18 seconds is unavoidable right now, so I will probably make the attack slower or make the attack spawn at slower intervals, or maybe both lol.
Finished the story and like all the art Quick Summary Made story slides Made title screen Made a bunch of art for my game Adjusted difficulty THE YAP: That art took me like most of the day, even though it says it only took me 4 hours. This is because I have no idea how to connect Hackatime to Scratch, which is what I use for my art (pls tell me if you know). I know that scratch is a pretty bad art editor, but I have no idea how to use other engines. A downside of this is that when I import my SVG’s (the file type that scratch uses for Vector mode art), I need to increase the scale of it in the import tab. I neeed to to this for EVERY SINGLE PIECE OF ART I MAKE!!!! Also every time I update art, I need to do it again. Also Scratch’s built in Text doesnt show on Godot for some reason, so I need to A) go to google drawings and type my text in a text box, B) import it as an SVG file C) load it into scratch, and D) if the formatting doesnt work, repeat the process The art isnt the only tiring thing, as I need to make timers for each of my dialogue tell it when to run, because for some reason, I decided to VOICE ACT it… For example, for my first line of text “there was once a happy family of crows, free of troubles and doubts” (i think its something like that) I need to make a timer, attach it to my Sprite2D (it contains the slide art), and set a timer for when to run. I need to do this process for every single piece of dialogue, and I have like 10. It sounds pretty horrible too, but I’ll probably add a toggle for it cuz I spent so long on it. The menu also went through a iteration, cuz at first, I was gonna put a play button on my balloon, and I was gonna make the balloon fly away when clicked. I soon realized (after making it) that it looks ugly so I opted for a space bar approach instead In the next devlog, I’ll make a win screen and death screen, as well as that toggle for story and a skip for the story. Anyways, cya in the next one :D
Final Game Done I did a lot I think, mostly bug fixing. I made the player have more health, added music, and sound effects. The Yap: I spent a lot of time testing the game on web, because I KEPT FORGETTING TO DO THAT ONE THING. Also for some reason, the particles for player shoot and bomb explosion were being green in the web version, so my fix to this was to make there be NO hue variation. Hue Variation is how much the colour of the particle can vary from the set colour. Also the bird enemies rotation was messsed up, so I had to do some flip_v and flip_h to fix that Also, my friend said the game was TOO HARD, so I made the balloon have some more health. That wasn’t the move, cuz now you could beat the game WITHOUT EVEN SHOOTING…. Anyway I ended up only adding 10 more health instead of the intial 30. Also I added some Hit and Shoot sound effects from JSFXR, which sounds really good, but I dont really know if it is too loud or too soft.
Ships:
I made a Doodle Jump, and Rise inspired game, about a crow jumping on clouds and shooting obstacles to protect his daughter’s balloon from popping. I found RigidBody2D’s in Godot very challenging, as they had different ways to move than character and area2d’s. I had to rely on Ai to learn and make the code for that part, but once I got 1 rigid body done, most of them I did myself after learning from Ai. I’m proud of stepping out of my comfort zone, and making a unique game instead of a generic platformer. For people testing my project, PLEASE read the controls, and know that the game takes a few attempts to beat....
|
1793526757.2407846
|
1793613157.2407846
|
|
29189
|
Seven Minute Shadow by @aamosm | Stardance
|
aamosm
|
2
|
17.46
|
110
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T13:41:13Z", "hours": 5.0, "multiplier": 17.52, "payout": 110, "blessing": "neutral", "text": "Seven Minute Shadow - shipping I’ve attached a video so you can actually see the game in action. Seven Minute Shadow is a small historical fiction game built around a simple idea: the whole experience should take about 7 minutes . It’s not a huge game, and it’s definitely not trying to be one. The focus is on the little story behind it, the decisions you make while playing, and what those decisions leave behind. The ending itself cannot be changed. What can change is everything that happens before it, and what you leave behind. I made this as my first proper Godot game, so it’s still a pretty rough little project, but I’d really like people to try it and see what they take from it. **check it out. or check out the video on github. **", "repo": "https://github.com/aamosm/SevenMinuteShadow", "demo": "https://aamosm.itch.io/seven-minute-shadow"}, {"ship_num": 2, "ts": "2026-07-06T09:56:12Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Seven Minute Shadow - Ship! 🚀 🎉 Finally shipped the first playable version! This is still a demo, but it has the complete gameplay loop: title screen → story → cutscenes → minigames → ending. It actually feels like a game now instead of a bunch of disconnected scenes. 🕹️ Right now there are 2 playable minigames connected together with lives, transitions, fail states and a temporary ending that scores you based on your remaining hearts, there is no best score because the minigames are a part of the story. A story which i have not fleshed out yet. It’s still a WarioWare game with some cutscenes in between. 🎭 A lot of the art is still bad. like very bad. ik i have to up my skills. And also there’s barely any music yet. I wanted to get something playable out first before spending time polishing everything. 📖 The full vision is still 7 minigames tied together by one story, with multiple endings depending on how well you play. This demo is basically the foundation for all of that. Thanks for playing! Time to get back to making the rest of the game. 🤌 Play the demo and tell me abt it.", "repo": "https://github.com/aamosm/SevenMinuteShadow", "demo": "https://aamosm.itch.io/seven-minute-shadow"}]...
|
[{"post_id": 57287, "ts": "202 [{"post_id": 57287, "ts": "2026-08-29T12:09:54Z", "hours": 0.4636, "text": "✦ BEFORE YOU RATE THIS ✦ or interact in whatever way the story is a little confusing without context. Seven Minute Shadow starts at 17:53 . At 18:00 , Kiyoshima will be bombed. You are just a postman trying to finish one last route before it happens. You cannot stop the bombing . You can only decide how much gets delivered before the seven minutes are over. That is basically the whole point of the game. Not saving the city. Not changing history. Just trying to finish something before there is no time left. and the end scene after the game over or you win scene is the same throughout. it is set in the future with the kiyoshima bombing archived, however many minigames you complete is the number of the letters that survived, and the letters that you can read. YOU CAN PLAY THE GAME HERE : https://aamosm.itch.io/seven-minute-shadow"}, {"post_id": 56617, "ts": "2026-08-28T13:21:48Z", "hours": 5.0194, "text": "devlog - reworking the game I ended up reworking a lot of the game, and it’s definitely better than where it started. It is not the exact idea I came into this with . The current version is still pretty crude, but it’s now a proper playable game with 4 minigames, win and game over scenes, and an actual ending. This is still my first Godot game, so I’m going to keep it around as a benchmark for myself and see how much better I get over time. There is a storyline to it too. Do check it out guys and tell me how you liked it."}, {"post_id": 24235, "ts": "2026-07-07T17:40:08Z", "hours": 0.2583, "text": "Seven Minute Shadow - devlog 6 . writing this out quick with no formatting First devlog after trying to ship, there are evident problems with even the v0.1 demo. Whenever someone clicked on try again or would reset the game, the counter in global for mingames would still remain the incremented value. Basically it would not be a new instance. So I hardcoded the values to what they are supposed to be in the beginning. it would also track hearts and if it became 0 once it would carry forward which i had to fix. The mailman is not supposed to be playable. I probably shouldnt have made it able to move by player but i did just in case but also caused an issue when it didnt remain in animation. so had to fix that crack. Also there would be errors in the console that while not game breaking would affect performance. it was due to the fov being under 1 after subtraction in tween. had to fix that. i thought my devlog after ship would be for more feature but ig im stuck on bugs. but ill continue working on this and my other project. still have to implement music, more minigames, and the full storyline. Anyways, i hope you find demo v0.2 interesting till then."}, {"post_id": 23372, "ts": "2026-07-06T09:28:22Z", "hours": 2.6267, "text": "Seven Minute Shadow - Devlog 5 The demo is out The first playable version is finally shipped. I added the second minigame and spent some time going back through the first one to fix bugs and make the transition between them actually work from start to finish. The ending The Game Over and Win scenes are now connected too. The current win screen is still temporary. It pulls the remaining hearts from global.gd and shows them as the score. For now, this is basically Ending 0: The Demo Ending . The plane still flies, the day went well, and that’s about as far as the ending goes for now. What’s next Now that the demo is playable, I can finally focus on the actual game. Music and sound effects Reworking my pixel art The remaining 5 minigames The proper story and endings The full game is planned around 7 minigames and 3 actual endings . The demo is just the starting point."}, {"post_id": 22846, "ts": "2026-07-05T13:45:31Z", "hours": 2.705, "text": "Seven Minute Shadow - Devlog 4 Progress Been busy. I adjusted the mailman cutscene and finally got the core loop feeling like an actual game instead of a bunch of separate pieces. The minigame I fixed the heart subtraction system, so messing up now actually costs a life. I also added the proper fail states so the minigame knows when you’ve lost. I also made a general Level Info scene that can be shown before each minigame. It displays your lives, timer and a short instruction so you know what you’re supposed to do before starting. Scope For the first playable version, I’m aiming to finish 2 minigames . The full idea is 7 minigames , all connected by the story and narration. I want to spend more time on that side as I continue, although I probably make it sound more grand than it actually is. More to come."}, {"post_id": 22084, "ts": "2026-07-04T10:36:26Z", "hours": 3.735, "text": "Seven Minute Shadow - Devlog 3 Progress Made some solid progress over the last couple of days. Player movement is working now, along with an exit point. I also finished the first 2D cutscene, added dialogue, and got the transition between the 3D intro and the 2D world working. Getting the animations to line up with the dialogue took a bit of tweaking, but it all flows much better now. Building the world I also started putting the actual game together. The tilemap is in place, the first environment is coming together, and I added the mailman character with working sprite animations. The next step is building his cutscene and the minigame that goes with it. Assets A lot of the art is still placeholder made by me for now. Finding good free assets with the right license takes time, so I’m using temporary sprites where needed. Some things, like the post box, are my own, and I’ll replace the placeholders with better assets later on. Music will also come much later in development."}, {"post_id": 21355, "ts": "2026-07-03T07:45:55Z", "hours": 1.4667, "text": "Seven Minute Shadow - Devlog 2 Learning Godot I’m still pretty new to Godot, and while following the guide I kept wanting to do my own thing instead of sticking to it. That ended up making things harder than they probably needed to be. Cutscenes I wanted to mix 2D gameplay with 3D cutscenes, so I spent a while figuring out how to get both working together. It took a bit of trial and error, but the first 3D cutscene is finally working. Now I can get back to actually making the game."}, {"post_id": 20573, "ts": "2026-07-02T05:58:27Z", "hours": 1.1708, "text": "Seven Minute Shadow - Devlog 1 Getting started I just finished the title screen. I’ve played a lot of WarioWare-style games over the years, especially thanks to my GBA ROM addiction, but this is my first time using Godot, so I’m learning as I go. The story I’ve settled on the title: Seven Minute Shadow . I want the game to have a proper narrative instead of just being a collection of minigames, so I’ll be keeping most of the story out of these devlogs. I’d rather people experience it for themselves. The first ship will mostly be about getting a playable version out. After that, I’ll focus on polishing the experience and expanding the story."}]...
|
Title: Seven Minute Shadow by @aamosm | Stardance
Title: Seven Minute Shadow by @aamosm | Stardance
Devlogs:
Seven Minute Shadow - Devlog 1 Getting started I just finished the title screen. I’ve played a lot of WarioWare-style games over the years, especially thanks to my GBA ROM addiction, but this is my first time using Godot, so I’m learning as I go. The story I’ve settled on the title: Seven Minute Shadow . I want the game to have a proper narrative instead of just being a collection of minigames, so I’ll be keeping most of the story out of these devlogs. I’d rather people experience it for themselves. The first ship will mostly be about getting a playable version out. After that, I’ll focus on polishing the experience and expanding the story.
Seven Minute Shadow - Devlog 2 Learning Godot I’m still pretty new to Godot, and while following the guide I kept wanting to do my own thing instead of sticking to it. That ended up making things harder than they probably needed to be. Cutscenes I wanted to mix 2D gameplay with 3D cutscenes, so I spent a while figuring out how to get both working together. It took a bit of trial and error, but the first 3D cutscene is finally working. Now I can get back to actually making the game.
Seven Minute Shadow - Devlog 3 Progress Made some solid progress over the last couple of days. Player movement is working now, along with an exit point. I also finished the first 2D cutscene, added dialogue, and got the transition between the 3D intro and the 2D world working. Getting the animations to line up with the dialogue took a bit of tweaking, but it all flows much better now. Building the world I also started putting the actual game together. The tilemap is in place, the first environment is coming together, and I added the mailman character with working sprite animations. The next step is building his cutscene and the minigame that goes with it. Assets A lot of the art is still placeholder made by me for now. Finding good free assets with the right license takes time, so I’m using temporary sprites where needed. Some things, like the post box, are my own, and I’ll replace the placeholders with better assets later on. Music will also come much later in development.
Seven Minute Shadow - Devlog 4 Progress Been busy. I adjusted the mailman cutscene and finally got the core loop feeling like an actual game instead of a bunch of separate pieces. The minigame I fixed the heart subtraction system, so messing up now actually costs a life. I also added the proper fail states so the minigame knows when you’ve lost. I also made a general Level Info scene that can be shown before each minigame. It displays your lives, timer and a short instruction so you know what you’re supposed to do before starting. Scope For the first playable version, I’m aiming to finish 2 minigames . The full idea is 7 minigames , all connected by the story and narration. I want to spend more time on that side as I continue, although I probably make it sound more grand than it actually is. More to come.
Seven Minute Shadow - Devlog 5 The demo is out The first playable version is finally shipped. I added the second minigame and spent some time going back through the first one to fix bugs and make the transition between them actually work from start to finish. The ending The Game Over and Win scenes are now connected too. The current win screen is still temporary. It pulls the remaining hearts from global.gd and shows them as the score. For now, this is basically Ending 0: The Demo Ending . The plane still flies, the day went well, and that’s about as far as the ending goes for now. What’s next Now that the demo is playable, I can finally focus on the actual game. Music and sound effects Reworking my pixel art The remaining 5 minigames The proper story and endings The full game is planned around 7 minigames and 3 actual endings . The demo is just the starting point.
Seven Minute Shadow - devlog 6 . writing this out quick with no formatting First devlog after trying to ship, there are evident problems with even the v0.1 demo. Whenever someone clicked on try again or would reset the game, the counter in global for mingames would still remain the incremented value. Basically it would not be a new instance. So I hardcoded the values to what they are supposed to be in the beginning. it would also track hearts and if it became 0 once it would carry forward which i had to fix. The mailman is not supposed to be playable. I probably shouldnt have made it able to move by player but i did just in case but also caused an issue when it didnt remain in animation. so had to fix that crack. Also there would be errors in the console that while not game breaking would affect performance. it was due to the fov being under 1 after subtraction in tween. had to fix that. i thought my devlog after ship would be for more feature but ig im stuck on bugs. but ill continue working on this and my other project. still have to implement music, more minigames, and the full storyline. Anyways, i hope you find demo v0.2 interesting till then.
devlog - reworking the game I ended up reworking a lot of the game, and it’s definitely better than where it started. It is not the exact idea I came into this with . The current version is still pretty crude, but it’s now a proper playable game with 4 minigames, win and game over scenes, and an actual ending. This is still my first Godot game, so I’m going to keep it around as a benchmark for myself and see how much better I get over time. There is a storyline to it too. Do check it out guys and tell me how you liked it.
✦ BEFORE YOU RATE THIS ✦ or interact in whatever way the story is a little confusing without context. Seven Minute Shadow starts at 17:53 . At 18:00 , Kiyoshima will be bombed. You are just a postman trying to finish one last route before it happens. You cannot stop the bombing . You can only decide how much gets delivered before the seven minutes are over. That is basically the whole point of the game. Not saving the city. Not changing history. Just trying to finish something before there is no time left. and the end scene after the game over or you win scene is the same throughout. it is set in the future with the kiyoshima bombing archived, however many minigames you complete is the number of the letters that survived, and the letters that you can read. YOU CAN PLAY THE GAME HERE : https://aamosm.itch.io/seven-minute-shadow
Ships:
Seven Minute Shadow - Ship! 🚀 🎉 Finally shipped the first playable version! This is still a demo, but it has the complete gameplay loop: title screen → story → cutscenes → minigames → ending. It actually feels like a game now instead of a bunch of disconnected scenes. 🕹️ Right now there are 2 playable minigames connected together with lives, transitions, fail states and a temporary ending that scores you based on your remaining hearts, there is no best score because the minigames are a part of the story. A story which i have not fleshed out yet. It’s still a WarioWare game with some cutscenes in between. 🎭 A lot of the art is still bad. like very bad. ik i have to up my skills. And also there’s barely any music yet. I wanted to get something playable out first before spending time polishing everything. 📖 The full vision is still 7 minigames tied together by one story, with multiple endings depending on how well you play. This demo is basically the foundation for all of that. Thanks for playing! Time to get back to making the rest of the game. 🤌 Play the demo and tell me abt it.
Seven Minute Shadow - shipping I’ve attached a video so you can actually see the game in action. Seven Minute Shadow is a small historical fiction game built around a simple idea: the whole experience should take about 7 minutes . It’s not a huge game, and it’s definitely not trying to be one. The focus is on the little story behind it, the decisions you make while playing, and what those decisions leave behind. The ending itself cannot be changed. What can change is everything that happens before it, and what you leave behind. I made this as my first proper Godot game, so it’s still a pretty rough little project, but I’d really like people to try it and see what they take from it. **check it out. or check out the video on github. **...
|
1793526758.4255652
|
1793613158.4255652
|