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66384
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My awesome macropad! by @Pavlos | Stardance
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Pavlos
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0
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0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Pavlos | Stardance
|
1792460933.1671846
|
1793065733.1671846
|
|
66385
|
Celere by @systemsouthern | Stardance
|
systemsouthern
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Celere by @systemsouthern | Stardance
|
1792460933.9991689
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1793065733.9991689
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|
38328
|
Rocket Focus by @cesarmoal11 | Stardance
|
cesarmoal11
|
1
|
4.0
|
8
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-28T11:29:51Z", "hours": 4.0, "multiplier": 1.99, "payout": 8, "blessing": "neutral", "text": "I finished my timer inspired on rockets and space.", "repo": "https://github.com/cesar-molinaa/Rocket-Focus", "demo": "https://cesar-molinaa.github.io/Rocket-Focus/"}]...
|
[{"post_id": 36316, "ts": "202 [{"post_id": 36316, "ts": "2026-07-28T11:13:19Z", "hours": 0.8328, "text": "I created some animations to make the web cooler: now the rocket seems to fly going up and down while it’s moving, also the track-path that follows the rocket turns vertically. Besides I added music effects, when the timer is on an ¡d the rocket is flying ambient music starts playing. Also when the rocket reach it’s objective a random alarm sounds advertising the user that the timer is off. Finally when the rocket is on the moon, it appears a shine behind the moon, like an eclipse."}, {"post_id": 36296, "ts": "2026-07-28T09:46:20Z", "hours": 1.6492, "text": "I just added a progress bar for the timer which is inspired in the thematic of the website. While the timer is going down, the rocket is travelling from the planet Earth to the moon. You can personalize the time the rocket is travelling with the time input. I updated the hover animations of the buttons making them more beautiful (from my point of view). These animations and the path which is following the rocket are similar and both have a space-theme. Any idea for add to my website?"}, {"post_id": 34215, "ts": "2026-07-24T18:48:59Z", "hours": 1.63, "text": "I created the main display of the website, which includes: -The title -The timer -The input for setting the time -Three buttons (for establishing the time, for start, for stop and for reset the timer). The hardest thing was to make a functional timer which you can set as you like. This part of Java Script is new for me, so I used the awesome Internet to help me understand how to do some stuff. My goal is that when the user starts the timer, a rocket launches and while the timer is on, the rocket is flying over the screen. I choose these theme for the timer because I like rockets and all this stuff but it could be a lot of things."}]...
|
Title: Rocket Focus by @cesarmoal11 | Stardance
D Title: Rocket Focus by @cesarmoal11 | Stardance
Devlogs:
I created the main display of the website, which includes: -The title -The timer -The input for setting the time -Three buttons (for establishing the time, for start, for stop and for reset the timer). The hardest thing was to make a functional timer which you can set as you like. This part of Java Script is new for me, so I used the awesome Internet to help me understand how to do some stuff. My goal is that when the user starts the timer, a rocket launches and while the timer is on, the rocket is flying over the screen. I choose these theme for the timer because I like rockets and all this stuff but it could be a lot of things.
I just added a progress bar for the timer which is inspired in the thematic of the website. While the timer is going down, the rocket is travelling from the planet Earth to the moon. You can personalize the time the rocket is travelling with the time input. I updated the hover animations of the buttons making them more beautiful (from my point of view). These animations and the path which is following the rocket are similar and both have a space-theme. Any idea for add to my website?
I created some animations to make the web cooler: now the rocket seems to fly going up and down while it’s moving, also the track-path that follows the rocket turns vertically. Besides I added music effects, when the timer is on an ¡d the rocket is flying ambient music starts playing. Also when the rocket reach it’s objective a random alarm sounds advertising the user that the timer is off. Finally when the rocket is on the moon, it appears a shine behind the moon, like an eclipse.
Ships:
I finished my timer inspired on rockets and space....
|
1792979334.8630316
|
1793065734.8630316
|
|
66387
|
My awesome macropad! by @Alejandro0609 | Stardance
|
Alejandro0609
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Alejandro0609 | St Title: My awesome macropad! by @Alejandro0609 | Stardance...
|
1792460935.648122
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1793065735.648122
|
|
66388
|
My very own WebOS by @Pranav_96 | Stardance
|
Pranav_96
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @Pranav_96 | Stardance
|
1792460936.4895287
|
1793065736.4895287
|
|
35407
|
Suiheisen by @-Sophie- | Stardance
|
-Sophie-
|
1
|
17.0
|
292
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-22T22:45:56Z", "hours": 17.0, "multiplier": 14.63, "payout": 292, "blessing": "neutral", "text": "Suiheisen This is Suiheisen, a 2.5D game meant to be paired with my own custom macropad (SuiheisenPad) that features four keys. Backstory You’re a Korean salaryman and you escape your chaebol office building to just run and chase the horizon. You don’t know where your legs are taking you, but you don’t care as long as it’s far away from your dreaded cubicle. But obstacles wait for you on the road…because the universe just LOVES you. (or maybe it’s the chaebols sending the obstacles?? :0) Controls: z -> dodge left x -> OK/enter c -> duck v -> right I hope you have fun! I apologize that it’s really unpolished but I think it’s an MVP and I’m looking forward to future projects I have piled up! This honestly took me so long but I had a lot of fun learning how to make an infinite scroller in 3D! This was my first 3D game by the way :) (though it’s more like 2.5D) Excited to see all the feedback you guys give!", "repo": "https://github.com/gwak-amole/suiheisen", "demo": "https://gwak-amole.itch.io/suiheisen"}]...
|
[{"post_id": 33217, "ts": "202 [{"post_id": 33217, "ts": "2026-07-22T22:41:39Z", "hours": 1.4108, "text": "Audio + Speed scaling + Pause menu Audio Took sounds from freesound.org that had CreativeCommons0 licenses and used them in my game! it makes it feel so much more alive :) Speed scaling Now the game is harder because the obstacles move back faster as the game progresses. I used an autoload Timer for this and it works surprisingly well! I hope you guys get to try my game out! I’m shipping it rn! Pause menu Now if someone calls you in the middle of you playing this game you won’t rage quit lol"}, {"post_id": 33105, "ts": "2026-07-22T18:39:47Z", "hours": 2.0269, "text": "Buildings added Buildings I modeled them in blender and stuff and made them modular. There are 5 types of buildings in total currently and 4 building chunk modules. Spawn tweaks I tweaked some spawner settings bc the more u got into the game the more weirdly the spawning would be like bursts of difficulty instead of constant accelerated difficulty. so fixed that :) Future additions roads and buildings get faster so you feel how everything is getting faster audio basic pause menu after i finish those future additions I’ll finally ship Suiheisen’s first addition :D"}, {"post_id": 33011, "ts": "2026-07-22T15:40:29Z", "hours": 1.8644, "text": "Sky and more obsacles added I added the limbo obstacle and now obstacle modularity is completely finished so i can just model obstacles and plug them in really easily. I also added a tutorial at the start for keyboard users."}, {"post_id": 32040, "ts": "2026-07-20T22:31:37Z", "hours": 2.4236, "text": "obstacles + more!! :DDDDD Obstacles now there is: sawhorse barricade ‘road work ahead’ sign traffic cone all art and modeling and coloring etc done by me :D and i made the obstacle adding system modular so it’s really easy to add more obstacles as needed collisions are also all fine tuned to minimize rage quit lol Player adjustments + bug fixes Fixed a bug so now start screen fade out animation works as expected the player’s height and camera was adjusted so obstacles are better seen and scaling is more realistic future additions proper limbo obstacles and separating them from regular obstacles adding a pixelated sky texture via aseprite and godot worldenvironment sfx possibly buildings to surround the road to make it more lively and realistic"}, {"post_id": 31498, "ts": "2026-07-19T22:53:35Z", "hours": 0.6467, "text": "IT WORKS Finally made modules for road terrain so now it looks like the thing is an actual infinite scroller now 😭 😭 😭 yessssssss Art I had to draw aseprite road textures myself I also imported them in blender and after a lot of finessing I got them to this size. i actually might resize because it makes the player look super tiny lolll scripts I just made an array of the Node3Ds that had MeshInstance3Ds of each kind of road and made the spawner terrain controller thing alternate between them two :))"}, {"post_id": 30826, "ts": "2026-07-18T19:22:12Z", "hours": 1.8469, "text": "i’m losing my mind… i’m trying to figure out how to make an infinite scroller in 3d godot but since it’s not like 2d u can’t just put parallax… u need to actual write a script to generate the mesh and get rid of them accordingly while moving all the mesh towards the player. and my tiny brain cannot wrap my head around it. so here’s what it looks like so far before i find out how to do this infinite 3d scroller thing :’)"}, {"post_id": 30273, "ts": "2026-07-17T18:24:17Z", "hours": 0.9506, "text": "Finished start screen! Art Art for the background of the start_screen and the blinking is done ! this took me hours holy moly Animations Coded and configured AnimationPlayer node to create this cool set of events when u boot the game Basic code overall but super time consuming"}, {"post_id": 29656, "ts": "2026-07-16T18:38:23Z", "hours": 1.1817, "text": "Game Over screen polished Game over graphics now the game over scene has a cool cubicle graphic (i drew it on aseprite all graphics here are custom-made) and it blinks. the instruction to go back to the start menu looks like that because this game is supposed to pair with my SuiheisenPad micropad (like an arcade machine) The cubicle changes depending on the message that the game chooses Player collision bug fixes + movement fixes Now the player goes still when the game is over and it’s fading out, and the player’s side dodge collisions aren’t spheres but custom convex 3D shapes so that they can’t dodge the limbo obstacle Fade out animations now when game over happens the main scene fades out to black and game over fades in yippee"}, {"post_id": 29325, "ts": "2026-07-16T05:50:10Z", "hours": 0.4814, "text": "game over messages + more asset update I made the running animation look less cut off on the sides I made the dodging animations more polished with outlines game over scene when the horizon bar is at 0 the game over scene is cued game over messages now there’s a randomization of 4 messages, them being it looks like you’re working overtime… it was worth a shot i guess?"}, {"post_id": 29316, "ts": "2026-07-16T05:09:48Z", "hours": 0.3542, "text": "Horizon concept Horizon bar added I added the horizon bar, which is basically this game’s version of a health bar. It’s to fit the concept tho. Basically, the premise of the game is that this office worker is trying to escape his mundane office life running towards the horizon. (wants to chase the horizon and touch it) so yeah that’s why the bar is a sky themed thing–it’s to represent the horizon almost."}, {"post_id": 29245, "ts": "2026-07-16T01:05:45Z", "hours": 1.9236, "text": "FINALLY difficulty progression + points registering system This took me way too long to figure out Difficulty progression the obstacles spawn more frequently by 1% every 3 seconds spawning cap and cooldown for spawning are safeguards so that the game isn’t impossible Points registering If the player successfully avoids the obstacle, points are registered. If not, then points are not registered (soon there will be a consequence implemented as well.)"}, {"post_id": 29110, "ts": "2026-07-15T19:30:45Z", "hours": 0.7542, "text": "Obstacles and Collision Player collision Player collision optimized so that people don’t rage quit while playing lollll I had to make custom convex CollisionShapeD for limbo and regular running position Player movement Player now is forced to return to the running position after 0.5 seconds! unless you spam the button–in that case the player will remain in that position. Obstacles Obstacles now spawn randomly with a slightly higher weight for the limbo obstacle (1.2x more likely to pop up, tentative number) Collisions are looking good so far! I will update them accordingly if they’re not accurate but they’ve been through like 10 rounds of optimization atp lol"}, {"post_id": 28727, "ts": "2026-07-15T05:08:58Z", "hours": 0.7542, "text": "Basic movement and collision established! Scripts / spawners and collision As you can see, I also assigned CollisionShape3D based on the character’s position. So when the player doesn’t dodge this left obstacle that is repeatedly spawned after 3 seconds, it will print “OI HIT” but if the player dodges to the right then it won’t collide. Obviously I’ll replace this OI HIT printing with actual game logic, namely losing a life. Art I made a basic running animation as well as dodging animations to accompany it. I stupidly made an idle animation and quickly realized I wouldn’t ever use it but whatevs."}]...
|
Title: Suiheisen by @-Sophie- | Stardance
Devlogs Title: Suiheisen by @-Sophie- | Stardance
Devlogs:
Basic movement and collision established! Scripts / spawners and collision As you can see, I also assigned CollisionShape3D based on the character’s position. So when the player doesn’t dodge this left obstacle that is repeatedly spawned after 3 seconds, it will print “OI HIT” but if the player dodges to the right then it won’t collide. Obviously I’ll replace this OI HIT printing with actual game logic, namely losing a life. Art I made a basic running animation as well as dodging animations to accompany it. I stupidly made an idle animation and quickly realized I wouldn’t ever use it but whatevs.
Obstacles and Collision Player collision Player collision optimized so that people don’t rage quit while playing lollll I had to make custom convex CollisionShapeD for limbo and regular running position Player movement Player now is forced to return to the running position after 0.5 seconds! unless you spam the button–in that case the player will remain in that position. Obstacles Obstacles now spawn randomly with a slightly higher weight for the limbo obstacle (1.2x more likely to pop up, tentative number) Collisions are looking good so far! I will update them accordingly if they’re not accurate but they’ve been through like 10 rounds of optimization atp lol
FINALLY difficulty progression + points registering system This took me way too long to figure out Difficulty progression the obstacles spawn more frequently by 1% every 3 seconds spawning cap and cooldown for spawning are safeguards so that the game isn’t impossible Points registering If the player successfully avoids the obstacle, points are registered. If not, then points are not registered (soon there will be a consequence implemented as well.)
Horizon concept Horizon bar added I added the horizon bar, which is basically this game’s version of a health bar. It’s to fit the concept tho. Basically, the premise of the game is that this office worker is trying to escape his mundane office life running towards the horizon. (wants to chase the horizon and touch it) so yeah that’s why the bar is a sky themed thing–it’s to represent the horizon almost.
game over messages + more asset update I made the running animation look less cut off on the sides I made the dodging animations more polished with outlines game over scene when the horizon bar is at 0 the game over scene is cued game over messages now there’s a randomization of 4 messages, them being it looks like you’re working overtime… it was worth a shot i guess?
Game Over screen polished Game over graphics now the game over scene has a cool cubicle graphic (i drew it on aseprite all graphics here are custom-made) and it blinks. the instruction to go back to the start menu looks like that because this game is supposed to pair with my SuiheisenPad micropad (like an arcade machine) The cubicle changes depending on the message that the game chooses Player collision bug fixes + movement fixes Now the player goes still when the game is over and it’s fading out, and the player’s side dodge collisions aren’t spheres but custom convex 3D shapes so that they can’t dodge the limbo obstacle Fade out animations now when game over happens the main scene fades out to black and game over fades in yippee
Finished start screen! Art Art for the background of the start_screen and the blinking is done ! this took me hours holy moly Animations Coded and configured AnimationPlayer node to create this cool set of events when u boot the game Basic code overall but super time consuming
i’m losing my mind… i’m trying to figure out how to make an infinite scroller in 3d godot but since it’s not like 2d u can’t just put parallax… u need to actual write a script to generate the mesh and get rid of them accordingly while moving all the mesh towards the player. and my tiny brain cannot wrap my head around it. so here’s what it looks like so far before i find out how to do this infinite 3d scroller thing :’)
IT WORKS Finally made modules for road terrain so now it looks like the thing is an actual infinite scroller now 😭 😭 😭 yessssssss Art I had to draw aseprite road textures myself I also imported them in blender and after a lot of finessing I got them to this size. i actually might resize because it makes the player look super tiny lolll scripts I just made an array of the Node3Ds that had MeshInstance3Ds of each kind of road and made the spawner terrain controller thing alternate between them two :))
obstacles + more!! :DDDDD Obstacles now there is: sawhorse barricade ‘road work ahead’ sign traffic cone all art and modeling and coloring etc done by me :D and i made the obstacle adding system modular so it’s really easy to add more obstacles as needed collisions are also all fine tuned to minimize rage quit lol Player adjustments + bug fixes Fixed a bug so now start screen fade out animation works as expected the player’s height and camera was adjusted so obstacles are better seen and scaling is more realistic future additions proper limbo obstacles and separating them from regular obstacles adding a pixelated sky texture via aseprite and godot worldenvironment sfx possibly buildings to surround the road to make it more lively and realistic
Sky and more obsacles added I added the limbo obstacle and now obstacle modularity is completely finished so i can just model obstacles and plug them in really easily. I also added a tutorial at the start for keyboard users.
Buildings added Buildings I modeled them in blender and stuff and made them modular. There are 5 types of buildings in total currently and 4 building chunk modules. Spawn tweaks I tweaked some spawner settings bc the more u got into the game the more weirdly the spawning would be like bursts of difficulty instead of constant accelerated difficulty. so fixed that :) Future additions roads and buildings get faster so you feel how everything is getting faster audio basic pause menu after i finish those future additions I’ll finally ship Suiheisen’s first addition :D
Audio + Speed scaling + Pause menu Audio Took sounds from freesound.org that had CreativeCommons0 licenses and used them in my game! it makes it feel so much more alive :) Speed scaling Now the game is harder because the obstacles move back faster as the game progresses. I used an autoload Timer for this and it works surprisingly well! I hope you guys get to try my game out! I’m shipping it rn! Pause menu Now if someone calls you in the middle of you playing this game you won’t rage quit lol
Ships:
Suiheisen This is Suiheisen, a 2.5D game meant to be paired with my own custom macropad (SuiheisenPad) that features four keys. Backstory You’re a Korean salaryman and you escape your chaebol office building to just run and chase the horizon. You don’t know where your legs are taking you, but you don’t care as long as it’s far away from your dreaded cubicle. But obstacles wait for you on the road…because the universe just LOVES you. (or maybe it’s the chaebols sending the obstacles?? :0) Controls: z -> dodge left x -> OK/enter c -> duck v -> right I hope you have fun! I apologize that it’s really unpolished but I think it’s an MVP and I’m looking forward to future projects I have piled up! This honestly took me so long but I had a lot of fun learning how to make an infinite scroller in 3D! This was my first 3D game by the way :) (though it’s more like 2.5D) Excited to see all the feedback you guys give!...
|
1792979336.886565
|
1793065736.886565
|
|
39288
|
My own site! by @MicroChip818 | Stardance
|
MicroChip818
|
1
|
1.47
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-24T18:23:08Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "this is v1.0 of my site the site uses HTML and CSS yay! :D", "repo": "https://github.com/MicroChip818/my-homepage", "demo": "https://microchip818.github.io/my-homepage/"}]...
|
[{"post_id": 38669, "ts": "202 [{"post_id": 38669, "ts": "2026-08-01T05:30:52Z", "hours": 0.4672, "text": "My Test Homepage: Devlog #2 I changed the font to the coolest font ever (Luckiest Guy). Also, fixed some text alignment issues. Nothing much for now, but expect a better quality homepage once I get my free domain, thanks to Stardance!"}, {"post_id": 34176, "ts": "2026-07-24T18:21:02Z", "hours": 0.7069, "text": "Today was the day I initialized my homepage for my site. It was the greatest day of my life. This website uses HTML and CSS. Expect frequent updates soon!"}]...
|
Title: My own site! by @MicroChip818 | Stardance
Title: My own site! by @MicroChip818 | Stardance
Devlogs:
Today was the day I initialized my homepage for my site. It was the greatest day of my life. This website uses HTML and CSS. Expect frequent updates soon!
My Test Homepage: Devlog #2 I changed the font to the coolest font ever (Luckiest Guy). Also, fixed some text alignment issues. Nothing much for now, but expect a better quality homepage once I get my free domain, thanks to Stardance!
Ships:
this is v1.0 of my site the site uses HTML and CSS yay! :D...
|
1792979338.058974
|
1793065738.058974
|
|
50692
|
Plasma Speakers by @sidd | Stardance
|
sidd
|
1
|
0.0
|
135
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-01T14:47:36Z", "hours": 0.0, "multiplier": 5.0, "payout": 135, "blessing": "neutral", "text": "Stereo speakers that use real plasma to create sound", "repo": "https://github.com/Firestorm108/Stereo-Plasma-Speaker", "demo": ""}]...
|
[{"post_id": 56086, "ts": "202 [{"post_id": 56086, "ts": "2026-07-06T00:00:00Z", "hours": 5.0, "text": "Finished the build!"}, {"post_id": 56085, "ts": "2026-07-05T00:00:00Z", "hours": 3.0, "text": "Added in ports, did some more wiring, and made a second amp for the 555 signal. Time Spent: 3 Hours"}, {"post_id": 56084, "ts": "2026-07-04T00:00:00Z", "hours": 2.0, "text": "Added in adjustment pots, did some more wiring to the 555s, etc."}, {"post_id": 56083, "ts": "2026-07-03T00:00:00Z", "hours": 2.0, "text": "Got to work building Rev. 2, since this has to work for outpost. My wiring is a little cleaner this time and also I have the 555 timer wired differently so it should work. Time Spent: 2 Hours"}, {"post_id": 56082, "ts": "2026-07-02T00:00:00Z", "hours": 6.0, "text": "I did like the whole thing and finished it. But basically the 555 timers aren’t oscillating right, and the signal from RCA jacks is going straight to FETs. And it kinda worked. like, I heard music play through magnetic restriction of the transformer core lol, but not plasma. Time Spent: 6 Hours"}, {"post_id": 56081, "ts": "2026-07-01T00:00:00Z", "hours": 2.0, "text": "Started off with logic PSU and basic signals from the RCA jacks w/ the transistor amps."}, {"post_id": 56080, "ts": "2026-06-22T00:00:00Z", "hours": 7.0, "text": "First, I decided what the project’s scope was going to look like. High-powered transformers are usually driven through Zero-Voltage Switching or ZVS. However, when you want to adjust frequency and duty cycle, or if you just want to make a cheaper driver, you can use a 555 oscillator as the core. However, this is more inefficient and creates more heat. However, it’s what I went with because it is easier to modulate frequency of the arc based on audio signals. First, I made the ‘power supply’ for the logic components. Some people limit the primary voltage to the max the interrupter can handle, which is 16V. However, I wanted to drive my transformers at 24V. This meant I had to make my own mini regulator for 12V so that the logic components wouldn’t get fried. After that, I made a 555 timer based oscillator that took in input from an RCA jack. I then put it all together and assigned footprints. I imported the footprints in, organized it, and routed it. This was kinda a pain due to high currents through thick traces while also routing delicate signals. After that I made the BOM, and found the other non PCB parts. I think it’ll be cool and I’m like pretty sure it’s going to work. I’ll then polish the repo and submit. Time Spent: 7 Hours"}]...
|
Title: Plasma Speakers by @sidd | Stardance
Devlo Title: Plasma Speakers by @sidd | Stardance
Devlogs:
First, I decided what the project’s scope was going to look like. High-powered transformers are usually driven through Zero-Voltage Switching or ZVS. However, when you want to adjust frequency and duty cycle, or if you just want to make a cheaper driver, you can use a 555 oscillator as the core. However, this is more inefficient and creates more heat. However, it’s what I went with because it is easier to modulate frequency of the arc based on audio signals. First, I made the ‘power supply’ for the logic components. Some people limit the primary voltage to the max the interrupter can handle, which is 16V. However, I wanted to drive my transformers at 24V. This meant I had to make my own mini regulator for 12V so that the logic components wouldn’t get fried. After that, I made a 555 timer based oscillator that took in input from an RCA jack. I then put it all together and assigned footprints. I imported the footprints in, organized it, and routed it. This was kinda a pain due to high currents through thick traces while also routing delicate signals. After that I made the BOM, and found the other non PCB parts. I think it’ll be cool and I’m like pretty sure it’s going to work. I’ll then polish the repo and submit. Time Spent: 7 Hours
Started off with logic PSU and basic signals from the RCA jacks w/ the transistor amps.
I did like the whole thing and finished it. But basically the 555 timers aren’t oscillating right, and the signal from RCA jacks is going straight to FETs. And it kinda worked. like, I heard music play through magnetic restriction of the transformer core lol, but not plasma. Time Spent: 6 Hours
Got to work building Rev. 2, since this has to work for outpost. My wiring is a little cleaner this time and also I have the 555 timer wired differently so it should work. Time Spent: 2 Hours
Added in adjustment pots, did some more wiring to the 555s, etc.
Added in ports, did some more wiring, and made a second amp for the 555 signal. Time Spent: 3 Hours
Finished the build!
Ships:
Stereo speakers that use real plasma to create sound...
|
1792979338.9405105
|
1793065738.9405105
|
|
66389
|
motorcycle handlebar end plugs by @mirkolapacciana motorcycle handlebar end plugs by @mirkolapacciana | Stardance...
|
mirkolapacciana
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: motorcycle handlebar end plugs by @mirkolap Title: motorcycle handlebar end plugs by @mirkolapacciana | Stardance...
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1792460939.9495032
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1793065739.9495032
|
|
52614
|
UNDERTAB by @solxmn | Stardance
|
solxmn
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-22T02:01:26Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "The UNDERTALE Based New Tab page is here! This one was honestly a lot easier to put together than the portfolio. Some of the structure and little snippets came from things I had already written there, so I didn’t have to reinvent everything from scratch. Once the main layout was in place, most of it was just connecting everything together and making it feel like one cohesive page. It ended up becoming a little more than just a new tab page, too. You’ve got search engines, shortcuts, a to-do list, a calendar, a journal, seasonal borders and particles, a clock, and now a seasonal music player. And yes, you should still look around. There are some easter eggs hidden here and there. One thing is probably only going to make sense if you’ve seen some of my other projects. I’m not going to spoil them, though. That’s half the fun. Built with plain HTML, CSS, and JavaScript. No frameworks, no build system. Have fun finding things.", "repo": "https://github.com/Fraczdev/UNDERTAB", "demo": "https://solxmn.me/newtab"}]...
|
[{"post_id": 52023, "ts": "202 [{"post_id": 52023, "ts": "2026-08-22T01:53:35Z", "hours": 1.4014, "text": "i’m lowkey done, will ship and talk about everything :)"}]...
|
Title: UNDERTAB by @solxmn | Stardance
Devlogs:
i Title: UNDERTAB by @solxmn | Stardance
Devlogs:
i’m lowkey done, will ship and talk about everything :)
Ships:
The UNDERTALE Based New Tab page is here! This one was honestly a lot easier to put together than the portfolio. Some of the structure and little snippets came from things I had already written there, so I didn’t have to reinvent everything from scratch. Once the main layout was in place, most of it was just connecting everything together and making it feel like one cohesive page. It ended up becoming a little more than just a new tab page, too. You’ve got search engines, shortcuts, a to-do list, a calendar, a journal, seasonal borders and particles, a clock, and now a seasonal music player. And yes, you should still look around. There are some easter eggs hidden here and there. One thing is probably only going to make sense if you’ve seen some of my other projects. I’m not going to spoil them, though. That’s half the fun. Built with plain HTML, CSS, and JavaScript. No frameworks, no build system. Have fun finding things....
|
1792979340.1317122
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1793065740.1317122
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66391
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Personal Site by @Imobes | Stardance
|
Imobes
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0
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1.06
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0
|
[]
|
[{"post_id": 75774, "ts": "202 [{"post_id": 75774, "ts": "2026-10-01T02:03:11Z", "hours": 1.0586, "text": "Started my personal site! I just began working on it. It’s completely bare and only has one image and a link. BUT I’m going to start learning CSS to make it prettier while also adding different tabs for the recipe sections. I added one CSS element by center-aligning the header but I will soon learn more!"}]...
|
Title: Personal Site by @Imobes | Stardance
Devlo Title: Personal Site by @Imobes | Stardance
Devlogs:
Started my personal site! I just began working on it. It’s completely bare and only has one image and a link. BUT I’m going to start learning CSS to make it prettier while also adding different tabs for the recipe sections. I added one CSS element by center-aligning the header but I will soon learn more!...
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1792460940.7832656
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1793065740.7832656
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50695
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SSTC by @sidd | Stardance
|
sidd
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1
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0.0
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225
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-01T14:46:13Z", "hours": 0.0, "multiplier": 5.0, "payout": 225, "blessing": "neutral", "text": "A solid state Tesla coil (brought to Open Sauce!)", "repo": "https://github.com/Firestorm108/Self-Tuning-SSTC", "demo": ""}]...
|
[{"post_id": 55963, "ts": "202 [{"post_id": 55963, "ts": "2026-07-11T00:00:00Z", "hours": 18.0, "text": "I kinda pulled an all nighter because I needed this done for outpost, and I made the entire driver, wound the coils, and just finished lol. Time Spent: 18 Hours"}, {"post_id": 55932, "ts": "2026-07-11T00:00:00Z", "hours": 18.0, "text": "I kinda pulled an all nighter because I needed this done for outpost, and I made the entire driver, wound the coils, and just finished lol. Time Spent: 18 Hours"}, {"post_id": 55962, "ts": "2026-07-07T00:00:00Z", "hours": 3.0, "text": "I made the 340VDC bus power supply and the 12V logic power supply."}, {"post_id": 55931, "ts": "2026-07-07T00:00:00Z", "hours": 3.0, "text": "I made the 340VDC bus power supply and the 12V logic power supply."}, {"post_id": 55961, "ts": "2026-06-21T00:00:00Z", "hours": 4.0, "text": "I started out designing the topload, secondary, and primary in Fusion. I then made the enclosure and mounted electronics, etc. Did some polished and the CAD is finished! Yes, I am advertising my engineering account on a tesla coil :) Then I made the BOM which sucked. Since I can’t use aliexpress, I had to use amazon, digikey, and ebay which are all a pain to use compared to my dear aliexpress. I’m gonna organize the repo now then submit Time Spent: 4 Hours"}, {"post_id": 55930, "ts": "2026-06-21T00:00:00Z", "hours": 4.0, "text": "I started out designing the topload, secondary, and primary in Fusion. I then made the enclosure and mounted electronics, etc. Did some polished and the CAD is finished! Yes, I am advertising my engineering account on a tesla coil :) Then I made the BOM which sucked. Since I can’t use aliexpress, I had to use amazon, digikey, and ebay which are all a pain to use compared to my dear aliexpress. I’m gonna organize the repo now then submit Time Spent: 4 Hours"}, {"post_id": 55905, "ts": "2026-06-20T00:00:00Z", "hours": 7.0, "text": "I did footprints and layout and a bit of routing. So I wasn’t happy with my layout, mostly because I organized by components and not by circuits. So I grouped each circuit up first, and placed them together like blocks. And it came out way better and I think the routing will be nicer too. I then did the routing and it turned out looking really good! I’m happy with this, so I’m now going to move on to the coil itself. Which hopefully won’t be too much of a pain but it is going to be a pain but it’s okay because it’s for Open Sauce. I calculated the coil values with JavaTC. Which is a hard AF tool to learn considering there are zero resources on this on the internet. I figured it out though and came up with a decent coil. Time Spent: 7 Hours"}, {"post_id": 55904, "ts": "2026-06-11T00:00:00Z", "hours": 4.0, "text": "I made the schematic today. It’s inspired by LoneOceans, Steve Ward, and some other circuits. Making circuits like these and not just spamming chips like on a devboard is much much harder because you have to use actual logic. Instead of just having function blocks and adding some decoupling caps to them, each component has a very specific purpose. Like the two clamping diodes on the antenna so that it doesn’t go further than 5V. I started with the main power supply that provides 340VDC, 12VDC, and 5VDC. Which is the logic components and the main power. After that, I did the common useful 555 interrupter. The original design used an ATMEGA, but using a microcontroller in Tesla coils doesn’t really seem like it provides much of an advantage. It’s sensitive, requires programming, and has no real advantage over a 555 other than music I guess> Finally, I did the main driving circuit. It uses the interrupter to turn it on and off, feedback from the antenna, to drive the half bridge primary, I then swapped out some stuff for terminals so that it’s all easily replaceable and the heavy components aren’t on the board itself. Here’s what it looks like (now finished) Time Spent: 4 Hours"}]...
|
Title: SSTC by @sidd | Stardance
Devlogs:
I made Title: SSTC by @sidd | Stardance
Devlogs:
I made the schematic today. It’s inspired by LoneOceans, Steve Ward, and some other circuits. Making circuits like these and not just spamming chips like on a devboard is much much harder because you have to use actual logic. Instead of just having function blocks and adding some decoupling caps to them, each component has a very specific purpose. Like the two clamping diodes on the antenna so that it doesn’t go further than 5V. I started with the main power supply that provides 340VDC, 12VDC, and 5VDC. Which is the logic components and the main power. After that, I did the common useful 555 interrupter. The original design used an ATMEGA, but using a microcontroller in Tesla coils doesn’t really seem like it provides much of an advantage. It’s sensitive, requires programming, and has no real advantage over a 555 other than music I guess> Finally, I did the main driving circuit. It uses the interrupter to turn it on and off, feedback from the antenna, to drive the half bridge primary, I then swapped out some stuff for terminals so that it’s all easily replaceable and the heavy components aren’t on the board itself. Here’s what it looks like (now finished) Time Spent: 4 Hours
I did footprints and layout and a bit of routing. So I wasn’t happy with my layout, mostly because I organized by components and not by circuits. So I grouped each circuit up first, and placed them together like blocks. And it came out way better and I think the routing will be nicer too. I then did the routing and it turned out looking really good! I’m happy with this, so I’m now going to move on to the coil itself. Which hopefully won’t be too much of a pain but it is going to be a pain but it’s okay because it’s for Open Sauce. I calculated the coil values with JavaTC. Which is a hard AF tool to learn considering there are zero resources on this on the internet. I figured it out though and came up with a decent coil. Time Spent: 7 Hours
I started out designing the topload, secondary, and primary in Fusion. I then made the enclosure and mounted electronics, etc. Did some polished and the CAD is finished! Yes, I am advertising my engineering account on a tesla coil :) Then I made the BOM which sucked. Since I can’t use aliexpress, I had to use amazon, digikey, and ebay which are all a pain to use compared to my dear aliexpress. I’m gonna organize the repo now then submit Time Spent: 4 Hours
I started out designing the topload, secondary, and primary in Fusion. I then made the enclosure and mounted electronics, etc. Did some polished and the CAD is finished! Yes, I am advertising my engineering account on a tesla coil :) Then I made the BOM which sucked. Since I can’t use aliexpress, I had to use amazon, digikey, and ebay which are all a pain to use compared to my dear aliexpress. I’m gonna organize the repo now then submit Time Spent: 4 Hours
I made the 340VDC bus power supply and the 12V logic power supply.
I made the 340VDC bus power supply and the 12V logic power supply.
I kinda pulled an all nighter because I needed this done for outpost, and I made the entire driver, wound the coils, and just finished lol. Time Spent: 18 Hours
I kinda pulled an all nighter because I needed this done for outpost, and I made the entire driver, wound the coils, and just finished lol. Time Spent: 18 Hours
Ships:
A solid state Tesla coil (brought to Open Sauce!)...
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1792979341.014891
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1793065741.014891
|
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66393
|
My own site! by @Ripperman48 | Stardance
|
Ripperman48
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0
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0.0
|
0
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[]
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[]
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Title: My own site! by @Ripperman48 | Stardance
|
1792460941.6374686
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1793065741.6374686
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52617
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lightshell by @kerlo | Stardance
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kerlo
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1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-23T22:45:37Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "lightshell My own UNIX shell written in C++. It’s fast and lightweight and I’m trying to implement every useful shell function that I need!", "repo": "https://github.com/Kerlooo/lightshell", "demo": "https://github.com/Kerlooo/lightshell/blob/main/main.cpp"}]...
|
[{"post_id": 53396, "ts": "202 [{"post_id": 53396, "ts": "2026-08-23T22:40:06Z", "hours": 0.5514, "text": "Project update Now I created my makefile to build the project with some optimizations compiler flags! I also updated README.md and created a function to delete the history commands."}, {"post_id": 52022, "ts": "2026-08-22T01:52:57Z", "hours": 1.6469, "text": "Hello everyone! After a long time, I finally started programming again! Today I wanted to try to create a shell because… why not? So I present to you lightshell, my own unix shell written in C++. The size of the compiled source is WAY LESS than 1MB and I’m working hard to understand all the C++ libraries that I need. Let me know if you’d like some new features!"}]...
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Title: lightshell by @kerlo | Stardance
Devlogs:
Title: lightshell by @kerlo | Stardance
Devlogs:
Hello everyone! After a long time, I finally started programming again! Today I wanted to try to create a shell because… why not? So I present to you lightshell, my own unix shell written in C++. The size of the compiled source is WAY LESS than 1MB and I’m working hard to understand all the C++ libraries that I need. Let me know if you’d like some new features!
Project update Now I created my makefile to build the project with some optimizations compiler flags! I also updated README.md and created a function to delete the history commands.
Ships:
lightshell My own UNIX shell written in C++. It’s fast and lightweight and I’m trying to implement every useful shell function that I need!...
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1792979342.1621988
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1793065742.1621988
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66394
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Domus by @siemvk | Stardance
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siemvk
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0
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3.06
|
0
|
[]
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[{"post_id": 75376, "ts": "202 [{"post_id": 75376, "ts": "2026-09-29T21:35:56Z", "hours": 0.8083, "text": "It now imports pages from the app/modules/modulename/pages/ dir (screenshot sucks, macos broke )"}, {"post_id": 74873, "ts": "2026-09-28T14:13:41Z", "hours": 0.4614, "text": "added the navbar"}, {"post_id": 74669, "ts": "2026-09-27T23:17:22Z", "hours": 1.795, "text": "got auth and stuff"}]...
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Title: Domus by @siemvk | Stardance
Devlogs:
got Title: Domus by @siemvk | Stardance
Devlogs:
got auth and stuff
added the navbar
It now imports pages from the app/modules/modulename/pages/ dir (screenshot sucks, macos broke )...
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1792460942.4675531
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1793065742.4675531
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37951
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Personal Website by @antekj_smalec | Stardance
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antekj_smalec
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1
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2.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-22T22:50:32Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "It was a quick project, not my best work but something to ease me into web development.", "repo": "https://github.com/antekjsmalec/Personal-Website-Stardance", "demo": "https://antekjsmalec.github.io/Personal-Website-Stardance/"}]...
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[{"post_id": 33222, "ts": "202 [{"post_id": 33222, "ts": "2026-07-22T22:47:29Z", "hours": 1.5425, "text": "Calm lil website, No ai, kinda bad im not gonna lie but its a refresher for CSS and HTML"}]...
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Title: Personal Website by @antekj_smalec | Starda Title: Personal Website by @antekj_smalec | Stardance
Devlogs:
Calm lil website, No ai, kinda bad im not gonna lie but its a refresher for CSS and HTML
Ships:
It was a quick project, not my best work but something to ease me into web development....
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1792979343.0549293
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1793065743.0549293
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66395
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Phone screen time limiter by @juusojuusto | Starda Phone screen time limiter by @juusojuusto | Stardance...
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juusojuusto
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0
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0.0
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0
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[]
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[]
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Title: Phone screen time limiter by @juusojuusto | Title: Phone screen time limiter by @juusojuusto | Stardance...
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1792460943.3094387
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1793065743.3094387
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43572
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AKidsDream by @MrCode | Stardance
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MrCode
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2
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190.61
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2036
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T13:57:00Z", "hours": 107.0, "multiplier": 19.36, "payout": 1877, "blessing": "neutral", "text": "👾 AKidsDream~~(name work in progress)~~ , is a early version of a turn based strategy game , where you can controll multiple different units to win. 🤔 Why A Kid’s Dream? When I was a child, I created a small board game using paper and scissors. It was very complex, but still incredibly fun to play. 🏳️🏴Goal Its not just an attempt to make a game , its the challenge of creating modular , future proof system and to learn to clean code , using all my knoweledge of over the past 4 years of learning . (so even if i dont get rich with this game i did learn a lot xdd) What’s🆕 As this isn’t the first ship of the project, the project now contains: Mana💎 & a working card/hand systems Juicy new animations (as you may have seen with thecard drawing) more ℹ️nfo (who is playing and support for multiple local players) Hardships ( ̄ε(# ̄)☆╰╮o( ̄皿 ̄///) Trying to code everything modular and clean takes time, which is valuable resource :( Also the progress feels much slower at the beginning (but i could reuse the modular ability system for the cards which made everything easier:)) As i have invested close to 200hourse, the project has grown so much that sometimes its hard to see how one system may break another , then its another 1 hour debugging", "repo": "https://github.com/MrCode200/AKidsDream", "demo": "https://github.com/MrCode200/AKidsDream/releases/tag/v0.2.0-pre-alpha.1"}, {"ship_num": 2, "ts": "2026-08-09T19:50:41Z", "hours": 72.0, "multiplier": 8.67, "payout": 159, "blessing": "neutral", "text": "👾 AKidsDream(name work in progress), is a early version of a turn based strategy game, where you can controll multiple different units to win. 🤔 Why A Kid’s Dream? When I was a child, I created a small board game using paper and scissors. It was very complex, but still incredibly fun to play. A Kid’s Dream 🌜is my attempt to recreate that experience. Not exactly as it was, but from the pieces that remain in my memory. It is a game inspired by childhood imagination, handmade rules, and the joy of turning simple ideas into an adventure. ⚔️ Currently the game is in very early alpha, basically a proof of concept. I would love support, about what you would like to see, Game Design tips and tricks and what a winning condition could be. (destroy objectives vs destory a unit(like a king 🤴)", "repo": "https://github.com/MrCode200/AKidsDream", "demo": "https://github.com/MrCode200/AKidsDream/releases/tag/v0.2.0-pre-alpha.1"}]...
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[{"post_id": 75690, "ts": "202 [{"post_id": 75690, "ts": "2026-09-30T19:21:12Z", "hours": 11.6108, "text": "Devlog 16: Extensions, Plugins && MODSSSSS Yes, it has been time, for what has given success to most games EVER!!!!!! ➕MODS Hard as hell to implement, as you need to make sure that each coding dependencies are implemented correctly… Had to change hole game structure to be easily extendable/moddable (fun and hard ) But i have to say i am learning more which is awsome But still many bugs and logic to fix/implement lul…"}, {"post_id": 70733, "ts": "2026-09-19T17:44:42Z", "hours": 10.015, "text": "Devlog 15: The Power of Plugins 🔌 Turned the Tween System into a plugin :)) Now it is way easier to reuse animations everywhere 🎞️ Also finished all Card + Hand logic 🃏 and cleaned up lots of code + bugs along the way 😭 The project’s recent work includes a refactor of the ability/card systems plus deck and cardcasting functionality."}, {"post_id": 65311, "ts": "2026-09-10T11:39:01Z", "hours": 10.4142, "text": "Devlog 14: Is it SatisFeelingable enough ☺️ (Help Q&Q: what animation feels more satisfying ?:00) Added clean card animation (in not so clean code 😭😭) More information on who’s turn it is. with bumb up🆙 animations for the Q&Q see the videos <3 Next 🆙: Card Deck and card into effect animations (spawn animations if above works without coding problems, which i feel is a delusional hope🥲 )"}, {"post_id": 62821, "ts": "2026-09-06T10:50:51Z", "hours": 11.515, "text": "Devlog 13: 3rr0Rssss$s ❌ and ✅Results<> Completely rewrote ȩ̷̪̓̈́́́͗͝ŗ̵͔̥̜̹̬̭̯̏̆̽͂̈́̅̐͛̾͘ͅr̸͗̌͌̾̌̾̂́͜ö̷̪̰́͊̆͗̈́̿̏́̀̂r̶̨̮̹͎̹̫͑̅̂̽̾̎͌s , Now each method returns in its chain a Result<TValue, TError> Methods like Map,Bind,Tap etc. make it now super easy to process results and errors :))"}, {"post_id": 61536, "ts": "2026-09-04T14:30:32Z", "hours": 12.2986, "text": "Devlog 12: Cards and MORE Cards 🃏 I have added Cards which can now summon units Also needed to redo the ability validation as now the modular ability system came in handy. I was able to combine both the Ability System and the Cards , so that the cards can use them freely."}, {"post_id": 58885, "ts": "2026-08-31T13:41:36Z", "hours": 8.9453, "text": "Devlog 11: I Hereby SUMMON YOU! (#°Д°) Today we are adding CARDS , 🃏Cards contain MANA Portrait Health Duration (after how many rounds does the card play its effect ) One problem i am encountering is how to identify clicking vs draggin in godot 😵💫, but i believe i could use a workaround"}, {"post_id": 56779, "ts": "2026-08-28T17:55:17Z", "hours": 13.4456, "text": "Devlog 10: MOOORE ANIMATIONSS!!!! Added a TweenComponent🎞️, allowing quick *reactive* and configurabel way to add TWEENS Created AutoGenerated Scripts⚙️ (if you know Godot.SignalNames , in a way i created the same) And for some reason one of my scripts reset so i had to debug it completly from the beginning 😭, but somehow it just got better lol."}, {"post_id": 53811, "ts": "2026-08-24T14:46:01Z", "hours": 11.2481, "text": "Devlog 9: Soo can i remove it?:0 New modular UI animations and able to delete and see order of tiles selected 😃 Tween Component 🎞️ Allows Resources to animate specifics (loop, ping pong) on specific actions (ready, shown etc.) For multiselectable tiles, there is a new layer which shows when which tiles were selected. Allows also the deletion of tiles if still valid."}, {"post_id": 50525, "ts": "2026-08-19T18:26:55Z", "hours": 8.7558, "text": "Devlog 8: So thats how much more i can CUT you😈 100+ hours 🥳 Finally added a UI for Pool Points💯 (How often an ability can be cast) Pool Updates 💧 The pool shows Icon and Count/MaxCount , with custom ANIMATIONS when the count changes Blocking Manager 🫸 The new Blocking Manager keeps track of the game states and automatically, blocks specific ui. Very Dynamic ( •̀ ω •́ )✧ (using enums for options) Next UP: More juicy animations for the Pool count (showing diff, based on current selected tiles, and a crash animation (hopefully 😅, if i can figure that out xd ))"}, {"post_id": 47365, "ts": "2026-08-15T08:27:57Z", "hours": 4.3611, "text": "Devlog 8: Ahhh you, I hit ( ̄ε(# ̄)💥╰╮o( ̄皿 ̄///) Through the new ability System, was finally able to add hit flashes ! But it was such a pain to get the Shaders working 〒▽〒 , they were never firing once, but 3 - 4 times in one row which didn’t make sense for 1 SLAP. If you hit them hard enough they jitter 😱 … Future destination 🛣️ I could imagine updating the system to be reactive to the effect applied to each Unit (so more DMG => More BOOM💥) Also added finally animations (was time).🕺"}, {"post_id": 46304, "ts": "2026-08-13T13:09:07Z", "hours": 3.7408, "text": "Devlog 7: 🐦🔥 HUGE Ability CHANGES Finally finished the new ability system (just took like 14 HOuRs Xdd) The new system introducestwo ways of running abilities (🤫see video): ⛓️Sequential Runs all selected tiles one by one, and casts the effect 📦Batch Runs the effect on all selected tiles. Also Added Context so that Abilities/Effects can now communicate and influence each other : Cost = Base Cost + Selected Tiles ... Damage = Cost * Base Damage (infinite cycle of death 🩻) This will allow huge upgrades to make in a modular way complex abilities super simple and fast ."}, {"post_id": 45761, "ts": "2026-08-12T13:46:07Z", "hours": 11.2067, "text": "Devlog 6: Rebuilding the Ability System Completely restructured the ability system , allowing abilities to be either sequentially or in batches . Also improved the underlying patterns, making abilities easier to modify, reuse, and plug into the game.(see image) Currently implementing EffectTrigger , which allows Effects of abilities to happen on specific Frames or after specific Time etc."}, {"post_id": 44495, "ts": "2026-08-10T09:23:28Z", "hours": 1.1089, "text": "Devlog 5: Camera Movement & Board Centralization Added camera movement and board centralization It feels super smooth ( zooming and moving ) thanks to lerp (love that name xd) 🤫 Also auto centers dynamically based on BOARD SIZE (if you want you can fight your friends on 1000 x 1000 tiles lul)"}, {"post_id": 44174, "ts": "2026-08-09T19:13:05Z", "hours": 0.4558, "text": "Devlog 4: Pre-Alpha Release 🥳🥳 Pre-alpha release is out! ( under review shipping, follow to see when comes live ;)) Also fixed positioning of ability buttons 🔥"}, {"post_id": 44122, "ts": "2026-08-09T18:03:26Z", "hours": 6.4614, "text": "Devlog 3: Big Progress on Units & Turn Logic Made great progress… ( •̀ ω •́ )✧ Added unit sprites Implemented turn logic Overengineered like always, xd but if i every want to make a 2v2 or how many vs how many , it will work Good thing: it now supports local X vs X , which is great for testing. :)) Next up: cool animations hehehe."}, {"post_id": 40688, "ts": "2026-08-04T11:39:41Z", "hours": 1.4419, "text": "Devlog 2: A Super Compact, Dynamic Ability System Drag and drop your Patterns (Cross, etc.) and Tada👀, you’ve got a new ability.💪 Need a special effect? Just plug in one of: DamageEffect SpawnEffect MoveSelfEffect …and many more."}, {"post_id": 40390, "ts": "2026-08-03T21:11:26Z", "hours": 63.7325, "text": "Devlog 1: 50 hours in the bag, joined stardance now! Added Ability system and backend Teams Logic (nothing visual sadly yet…)"}]...
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Title: AKidsDream by @MrCode | Stardance
Devlogs: Title: AKidsDream by @MrCode | Stardance
Devlogs:
Devlog 1: 50 hours in the bag, joined stardance now! Added Ability system and backend Teams Logic (nothing visual sadly yet…)
Devlog 2: A Super Compact, Dynamic Ability System Drag and drop your Patterns (Cross, etc.) and Tada👀, you’ve got a new ability.💪 Need a special effect? Just plug in one of: DamageEffect SpawnEffect MoveSelfEffect …and many more.
Devlog 3: Big Progress on Units & Turn Logic Made great progress… ( •̀ ω •́ )✧ Added unit sprites Implemented turn logic Overengineered like always, xd but if i every want to make a 2v2 or how many vs how many , it will work Good thing: it now supports local X vs X , which is great for testing. :)) Next up: cool animations hehehe.
Devlog 4: Pre-Alpha Release 🥳🥳 Pre-alpha release is out! ( under review shipping, follow to see when comes live ;)) Also fixed positioning of ability buttons 🔥
Devlog 5: Camera Movement & Board Centralization Added camera movement and board centralization It feels super smooth ( zooming and moving ) thanks to lerp (love that name xd) 🤫 Also auto centers dynamically based on BOARD SIZE (if you want you can fight your friends on 1000 x 1000 tiles lul)
Devlog 6: Rebuilding the Ability System Completely restructured the ability system , allowing abilities to be either sequentially or in batches . Also improved the underlying patterns, making abilities easier to modify, reuse, and plug into the game.(see image) Currently implementing EffectTrigger , which allows Effects of abilities to happen on specific Frames or after specific Time etc.
Devlog 7: 🐦🔥 HUGE Ability CHANGES Finally finished the new ability system (just took like 14 HOuRs Xdd) The new system introducestwo ways of running abilities (🤫see video): ⛓️Sequential Runs all selected tiles one by one, and casts the effect 📦Batch Runs the effect on all selected tiles. Also Added Context so that Abilities/Effects can now communicate and influence each other : Cost = Base Cost + Selected Tiles ... Damage = Cost * Base Damage (infinite cycle of death 🩻) This will allow huge upgrades to make in a modular way complex abilities super simple and fast .
Devlog 8: Ahhh you, I hit ( ̄ε(# ̄)💥╰╮o( ̄皿 ̄///) Through the new ability System, was finally able to add hit flashes ! But it was such a pain to get the Shaders working 〒▽〒 , they were never firing once, but 3 - 4 times in one row which didn’t make sense for 1 SLAP. If you hit them hard enough they jitter 😱 … Future destination 🛣️ I could imagine updating the system to be reactive to the effect applied to each Unit (so more DMG => More BOOM💥) Also added finally animations (was time).🕺
Devlog 8: So thats how much more i can CUT you😈 100+ hours 🥳 Finally added a UI for Pool Points💯 (How often an ability can be cast) Pool Updates 💧 The pool shows Icon and Count/MaxCount , with custom ANIMATIONS when the count changes Blocking Manager 🫸 The new Blocking Manager keeps track of the game states and automatically, blocks specific ui. Very Dynamic ( •̀ ω •́ )✧ (using enums for options) Next UP: More juicy animations for the Pool count (showing diff, based on current selected tiles, and a crash animation (hopefully 😅, if i can figure that out xd ))
Devlog 9: Soo can i remove it?:0 New modular UI animations and able to delete and see order of tiles selected 😃 Tween Component 🎞️ Allows Resources to animate specifics (loop, ping pong) on specific actions (ready, shown etc.) For multiselectable tiles, there is a new layer which shows when which tiles were selected. Allows also the deletion of tiles if still valid.
Devlog 10: MOOORE ANIMATIONSS!!!! Added a TweenComponent🎞️, allowing quick *reactive* and configurabel way to add TWEENS Created AutoGenerated Scripts⚙️ (if you know Godot.SignalNames , in a way i created the same) And for some reason one of my scripts reset so i had to debug it completly from the beginning 😭, but somehow it just got better lol.
Devlog 11: I Hereby SUMMON YOU! (#°Д°) Today we are adding CARDS , 🃏Cards contain MANA Portrait Health Duration (after how many rounds does the card play its effect ) One problem i am encountering is how to identify clicking vs draggin in godot 😵💫, but i believe i could use a workaround
Devlog 12: Cards and MORE Cards 🃏 I have added Cards which can now summon units Also needed to redo the ability validation as now the modular ability system came in handy. I was able to combine both the Ability System and the Cards , so that the cards can use them freely.
Devlog 13: 3rr0Rssss$s ❌ and ✅Results<> Completely rewrote ȩ̷̪̓̈́́́͗͝ŗ̵͔̥̜̹̬̭̯̏̆̽͂̈́̅̐͛̾͘ͅr̸͗̌͌̾̌̾̂́͜ö̷̪̰́͊̆͗̈́̿̏́̀̂r̶̨̮̹͎̹̫͑̅̂̽̾̎͌s , Now each method returns in its chain a Result<TValue, TError> Methods like Map,Bind,Tap etc. make it now super easy to process results and errors :))
Devlog 14: Is it SatisFeelingable enough ☺️ (Help Q&Q: what animation feels more satisfying ?:00) Added clean card animation (in not so clean code 😭😭) More information on who’s turn it is. with bumb up🆙 animations for the Q&Q see the videos <3 Next 🆙: Card Deck and card into effect animations (spawn animations if above works without coding problems, which i feel is a delusional hope🥲 )
Devlog 15: The Power of Plugins 🔌 Turned the Tween System into a plugin :)) Now it is way easier to reuse animations everywhere 🎞️ Also finished all Card + Hand logic 🃏 and cleaned up lots of code + bugs along the way 😭 The project’s recent work includes a refactor of the ability/card systems plus deck and cardcasting functionality.
Devlog 16: Extensions, Plugins && MODSSSSS Yes, it has been time, for what has given success to most games EVER!!!!!! ➕MODS Hard as hell to implement, as you need to make sure that each coding dependencies are implemented correctly… Had to change hole game structure to be easily extendable/moddable (fun and hard ) But i have to say i am learning more which is awsome But still many bugs and logic to fix/implement lul…
Ships:
👾 AKidsDream(name work in progress), is a early version of a turn based strategy game, where you can controll multiple different units to win. 🤔 Why A Kid’s Dream? When I was a child, I created a small board game using paper and scissors. It was very complex, but still incredibly fun to play. A Kid’s Dream 🌜is my attempt to recreate that experience. Not exactly as it was, but from the pieces that remain in my memory. It is a game inspired by childhood imagination, handmade rules, and the joy of turning simple ideas into an adventure. ⚔️ Currently the game is in very early alpha, basically a proof of concept. I would love support, about what you would like to see, Game Design tips and tricks and what a winning condition could be. (destroy objectives vs destory a unit(like a king 🤴)
👾 AKidsDream~~(name work in progress)~~ , is a early version of a turn based strategy game , where you can controll multiple different units to win. 🤔 Why A Kid’s Dream? When I was a child, I created a small board game using paper and scissors. It was very complex, but still incredibly fun to play. 🏳️🏴Goal Its not just an attempt to make a game , its the challenge of creating modular , future proof system and to learn to clean code , using all my knoweledge of over the past 4 years of learning . (so even if i dont get rich with this game i did learn a lot xdd) What’s🆕 As this isn’t the first ship of the project, the project now contains: Mana💎 & a working card/hand systems Juicy new animations (as you may have seen with thecard drawing) more ℹ️nfo (who is playing and support for multiple local players) Hardships ( ̄ε(# ̄)☆╰╮o( ̄皿 ̄///) Trying to code everything modular and clean takes time, which is valuable resource :( Also the progress feels much slower at the beginning (but i could reuse the modular ability system for the cards which made everything easier:)) As i have invested close to 200hourse, the project has grown so much that sometimes its hard to see how one system may break another , then its another 1 hour debugging...
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1792979343.917258
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1793065743.917258
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66396
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My own site! by @Tiptoelamp | Stardance
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Tiptoelamp
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0
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0.0
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0
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[]
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[]
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Title: My own site! by @Tiptoelamp | Stardance
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1792460944.137554
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1793065744.137554
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66397
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My awesome macropad! by @Vxesty | Stardance
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Vxesty
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0
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0.0
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0
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Title: My awesome macropad! by @Vxesty | Stardance
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1792460944.9701085
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1793065744.9701085
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17000
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Opening Knowledge by @stashm10 | Stardance
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stashm10
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1
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6.24
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38
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-17T04:53:37Z", "hours": 2.0, "multiplier": 17.21, "payout": 38, "blessing": "neutral", "text": "I made a fun chess game, specifically, a chess opening game, Chession. How it works is simple. A position from a famous chess opening is shown on the board, and you have to guess which opening it is. The opening is selected from a list of 25, and the board renders the position after move 10 (20 plies). You type a guess or pick from a list that filters as you type. If your guess is wrong, the board steps back two plies (one full move) and shows an earlier position as a hint. You get 5 guesses total. Each wrong guess reveals more of the position’s history, making the next guess easier. The cool part is that there are so many openings (well, 25 for now), so you can have multiple attempts. Unlike Wordle or other guessing games, you dont have to wait 24 hours to play. It was difficult setting up the chess board, the pieces, and piece animation, however I made it work. The trickiest part was animating between positions when going back, since each wrong guess jumps the board back two plies rather than one. I solved this by stepping through each half-move individually and animating the piece slide for every step, rather than animating directly from the start position to the end position. This keeps the motion readable even when skipping multiple moves. I hope in the future I can add more openings, and vartions of popular openings, that way I can make it more difficult :) The idea is just a simple game for all types of chess players, a chess version of Wordle… if that makes sense. Enjoy!", "repo": "https://github.com/stashm10/Chession", "demo": "https://stashm10.github.io/Chession/"}]...
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[{"post_id": 12946, "ts": "202 [{"post_id": 12946, "ts": "2026-06-21T05:51:25Z", "hours": 4.2428, "text": "Devlog#2 I decided to add some more features to make this game more accessible. The main feature that I added was a difficulty section. How it works: After selecting “let’s play” you get the option to pick the “normal” or “grandmaster” difficulty. You can easily tell that the grandmaster difficulty is the harder one by the intimidating cartoon picture next to it (I did use AI to make that since I am not good at drawing). As the game grew, I noticed that chess puzzles and openings can be incredibly brutal if you do not know the exact lines, which often leads to quick frustration. On the flip side, making the game universally easier takes away the competitive edge that chess veterans look for. I wanted to bridge this gap so casual players can learn without getting punished immediately while hardcore players can still experience a strict challenge. Grandmaster mode offers the classic, strict experience with standard guess limits and only allows you to step two moves back on your final guess to try and correct your line. To make things more forgiving, Normal mode adds an extra lifeline giving you one more guess than usual, and it allows a deeper lookback of four moves instead of two on your final guess. This extra context helps players re-visualize where their theory went wrong and successfully find the right continuation. Looking ahead, now that the core difficulty framework is in place, I am focusing on content depth and progression. First, I plan to significantly expand the library of chess openings and variations. To balance out the difficulty, I might limit the pool of openings in Normal mode to more common, foundational lines while increasing them in the Grandmaster section to unleash rare, highly theoretical variations that require deep knowledge. I am also looking into implementing a login system to keep track of progress, save personal stats, and track which openings players have mastered. Along with user accounts, I want to introduce a potential leaderboard so players can see how their scores stack up against the rest of the community. The update is live right now, so please try it out for yourself and and let me know if you have any questions or feedback."}, {"post_id": 10425, "ts": "2026-06-17T04:09:17Z", "hours": 2.2156, "text": "Chession Devlog #1 I built a chess opening guessing game. The idea: a position from a famous chess opening is shown on the board, and you have to guess which opening it is. How it works A random opening is selected from a list of 25, and the board renders the position after move 10 (20 plies). You type a guess or pick from a list that filters as you type. If your guess is wrong, the board steps back one move (one move for black and one move for white) and shows an earlier position as a hint. You get 5 guesses total. Each wrong guess reveals more of the position’s history, making the next guess easier. What I’ve built so far Static board rendering using FEN-style positions generated from chess.js Move validation and position-building logic using chess.js -An animated piece-slide transition when navigating between hint positions, instead of just snapping Autocomplete with keyboard navigation (arrow keys, enter to select) -A guess history display showing correct/wrong attempts -Navigation buttons (and arrow keys) to move between all hint positions you’ve unlocked, not just the latest one -A welcome modal explaining the rules A reload-confirmation dialog so accidental refreshes don’t wipe progress mid-game Animating the hints The trickiest part was animating between positions when going back, since each wrong guess jumps the board back two plies rather than one. I solved this by stepping through each half-move individually and animating the piece slide for every step, rather than animating directly from the start position to the end position. This keeps the motion readable even when skipping multiple moves. What’s next I want to expand from 25 openings to 100+, including variations of openings that are already in the game (e.g. multiple lines within the Sicilian Defense, not just one). I also think the hinting system could be reworked. Stepping back through earlier moves might be too easy a hint, since recognizable patterns persist even a few moves back. I’m considering alternatives, like instead revealing partial information (e.g. only the pawn structure, or only the piece types without full positions) rather than rewinding the whole position. In short, this is a very rough draft, and simply a fun project for me. If anyone here knows chess and has any ideas or comments, please let me know. Thanks!! live at: https://stashm10.github.io/Chession/"}]...
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Title: Opening Knowledge by @stashm10 | Stardance
Title: Opening Knowledge by @stashm10 | Stardance
Devlogs:
Chession Devlog #1 I built a chess opening guessing game. The idea: a position from a famous chess opening is shown on the board, and you have to guess which opening it is. How it works A random opening is selected from a list of 25, and the board renders the position after move 10 (20 plies). You type a guess or pick from a list that filters as you type. If your guess is wrong, the board steps back one move (one move for black and one move for white) and shows an earlier position as a hint. You get 5 guesses total. Each wrong guess reveals more of the position’s history, making the next guess easier. What I’ve built so far Static board rendering using FEN-style positions generated from chess.js Move validation and position-building logic using chess.js -An animated piece-slide transition when navigating between hint positions, instead of just snapping Autocomplete with keyboard navigation (arrow keys, enter to select) -A guess history display showing correct/wrong attempts -Navigation buttons (and arrow keys) to move between all hint positions you’ve unlocked, not just the latest one -A welcome modal explaining the rules A reload-confirmation dialog so accidental refreshes don’t wipe progress mid-game Animating the hints The trickiest part was animating between positions when going back, since each wrong guess jumps the board back two plies rather than one. I solved this by stepping through each half-move individually and animating the piece slide for every step, rather than animating directly from the start position to the end position. This keeps the motion readable even when skipping multiple moves. What’s next I want to expand from 25 openings to 100+, including variations of openings that are already in the game (e.g. multiple lines within the Sicilian Defense, not just one). I also think the hinting system could be reworked. Stepping back through earlier moves might be too easy a hint, since recognizable patterns persist even a few moves back. I’m considering alternatives, like instead revealing partial information (e.g. only the pawn structure, or only the piece types without full positions) rather than rewinding the whole position. In short, this is a very rough draft, and simply a fun project for me. If anyone here knows chess and has any ideas or comments, please let me know. Thanks!! live at: https://stashm10.github.io/Chession/
Devlog#2 I decided to add some more features to make this game more accessible. The main feature that I added was a difficulty section. How it works: After selecting “let’s play” you get the option to pick the “normal” or “grandmaster” difficulty. You can easily tell that the grandmaster difficulty is the harder one by the intimidating cartoon picture next to it (I did use AI to make that since I am not good at drawing). As the game grew, I noticed that chess puzzles and openings can be incredibly brutal if you do not know the exact lines, which often leads to quick frustration. On the flip side, making the game universally easier takes away the competitive edge that chess veterans look for. I wanted to bridge this gap so casual players can learn without getting punished immediately while hardcore players can still experience a strict challenge. Grandmaster mode offers the classic, strict experience with standard guess limits and only allows you to step two moves back on your final guess to try and correct your line. To make things more forgiving, Normal mode adds an extra lifeline giving you one more guess than usual, and it allows a deeper lookback of four moves instead of two on your final guess. This extra context helps players re-visualize where their theory went wrong and successfully find the right continuation. Looking ahead, now that the core difficulty framework is in place, I am focusing on content depth and progression. First, I plan to significantly expand the library of chess openings and variations. To balance out the difficulty, I might limit the pool of openings in Normal mode to more common, foundational lines while increasing them in the Grandmaster section to unleash rare, highly theoretical variations that require deep knowledge. I am also looking into implementing a login system to keep track of progress, save personal stats, and track which openings players have mastered. Along with user accounts, I want to introduce a potential leaderboard so players can see how their scores stack up against the rest of the community. The update is live right now, so please try it out for yourself and and let me know if you have any questions or feedback.
Ships:
I made a fun chess game, specifically, a chess opening game, Chession. How it works is simple. A position from a famous chess opening is shown on the board, and you have to guess which opening it is. The opening is selected from a list of 25, and the board renders the position after move 10 (20 plies). You type a guess or pick from a list that filters as you type. If your guess is wrong, the board steps back two plies (one full move) and shows an earlier position as a hint. You get 5 guesses total. Each wrong guess reveals more of the position’s history, making the next guess easier. The cool part is that there are so many openings (well, 25 for now), so you can have multiple attempts. Unlike Wordle or other guessing games, you dont have to wait 24 hours to play. It was difficult setting up the chess board, the pieces, and piece animation, however I made it work. The trickiest part was animating between positions when going back, since each wrong guess jumps the board back two plies rather than one. I solved this by stepping through each half-move individually and animating the piece slide for every step, rather than animating directly from the start position to the end position. This keeps the motion readable even when skipping multiple moves. I hope in the future I can add more openings, and vartions of popular openings, that way I can make it more difficult :) The idea is just a simple game for all types of chess players, a chess version of Wordle… if that makes sense. Enjoy!...
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1792979345.14626
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1793065745.14626
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66398
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Multi sensor attitude and altitude unit by @Popa-M Multi sensor attitude and altitude unit by @Popa-Mihai | Stardance...
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Popa-Mihai
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0
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0.0
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0
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[]
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[]
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Title: Multi sensor attitude and altitude unit by Title: Multi sensor attitude and altitude unit by @Popa-Mihai | Stardance...
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1792460945.823543
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1793065745.823543
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36757
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SPACEVIEW by @bluecorexux | Stardance
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bluecorexux
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1
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10.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-30T17:47:01Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built SpaceView, an interactive web dashboard with NASA Astronomy Picture of the Day (APOD) alongside a live, 3D tracker of the International Space Station (ISS) orbiting a 3D Earth built in ’ three.js’ . Originally, I planned to cram four different grid sections packed with various NASA APIs into the app. But after building the first two, I realized it felt way too cluttered for a V1. The UI and styling was a wild ride. For the first few days, I was going crazy with CSS grid properties. I completely scrapped my base UI to try pure CSS, but eventually realized I needed to scale up and rebuilt the whole thing using Tailwind CSS. Beyond that, figuring out the ISS orbit calculations using just latitude and longitude from the API involved a surprising amount of math. To test it out, just hit the live demo link! The layout is fully responsive, so try it out on desktop or mobile. Make sure to play around with the 3D Earth…", "repo": "https://github.com/bluecore7/SpaceView", "demo": "https://bluecore7.github.io/SpaceView/"}]...
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[{"post_id": 36419, "ts": "202 [{"post_id": 36419, "ts": "2026-07-28T15:08:03Z", "hours": 2.4094, "text": "Devlog #4 – Slowly Coming Together Today’s APOD was way too good… . Spent most of the time redesigning the ISS object and figuring out the orbit calculations using the latitude and longitude from the API. There was a surprising amount of math involved, but it’s finally working. Still need to add proper error handling though—right now it just assumes everything goes perfectly (which APIs never do ). Originally, I wanted this dashboard to have four different grid sections packed with various NASA APIs. But after building the first two rows, I realized it already feels pretty packed for a first release. So… I’ve decided to ship with the current layout instead of cramming in more features.That doesn’t mean the other APIs are getting dropped though. Once this version is out, I’ll keep expanding the dashboard and fill those extra grid spots with more APIs. For now… ship first, build more later"}, {"post_id": 34669, "ts": "2026-07-25T16:06:46Z", "hours": 4.3344, "text": "Devlog #3 – Got an Idea For the past three days, I was going crazy with CSS and all its properties. Now I’ve decided to shift to Tailwind CSS . I’ve also decided to scale this project beyond the original guide after discovering some really interesting NASA APIs that I want to integrate. To kick off the implementation, I replaced the existing layout with display: grid and built the first grid for today using Three.js . I learned the beginner-level concepts first, then spent some time with the documentation before building this from scratch. The feature is about halfway complete and currently involves a revolving Earth using the texture from NASA’s famous Blue Marble image."}, {"post_id": 33466, "ts": "2026-07-23T13:21:11Z", "hours": 1.7281, "text": "Devlog -2 I have heard styling is hard, but today I actually felt it. Manually styled the entire webpage using raw CSS. No Tailwind, no Bootstrap—just pure CSS. Seeing the elements render all colourful on hot reload is such an awesome feeling. The temptation (and addiction 😭) to keep styling forever is actually real… Next devlog might be on styling again ig 😅"}, {"post_id": 33160, "ts": "2026-07-22T20:12:35Z", "hours": 1.3389, "text": "The viteee!!! Setting up the project and learning how vite works took a lot of time but Worth it!! 70% of the total time went into history ,development and working of vite and other bundlers like webpack ,Rollup etc… Rest I spent in scripting part of the project That’s it for today. Learned a lot more than I coded…"}]...
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Title: SPACEVIEW by @bluecorexux | Stardance
Devl Title: SPACEVIEW by @bluecorexux | Stardance
Devlogs:
The viteee!!! Setting up the project and learning how vite works took a lot of time but Worth it!! 70% of the total time went into history ,development and working of vite and other bundlers like webpack ,Rollup etc… Rest I spent in scripting part of the project That’s it for today. Learned a lot more than I coded…
Devlog -2 I have heard styling is hard, but today I actually felt it. Manually styled the entire webpage using raw CSS. No Tailwind, no Bootstrap—just pure CSS. Seeing the elements render all colourful on hot reload is such an awesome feeling. The temptation (and addiction 😭) to keep styling forever is actually real… Next devlog might be on styling again ig 😅
Devlog #3 – Got an Idea For the past three days, I was going crazy with CSS and all its properties. Now I’ve decided to shift to Tailwind CSS . I’ve also decided to scale this project beyond the original guide after discovering some really interesting NASA APIs that I want to integrate. To kick off the implementation, I replaced the existing layout with display: grid and built the first grid for today using Three.js . I learned the beginner-level concepts first, then spent some time with the documentation before building this from scratch. The feature is about halfway complete and currently involves a revolving Earth using the texture from NASA’s famous Blue Marble image.
Devlog #4 – Slowly Coming Together Today’s APOD was way too good… . Spent most of the time redesigning the ISS object and figuring out the orbit calculations using the latitude and longitude from the API. There was a surprising amount of math involved, but it’s finally working. Still need to add proper error handling though—right now it just assumes everything goes perfectly (which APIs never do ). Originally, I wanted this dashboard to have four different grid sections packed with various NASA APIs. But after building the first two rows, I realized it already feels pretty packed for a first release. So… I’ve decided to ship with the current layout instead of cramming in more features.That doesn’t mean the other APIs are getting dropped though. Once this version is out, I’ll keep expanding the dashboard and fill those extra grid spots with more APIs. For now… ship first, build more later
Ships:
I built SpaceView, an interactive web dashboard with NASA Astronomy Picture of the Day (APOD) alongside a live, 3D tracker of the International Space Station (ISS) orbiting a 3D Earth built in ’ three.js’ . Originally, I planned to cram four different grid sections packed with various NASA APIs into the app. But after building the first two, I realized it felt way too cluttered for a V1. The UI and styling was a wild ride. For the first few days, I was going crazy with CSS grid properties. I completely scrapped my base UI to try pure CSS, but eventually realized I needed to scale up and rebuilt the whole thing using Tailwind CSS. Beyond that, figuring out the ISS orbit calculations using just latitude and longitude from the API involved a surprising amount of math. To test it out, just hit the live demo link! The layout is fully responsive, so try it out on desktop or mobile. Make sure to play around with the 3D Earth…...
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1792979346.2697084
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1793065746.2697084
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66399
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first run by @dzub950 | Stardance
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dzub950
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0
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0.0
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0
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[]
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[]
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Title: first run by @dzub950 | Stardance
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1792460946.6489465
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1793065746.6489465
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50034
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GitHub Tracker by @GeorgeSun | Stardance
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GeorgeSun
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1
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2.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-21T01:38:41Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made Github Tracker, a Slack bot that gives you real-time GitHub statistics. It can provide user profiles, repository information, recent activity, contributor data, contribution streaks, and comparisons. It can track trending and active repositories, search GitHub, monitor repository health and milestones, generate weekly or monthly reports, and runs 24/7. The most challenging part of making this bot was deploying it as the guide said to use Nest, however Nest is not taking in any more applicants right now due to server load so I had to research a different approach to it so I used Heroku instead to keep the bot up 24/7. I am most proud of how the bot can be able to scrape data off the GitHub webpage and display it straight in Slack. You can try the bot in the #bot-spam channel in the Hack Club slack or by clicking the link below. By using the command /github-help, you can get some commands to start with and what they do.", "repo": "https://github.com/Geofoods/GitHub-Tracker", "demo": "https://hackclub.enterprise.slack.com/archives/C0P5NE354"}]...
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[{"post_id": 51380, "ts": "202 [{"post_id": 51380, "ts": "2026-08-21T01:32:00Z", "hours": 0.4503, "text": "I finally got it working with deployment since the Nest is not sending new applicants right now, I managed to get it working with a different server service that is in the Github Student Developer Pack called Heroku. The bot now runs 24/7"}, {"post_id": 51123, "ts": "2026-08-20T16:51:44Z", "hours": 0.2764, "text": "I changed the /user command to be /github-user to match up with the rest of the commands and also changed it in the help menu as well. I then deployed the bot on a server so it works 24/7"}, {"post_id": 50310, "ts": "2026-08-19T14:00:01Z", "hours": 0.3678, "text": "I added some finishing commands as well as some more command such as the /github-search [query] command which will return the github repositories that were searched from the query"}, {"post_id": 49885, "ts": "2026-08-18T20:55:03Z", "hours": 0.5517, "text": "I made multiple commands that can track stats of users and repositories. Some of the commands include /user which displays the stats of a github user, /github-repo which displays the stats of a github repo, and /github-activity which displays the recent activity of a repository"}]...
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Title: GitHub Tracker by @GeorgeSun | Stardance
D Title: GitHub Tracker by @GeorgeSun | Stardance
Devlogs:
I made multiple commands that can track stats of users and repositories. Some of the commands include /user which displays the stats of a github user, /github-repo which displays the stats of a github repo, and /github-activity which displays the recent activity of a repository
I added some finishing commands as well as some more command such as the /github-search [query] command which will return the github repositories that were searched from the query
I changed the /user command to be /github-user to match up with the rest of the commands and also changed it in the help menu as well. I then deployed the bot on a server so it works 24/7
I finally got it working with deployment since the Nest is not sending new applicants right now, I managed to get it working with a different server service that is in the Github Student Developer Pack called Heroku. The bot now runs 24/7
Ships:
I made Github Tracker, a Slack bot that gives you real-time GitHub statistics. It can provide user profiles, repository information, recent activity, contributor data, contribution streaks, and comparisons. It can track trending and active repositories, search GitHub, monitor repository health and milestones, generate weekly or monthly reports, and runs 24/7. The most challenging part of making this bot was deploying it as the guide said to use Nest, however Nest is not taking in any more applicants right now due to server load so I had to research a different approach to it so I used Heroku instead to keep the bot up 24/7. I am most proud of how the bot can be able to scrape data off the GitHub webpage and display it straight in Slack. You can try the bot in the #bot-spam channel in the Hack Club slack or by clicking the link below. By using the command /github-help, you can get some commands to start with and what they do....
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1792979347.4143167
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1793065747.4143167
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|
66400
|
My own site! by @Enenprime | Stardance
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Enenprime
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0
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0.0
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0
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[]
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[]
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Title: My own site! by @Enenprime | Stardance
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1792460947.4913127
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1793065747.4913127
|
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66402
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My own site! by @silwon | Stardance
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silwon
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0
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0.0
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0
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[]
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[]
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Title: My own site! by @silwon | Stardance
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1792460948.3530867
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1793065748.3530867
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9349
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Configuring my Neovim by @sanji | Stardance
|
sanji
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1
|
7.0
|
118
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-24T04:47:47Z", "hours": 7.0, "multiplier": 15.73, "payout": 118, "blessing": "neutral", "text": "I built a fully customized, lightweight Neovim IDE from scratch using Lua. It’s my first time I configured my neovim and its simple and just have main feature of IDE. Right now it’s Not a Full VSCode like configuration. I did it just for fun. And I really enjoyed it, I used documentation available on the internet for my help. Cause it’s my first time working with Lua language its challenging for me but I used the documentation and little bit ai(just for learning ) and then tried myself. I am incredibly proud of transforming a raw, blank terminal editor into a professional-grade development environment. I added a demo video so other can see what I have done, but if you want to try it by user-self then follow the readme.md file for installation.", "repo": "https://github.com/balu401/nvim", "demo": "https://github.com/balu401/nvim/releases/tag/v1.0.0"}]...
|
[{"post_id": 14862, "ts": "202 [{"post_id": 14862, "ts": "2026-06-24T04:02:53Z", "hours": 0.5533, "text": "Added a README.MD file and tested all the features of my neovim configuration. I used some AI for creating the readme"}, {"post_id": 13627, "ts": "2026-06-22T11:04:23Z", "hours": 0.3925, "text": "Added Terminal Feature a built-in terminal that slides up from the bottom of the screen is exactly like VSCode. Now when I Press Ctrl + \\ on your keyboard.A sleek terminal will instantly slide up from the bottom of my screen, ready to type git commands, run servers, or compile code. If you press Ctrl + \\ again, it will hide away but keep whatever process you started running in the background! Hit Esc (or type jk fast) to exit terminal insert mode."}, {"post_id": 13523, "ts": "2026-06-22T04:13:14Z", "hours": 0.6117, "text": "Nvim-Tree Sidebar! Having a visual file tree on the left side of your screen is essential for navigating a large project. It lets you explore folders, create new files, and delete directories visually without memorizing paths. How It works - Press Space then e then e ( <leader>ee ). A clean, structural file panel will slide open on the left hand side of your screen! Use your standard j and k movements to navigate up and down the file tree. Press Enter on a folder to expand it, or Enter on a file to open it in your main window. To close the panel, just tap <leader>ee again. and more…"}, {"post_id": 13509, "ts": "2026-06-22T03:22:33Z", "hours": 0.4181, "text": "Added Conform Formatter ( code formatter) for Neovim This plugin is going to take Prettier (for your JavaScript/HTML) and hook it directly into your save command. Now the moment I save my file, it will instantly snap all my messy indentation and brackets into perfect alignment. Earlier in the setup, I mapped my Leader key + s (Space + s) to save the file. Now when I press Space + s. Conform will catch the save command, perfectly format the entire file using Prettier/Stylua, and then write it to the disk, all in a fraction of a millisecond!"}, {"post_id": 13483, "ts": "2026-06-22T02:32:24Z", "hours": 0.5458, "text": "Autocomplete Menu Feature Added a A beautiful, responsive autocomplete menu.without an autocomplete plugin, it has no way to actually show those suggestions while typing. This feature configures nvim-cmp, which is the autocomplete engine for your Neovim setup So I added Autocomplete menu feature, which - popup menu appears when you start typing code It decides what to show you (functions, variables, file paths, snippets) Gives auto code snippet"}, {"post_id": 13164, "ts": "2026-06-21T15:18:23Z", "hours": 0.4436, "text": "Configured Mason and LSP think of them as an app store and an interpreter Mason: It is the Language Server. It’s the most powerful tool as it allows us to implement language validation, import dependencies, go to definition, renaming, and much more. It is your built-in App Store It downloads Language Engines It manages dependencies safely LSP: In Neovim, the Language Server Protocol (LSP) acts as a standardized bridge between the editor and external language servers, enabling IDE-like features without requiring a full IDE. This separation allows Neovim to handle text editing while third-party servers manage code analysis, resulting in support for many languages and composable components. It acts as the Bridge/Interpreter It activates servers dynamically It maps your power-shortcuts"}, {"post_id": 13118, "ts": "2026-06-21T13:35:10Z", "hours": 0.6119, "text": "Added Status Line And I ndentation It displays contextual information about the current buffer, cursor, and editor state. By default, it shows the file path, modification status (e.g., [+] for unsaved changes), LSP diagnostics (error/warning counts), and cursor position (line and column). By default, this specific layout divides status line into distinct visual chunks: Far Left: Instantly shows what mode you are in (NORMAL, INSERT, VISUAL) with clear color changes. Middle Left: Hooks directly into your GitHub configuration to show you which branch you are on and if you have any uncommitted changes. Far Right: Displays the exact line and column number your cursor is sitting on, along with the file type (like lua or markdown). Indentation - plugin for displaying indentation in the file. You can see that vertical lines which show the indentation in the code."}, {"post_id": 12421, "ts": "2026-06-20T08:25:39Z", "hours": 0.7008, "text": "Added Fuzzy finder in my Neovim It will help us find any files or text that we need quickly and efficiently. Ctrl + p finds files in the project Space + b shows a fuzzy finder with the list of opened buffers Space + / gives you live search in the project."}, {"post_id": 12381, "ts": "2026-06-20T06:32:28Z", "hours": 0.3853, "text": "A plugin is for commenting code. Now, I can use gcc , for example, to comment a line or gcG to comment the whole file. I used numToStr/Comment.nvim github repo and doc for this"}, {"post_id": 7346, "ts": "2026-06-12T07:43:42Z", "hours": 0.9264, "text": "Custom Keymaps For my Neovim setup, I kept the custom keymaps minimal. Neovim already provides many useful default keybindings, so there is no need to create hundreds of custom shortcuts. Some of the keymaps I added include: Space + s to save the current file k and j for smoother cursor movement H and L to jump to the beginning and end of a line Q to close the current buffer vv and ss to create vertical and horizontal splits Ctrl + h/j/k/l to navigate between splits Tab and Shift + Tab for indentation in visual mode Improved y and p behavior to move the cursor to the end of copied or pasted text Space + h to clear search highlights"}, {"post_id": 6716, "ts": "2026-06-11T07:51:25Z", "hours": 0.7219, "text": "configured all my settings in Neovim, here what I have done: -Map our Leader key to Space -Highlight search in the file. -Show line numbers. -Disable the mouse completely. -Enable copying between Neovim and the system clipboard. -Wrap our lines. -Disable swap files but keep undo history. -Decrease update time to make Neovim faster. -Configure how and where we open splits. -Change the indentation. -Adjust how we scroll on the screen."}, {"post_id": 6646, "ts": "2026-06-11T04:21:10Z", "hours": 0.3619, "text": "configured colors scheme for my editor, explored various colors schemes available by installing and I picked gruvbox.nvim for my IDE"}, {"post_id": 6104, "ts": "2026-06-10T08:24:16Z", "hours": 0.42, "text": "Today I started working on configuring my own Neovim setup and turning it into a personal IDE. I have : -installed neovim -created directory structure and setup files -Started Using Lua for Configuration(using documentation) -I installed and configured Lazy.nvim as my plugin manager. -configured hackatime for neovim following documentation for configuration & debugging issues some of my time spent on debuggin and solving the errors, because it’s my first time working with Lua language"}]...
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Title: Configuring my Neovim by @sanji | Stardance Title: Configuring my Neovim by @sanji | Stardance
Devlogs:
Today I started working on configuring my own Neovim setup and turning it into a personal IDE. I have : -installed neovim -created directory structure and setup files -Started Using Lua for Configuration(using documentation) -I installed and configured Lazy.nvim as my plugin manager. -configured hackatime for neovim following documentation for configuration & debugging issues some of my time spent on debuggin and solving the errors, because it’s my first time working with Lua language
configured colors scheme for my editor, explored various colors schemes available by installing and I picked gruvbox.nvim for my IDE
configured all my settings in Neovim, here what I have done: -Map our Leader key to Space -Highlight search in the file. -Show line numbers. -Disable the mouse completely. -Enable copying between Neovim and the system clipboard. -Wrap our lines. -Disable swap files but keep undo history. -Decrease update time to make Neovim faster. -Configure how and where we open splits. -Change the indentation. -Adjust how we scroll on the screen.
Custom Keymaps For my Neovim setup, I kept the custom keymaps minimal. Neovim already provides many useful default keybindings, so there is no need to create hundreds of custom shortcuts. Some of the keymaps I added include: Space + s to save the current file k and j for smoother cursor movement H and L to jump to the beginning and end of a line Q to close the current buffer vv and ss to create vertical and horizontal splits Ctrl + h/j/k/l to navigate between splits Tab and Shift + Tab for indentation in visual mode Improved y and p behavior to move the cursor to the end of copied or pasted text Space + h to clear search highlights
A plugin is for commenting code. Now, I can use gcc , for example, to comment a line or gcG to comment the whole file. I used numToStr/Comment.nvim github repo and doc for this
Added Fuzzy finder in my Neovim It will help us find any files or text that we need quickly and efficiently. Ctrl + p finds files in the project Space + b shows a fuzzy finder with the list of opened buffers Space + / gives you live search in the project.
Added Status Line And I ndentation It displays contextual information about the current buffer, cursor, and editor state. By default, it shows the file path, modification status (e.g., [+] for unsaved changes), LSP diagnostics (error/warning counts), and cursor position (line and column). By default, this specific layout divides status line into distinct visual chunks: Far Left: Instantly shows what mode you are in (NORMAL, INSERT, VISUAL) with clear color changes. Middle Left: Hooks directly into your GitHub configuration to show you which branch you are on and if you have any uncommitted changes. Far Right: Displays the exact line and column number your cursor is sitting on, along with the file type (like lua or markdown). Indentation - plugin for displaying indentation in the file. You can see that vertical lines which show the indentation in the code.
Configured Mason and LSP think of them as an app store and an interpreter Mason: It is the Language Server. It’s the most powerful tool as it allows us to implement language validation, import dependencies, go to definition, renaming, and much more. It is your built-in App Store It downloads Language Engines It manages dependencies safely LSP: In Neovim, the Language Server Protocol (LSP) acts as a standardized bridge between the editor and external language servers, enabling IDE-like features without requiring a full IDE. This separation allows Neovim to handle text editing while third-party servers manage code analysis, resulting in support for many languages and composable components. It acts as the Bridge/Interpreter It activates servers dynamically It maps your power-shortcuts
Autocomplete Menu Feature Added a A beautiful, responsive autocomplete menu.without an autocomplete plugin, it has no way to actually show those suggestions while typing. This feature configures nvim-cmp, which is the autocomplete engine for your Neovim setup So I added Autocomplete menu feature, which - popup menu appears when you start typing code It decides what to show you (functions, variables, file paths, snippets) Gives auto code snippet
Added Conform Formatter ( code formatter) for Neovim This plugin is going to take Prettier (for your JavaScript/HTML) and hook it directly into your save command. Now the moment I save my file, it will instantly snap all my messy indentation and brackets into perfect alignment. Earlier in the setup, I mapped my Leader key + s (Space + s) to save the file. Now when I press Space + s. Conform will catch the save command, perfectly format the entire file using Prettier/Stylua, and then write it to the disk, all in a fraction of a millisecond!
Nvim-Tree Sidebar! Having a visual file tree on the left side of your screen is essential for navigating a large project. It lets you explore folders, create new files, and delete directories visually without memorizing paths. How It works - Press Space then e then e ( <leader>ee ). A clean, structural file panel will slide open on the left hand side of your screen! Use your standard j and k movements to navigate up and down the file tree. Press Enter on a folder to expand it, or Enter on a file to open it in your main window. To close the panel, just tap <leader>ee again. and more…
Added Terminal Feature a built-in terminal that slides up from the bottom of the screen is exactly like VSCode. Now when I Press Ctrl + \ on your keyboard.A sleek terminal will instantly slide up from the bottom of my screen, ready to type git commands, run servers, or compile code. If you press Ctrl + \ again, it will hide away but keep whatever process you started running in the background! Hit Esc (or type jk fast) to exit terminal insert mode.
Added a README.MD file and tested all the features of my neovim configuration. I used some AI for creating the readme
Ships:
I built a fully customized, lightweight Neovim IDE from scratch using Lua. It’s my first time I configured my neovim and its simple and just have main feature of IDE. Right now it’s Not a Full VSCode like configuration. I did it just for fun. And I really enjoyed it, I used documentation available on the internet for my help. Cause it’s my first time working with Lua language its challenging for me but I used the documentation and little bit ai(just for learning ) and then tried myself. I am incredibly proud of transforming a raw, blank terminal editor into a professional-grade development environment. I added a demo video so other can see what I have done, but if you want to try it by user-self then follow the readme.md file for installation....
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1792979348.5462945
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1793065748.5462945
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66403
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BLARE by @sashuM | Stardance
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sashuM
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0
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0.0
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0
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[]
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[]
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Title: BLARE by @sashuM | Stardance
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1792460949.1964486
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1793065749.1964486
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31684
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Neptune by @DrewRat | Stardance
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DrewRat
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1
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41.0
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441
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-12T23:52:04Z", "hours": 41.0, "multiplier": 10.71, "payout": 441, "blessing": "neutral", "text": "Neptune is a self-hosted college life management tool. This ship includes a demo page to try it out before self-hosting. Some features may not be available. I hope you like it!", "repo": "https://github.com/MrDiamondDog/neptune", "demo": "https://neptune-demo.drewrat.dev"}]...
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[{"post_id": 46040, "ts": "202 [{"post_id": 46040, "ts": "2026-08-12T23:29:03Z", "hours": 4.4156, "text": "SHIPPING TIME!!! This is a little earlier than I expected to ship, but I think it’s about ready! (and I want to start working on other things) Flashcard Importing and Reordering You can now import flashcards! One flashcard per line, with each line having two sides separated by a delimiter of your choice. I suppose I should also add exporting, but I can always do that later. (I don’t think many other people will actually use this app) I skipped drag and drop for reordering as Tungsten showed me how much of a pain in the a– that can be. You get an up arrow and down arrow, that’s it. Settings Redesign Only slightly. I went for a look that matches the dashboard a little better and makes the UI easier to read. The save button was tricky to place; as putting it near the settings it actually works for made it blend in too much. Term editing doesn’t require saving, but this is the best place to put the button. I also added the log out button right under this! Demo The app now has a proper demo mode. I think I implemented this one a little cleaner than Tungsten, not requiring a user with ID 0 and a specific password to be in the DB. It just fakes you having a session/user and works off of that. Bugs, bugs galore! Oh man I fixed so many. I’ve been putting off a lot of these and some I just discovered as well. The big one was that meeting exclusions just weren’t working. It ended up being an issue with code I changed weeks ago, that I thought wouldn’t affect very much. Another bug was task due dates were just incorrect. You type “tomorrow” and it is due 2 days in advance. You wouldn’t believe what caused this one, and say it with me: timezones!!!!! And that’s all! This has been one of the most fun apps to develop imo (minus all the timezone issues, those were the worst thing I have ever done), and I hope you find some use of this project!"}, {"post_id": 44830, "ts": "2026-08-10T21:06:10Z", "hours": 5.5306, "text": "PWA support, study tools, and many small fixes! Once again I have procrastinated devlogging. I have to start working a little harder though as my deadline for this project is in 9 days! (I’m moving out and won’t have time to work on this anymore so I want to get it done before then) PWA support This was super simple. I basically just stole the config from Filatrack, and it worked great. The hardest part was actually making the UI mobile-friendly (I hate mobile-first development) Tailwind does device-based styles really weird and lowkey a little stupid, forcing you into mobile-first development, even though that’s dumb for what this project is. Study Tools!! This is the last major feature I’ll be adding before shipping. The tools include a pomodoro timer, flashcards, and quizzes. These all will be part of the database as well. So far, I’ve completed the pomodoro timer! It ended up really simple but really effective. You get to choose how long each work/break is, tasks to focus on, etc. You can pause the timer, hide it, and skip ahead to the next break if you wish. (I’ll be sure to add some confirmation to this so you don’t just skip work time!) The app also requests notification permission so it can send you notifications when it’s time for a break or time to get back to work. I’d also like to add a couple misc. QoL things like optional water/posture reminders and distraction prevention (telling you to get back to work if you get on a distracting website). When you finish, it gives you a quick overview of what you got done and then logs a study session to the database. Not entirely sure what I’ll use them for other than statistics for yourself, but thought I’d add it! SUPRISE: Timezone bugs! OK, I swear, this time is the last time I’ll have to fix timezone bugs. It was daylight savings again. I did some stupid stuff and FINALLY got it working again. This time I did some jank involving a function that checks if a day is in daylight savings and then just adjusting the hour so it’s correct. I know, it’s really dumb, but it works, so is it really? Small things Multiple bug fixes here and there that make it easier to use. The time and date are also shown on the home page now! Next up… …flashcards! This one I’m pretty excited about and shouldn’t be too hard!"}, {"post_id": 38024, "ts": "2026-07-31T05:20:31Z", "hours": 5.8447, "text": "New schedule look, smart greeting, tasks in the calendar, and more timezone fun!!! I spent a bunch more time procrastinating devlogging… so here’s a really long one! New schedule look It only changed a little, but it’s a lot easier to read and accommodates smaller event text a lot better. For events shorter than 30m, it leaves out the end time, and the title simply clips off if there isn’t space. Smart Greeting + new header! The header has a new look! The main feature here is the smart greeting, which shows you your upcoming classes/tasks (TODO) at a glance. It wasn’t crazy hard to implement this, just a bunch of conditions. It shows you only the upcoming classes on days you have classes, and the classes you have tomorrow if you’re done with classes for the day or have none. Past that, it doesn’t say anything. Tasks in the calendar This was a fun, quick adventure. I wanted to make sure tasks that were due at 11:59pm (the default) show up without having to scroll, so I stuck those ones in the all day section, to indicate you should get it done by the end of the day. Additionally, I added the tasks to iCal syncing via the VTODO spec. I implemented it in a hacky way since the library I was using didn’t support it, but it worked. Unfortunately, that’s when I learned that almost no calendar app actually looks at them. Yep. Google calendar, Apple calendar, none of them care about it. I’m going to implement them as normal events and call it a day. Timezone fun! Here we go again and for hopefully the last time. I was scrolling through the calendar, as ya do, and noticed a sudden shift around November, where all the classes would shift backward an hour. This could only mean one thing: daylight savings. I don’t even know how I fixed this one. I hacked around with it for a couple hours, and it started working again. This caused the iCal syncing to do the same thing, which took longer to fix. I am so tired. Javascript dates might actually be the worst thing I have ever worked with"}, {"post_id": 33880, "ts": "2026-07-24T04:50:20Z", "hours": 2.3253, "text": "IM BACK!!! SUPER exciting updates today!!! I just got back from vacation and I have motivation!! LOGO!!!! Neptune has a logo!!! I think it looks really good, I whipped it up in Inkscape in like 20 minutes. You wouldn’t believe what it’s supposed to be! Self hosting!!! This was supoer easy. Since this uses the same stack as Tungsten (which you should totally go check out also), I was able to copy over the dockerfile and docker-compose with minimal changes. However…. Timezone issues!!! Wait…. Yep. There are a lot of edge cases I didn’t think of. As soon as the server and client’s timezones are different, things get stupid. Javascript dates are genuinely one of the worst things I have ever used, I’d even go as far as to say it’s worse than java as a language. Both the ICS calendar import and export, as well as the course times were incorrect by +/- 6 hours (I am in UTC-6, so that explains it) I spent way, WAY longer than I should’ve trying to fix this. It ended up taking like 2 different changes that affected the database as well. Usually I try to make my git commits clean and well-described, but that didn’t last very long here… The best part: it still doesn’t work properly! I don’t know why, but the ICS viewer I’ve been using to test reads the file differently than Google Calendar, which thinks my 10am class is at 4am. Not to mention, Google Calendar only updates your subscribed calendars once every like 6 hours!! So every time I make a change to (hopefully) fix it, I have to wait. Devlog Meta Section Unfortunately I don’t have much else to show for this update… that was all I worked on for 2 hours. I know. Anyway, I hope to add some more real features very soon!"}, {"post_id": 28043, "ts": "2026-07-14T02:01:36Z", "hours": 1.63, "text": "Course colors, Course/meeting editing, and more timezone bugs!! Wow! A devlog of reasonable length! Surely that means it will be shorter right? Kinda, I added a lot of things but it was pretty easy! Calendar colors 🎨 This one was really easy to implement, as the calendar component allows you to specify a border/background color. All I needed to do was add it to the creation modal and boom! I stole the color picker from Filatrack as it’s a good component and I don’t see a reason to make a new one Unfortunately, these colors will not show up in the iCal subscription as iCal doesn’t support colors. Course card view modes The “Today” card at the top can now show you tomorrow and all courses! Once again, super easy to implement, literally just another state and changing what courses are grabbed based on that state. I also fixed a glaring bug where you’d see courses from every term. I’m not sure how I didn’t consider this, but now you’ll only see courses for the current term! Editing courses/meetings This one got a little tricky. The modal is already designed to be used for creation and editing, I just had to implement the latter. Editing courses is no big deal, however; it just changes what function it uses. Its editing meetings that’s a little tricky. You have to make a separate request to edit the meetings that are in the db, create ones that you’ve added, and delete ones you’ve removed. It ended up being relatively simple, but there’s a couple edge cases that could snag ya. Timezone bugs I don’t even know how this one happened. I looked at the calendar when I was working on other things and suddenly realized all my courses were 6 hours ahead of where they should be. iCal events worked fine. I didn’t even change anything in this area so I just subtracted the timezone offset when getting the events for the calendar and called it a day. What’s Next? I totally lied last time, so this time I’ll be honest: whatever I feel like doing. See ya next time!"}, {"post_id": 27341, "ts": "2026-07-12T20:38:11Z", "hours": 5.2464, "text": "Tasks! Confetti! Colors!! Terms CRUD!!!! I’ve added all sorts of things since last update. Colors for courses, task CRUD, basic CRUD for terms, confetti, and so many bug fixes!! Tasks ✅ CRUD is never that hard to implement with this stack, but with tasks, the UI is more of a beast to handle. I wanted it to be more inline then creating courses, for example. We’ve already seen the C in CRUD from last devlog, so here’s the RUD! Everything is handled in a popover rather than a dialog, as it’s a lot cleaner, and for quickly clicking through tasks, a lot easier. Unfortunately, the code is a little messy here as I copied basically the same thing like 3 times. I will probably fix this later? Anyway, pressing “edit” in the popover allows you to edit the title (and thus the due date, priority, URL, and course), as well as the URL in a separate input and a note for the task, which couldn’t be auto-filled from the title bar. How I’ve made it, these two inputs are handled separately from the rest of the task editing, and when you finish editing it, it sends two requests to edit the task: one for the URL and note, and one for everything else. This led to a race condition, only on the client side, that would cause the URL and note request to override the other one, reverting to the previous state. This was an easy fix however, just allowing the dispatch function to edit things with a partial object instead of requiring the full one. Confetti Completing tasks rewards you with confetti! Super simple to implement with the react-confetti library, but it ended up being a little stupid to manage the state properly so it only went off when you clicked. Terms Terms CRUD was simple, however. Since there’s so little to them already, it was simple to make a spot to edit and delete them. I decided to put it in the settings page as that’s the most convenient spot. Bug fixes Other than the ones mentioned above, here are some more bugs I fixed: Terms not starting/ending at 12:00am in _ (time unit) matcher used current time instead of 11:59pm Task sorting was wrong Term popover could clip out of the screen on smaller devices Term timezone issues Next I’ve got a huge list still. Here’s a non-exhaustive one: More due date matchers (day-of-week, month names) Study tools, such as a pomodoro timer and flashcards Making the whole website a PWA, including notifications I’m not excited about the latter or the former, but the 2nd one I think I’ll do next, just because it sounds fun to make."}, {"post_id": 25695, "ts": "2026-07-10T03:43:38Z", "hours": 5.5222, "text": "I spent way too long implementing these features I couldn’t tell you what’s taking so much longer compared to Tungsten, but things are getting done! To-do creation I made a basic flow for creating to-do items (it doesn’t create them yet, I got an optical migraine and had to take a nap), but it has some really cool features! When you create one, all you get is one input as to not clutter things up. What’s cool is you can input a bunch of different things to auto-set some values! There’s 4 different matchers for due dates, that match the following (parenthesis are optional fields): “Tomorrow ((at) time)” “(in) [time] [units] (ago)” “MM/DD(/YYYY) (time)” “HH(:MM)(am/pm)” For the ones where time is optional, it defaults to 11:59pm. This is a heavy oversimplification as the regex selectors are super long and complicated. Weirdly enough, I kind of enjoy writing regex? It’s a fun problem solving problem. You can also auto-fill associated course, priority, and a URL! To associate a course, you simply type “SUB123”, with your courses subject and number, and it will find it for you. Priority is simply “!X”, where X is the priority of this task. It goes all the way to 99 if it’s that important! Meeting Exclusions Buzzword buzzword. You can now remove specific events from the calendar, like if there isn’t class that day. This took way longer than it should’ve to implement, as FullCalendar is stupid and doesn’t implement exclusion dates in their recurrence implementation, only through RRule. That took some wrangling cause the docs on it are a little stupid, and the library threw some stupid errors but it works now. There’s a new column in the database to store these as well. Timezone Issues I hate javascript dates. I hate javascript dates. I hate javascript dates. I hate javascript dates. I hate javascript dates. I hate javascript dates. I hate javascript dates. I hate javascript dates. Somehow, it is simultaneously the most overengineered piece of garbage ever and the least developed part of the language. Many basic features are a complete afterthought, and most of the time, you’re having to some stupid crap just to add time onto a date. Anyway, after I implemented meeting exclusions, I suddenly noticed the one 10am class I had in the calendar was now at 4am… yeah. You wouldn’t believe what my timezone offset is. -6. Sooo I fought that for a while, and as it turns out, FullCalendar tries to help, but really fails miraculously and makes things worse. For example, it “accounted for daylight savings” by moving events back an hour after it ended. That made me very glad that’s not actually how the world works, but it had me questioning it for a second. What’s next??? I’m tired. I don’t know, whatever I get around to implementing tomorrow. Good night!"}, {"post_id": 24990, "ts": "2026-07-08T21:42:12Z", "hours": 5.9419, "text": "I FORGOT TO DEVLOG I added like 10 million things, I went on tangents that took forever, I forgot to make git commits, I forgot to devlog Calendar Syncing I’ve really wanted to experiment with this for a while. The in-app calendar can now fetch events from any ICS URL!! It simply fetches the URL you give it, and displays those events alongside your courses. I made them green for now, but they’ll be configurable later! Additionally, the app exposes an API route that generates an ICS file for all your courses! This way you can easily export your course calendar to other sources like Google Calendar, so you don’t have to input them manually! This took WAY longer than it should’ve, as I was using a website to view the result of the ICS file, and I couldn’t get recurring events to, y’know, recur. I then realized that this was a problem with the viewer I was using, and not my code. I plugged in the URL to the calendar component I’m using and it worked just fine. To-do list I did some work on the to-do lists. Primarily, just displaying them and showing relative due dates. They can each have priority, an attached course, an extra description, etc. I’ll be creating the creation flow for them soon as well. Course Creation Flow Speaking of creation flows… the one for courses is mostly done! I just have to make it so you can add and select terms. I spent a lot of time getting this one right, as I wanted it to be a smooth, easy experience. I think I nailed it, but let me know how I did! Next That’s about all I did this devlog, alongside a million tiny bug fixes. Up next will be finishing the to-do list, that is, if I don’t get distracted."}, {"post_id": 24330, "ts": "2026-07-07T20:49:04Z", "hours": 4.6908, "text": "New Project!! I’ve wanted to build something like this for quite a while, but just didn’t know where to really start. But here we are! I wanted to build a web app that helps with school- tracking classes, assignments, etc. This has shifted into being an app for college students, as, well, I graduated. How to Begin Beginning this project was a struggle. There’s so many features I want to add so I didn’t even know where to start. I decided to make a quick to-do list to lay everything I wanted out. Then, I went for the database schema. This is already 10x more complex than my last project, Tungsten, but I decided upon the same stack for this project, as it’s self-hosted, just like Tungsten. A philosophy I’ve been building with a lot recently is UI first, functionality later , which helped immensely with getting started. However, I need some data! Well that’s easy. I can just use my college class roster! I already have my classes scheduled and can input them temporaily through another typescript file. (The image you see is NOT the same data. The example data file is gitignored.) The UI There’s a couple pieces right now. The “Your Day” section shows all your classes that day and (soon) to-do items. The calendar shows all your classes for the week, as well as tasks and other events from Google Calendar (soon). This also syncs your classes and tasks back to Google Calendar as well. The calendar component took a while to find. Originally, I was going to make my own, but as it turns out, that is really hard. Calendars are just really complex to build. Luckily, I found a library called Full Calendar that does all the hard work. I styled it and made a function to convert my database schema to events, and voila! The database Speaking of database schemas… let’s talk about it! Each user has “Terms”, which is how most colleges split up years. A term (or semester) is typically just one season with a start and end date. That’s how the databse does it too! Each term has all the courses you’re taking in it. Each course has a name, number, and subject. Here’s the tricky part: many courses in most colleges have different days and times they meet, sometimes with different professors or different locations. The database tracks this too! There’s a table called meeting , which describes all the days for a specific meeting time, location, or professor. For example: Class A meets on Tuesdays and Thursdays at 9:00am. This class has one meeting in the db. Class B meets on Mondays and Wednesdays at 1:00pm, but meets at 12:00pm on Fridays. This class has two meetings: MW @ 1, F @ 12. This works really well and translates to calendar events very nicely as well. Up Next The to-do list is next on the list! After that, I’ll work on the google calendar integration as well."}]...
|
Title: Neptune by @DrewRat | Stardance
Devlogs:
N Title: Neptune by @DrewRat | Stardance
Devlogs:
New Project!! I’ve wanted to build something like this for quite a while, but just didn’t know where to really start. But here we are! I wanted to build a web app that helps with school- tracking classes, assignments, etc. This has shifted into being an app for college students, as, well, I graduated. How to Begin Beginning this project was a struggle. There’s so many features I want to add so I didn’t even know where to start. I decided to make a quick to-do list to lay everything I wanted out. Then, I went for the database schema. This is already 10x more complex than my last project, Tungsten, but I decided upon the same stack for this project, as it’s self-hosted, just like Tungsten. A philosophy I’ve been building with a lot recently is UI first, functionality later , which helped immensely with getting started. However, I need some data! Well that’s easy. I can just use my college class roster! I already have my classes scheduled and can input them temporaily through another typescript file. (The image you see is NOT the same data. The example data file is gitignored.) The UI There’s a couple pieces right now. The “Your Day” section shows all your classes that day and (soon) to-do items. The calendar shows all your classes for the week, as well as tasks and other events from Google Calendar (soon). This also syncs your classes and tasks back to Google Calendar as well. The calendar component took a while to find. Originally, I was going to make my own, but as it turns out, that is really hard. Calendars are just really complex to build. Luckily, I found a library called Full Calendar that does all the hard work. I styled it and made a function to convert my database schema to events, and voila! The database Speaking of database schemas… let’s talk about it! Each user has “Terms”, which is how most colleges split up years. A term (or semester) is typically just one season with a start and end date. That’s how the databse does it too! Each term has all the courses you’re taking in it. Each course has a name, number, and subject. Here’s the tricky part: many courses in most colleges have different days and times they meet, sometimes with different professors or different locations. The database tracks this too! There’s a table called meeting , which describes all the days for a specific meeting time, location, or professor. For example: Class A meets on Tuesdays and Thursdays at 9:00am. This class has one meeting in the db. Class B meets on Mondays and Wednesdays at 1:00pm, but meets at 12:00pm on Fridays. This class has two meetings: MW @ 1, F @ 12. This works really well and translates to calendar events very nicely as well. Up Next The to-do list is next on the list! After that, I’ll work on the google calendar integration as well.
I FORGOT TO DEVLOG I added like 10 million things, I went on tangents that took forever, I forgot to make git commits, I forgot to devlog Calendar Syncing I’ve really wanted to experiment with this for a while. The in-app calendar can now fetch events from any ICS URL!! It simply fetches the URL you give it, and displays those events alongside your courses. I made them green for now, but they’ll be configurable later! Additionally, the app exposes an API route that generates an ICS file for all your courses! This way you can easily export your course calendar to other sources like Google Calendar, so you don’t have to input them manually! This took WAY longer than it should’ve, as I was using a website to view the result of the ICS file, and I couldn’t get recurring events to, y’know, recur. I then realized that this was a problem with the viewer I was using, and not my code. I plugged in the URL to the calendar component I’m using and it worked just fine. To-do list I did some work on the to-do lists. Primarily, just displaying them and showing relative due dates. They can each have priority, an attached course, an extra description, etc. I’ll be creating the creation flow for them soon as well. Course Creation Flow Speaking of creation flows… the one for courses is mostly done! I just have to make it so you can add and select terms. I spent a lot of time getting this one right, as I wanted it to be a smooth, easy experience. I think I nailed it, but let me know how I did! Next That’s about all I did this devlog, alongside a million tiny bug fixes. Up next will be finishing the to-do list, that is, if I don’t get distracted.
I spent way too long implementing these features I couldn’t tell you what’s taking so much longer compared to Tungsten, but things are getting done! To-do creation I made a basic flow for creating to-do items (it doesn’t create them yet, I got an optical migraine and had to take a nap), but it has some really cool features! When you create one, all you get is one input as to not clutter things up. What’s cool is you can input a bunch of different things to auto-set some values! There’s 4 different matchers for due dates, that match the following (parenthesis are optional fields): “Tomorrow ((at) time)” “(in) [time] [units] (ago)” “MM/DD(/YYYY) (time)” “HH(:MM)(am/pm)” For the ones where time is optional, it defaults to 11:59pm. This is a heavy oversimplification as the regex selectors are super long and complicated. Weirdly enough, I kind of enjoy writing regex? It’s a fun problem solving problem. You can also auto-fill associated course, priority, and a URL! To associate a course, you simply type “SUB123”, with your courses subject and number, and it will find it for you. Priority is simply “!X”, where X is the priority of this task. It goes all the way to 99 if it’s that important! Meeting Exclusions Buzzword buzzword. You can now remove specific events from the calendar, like if there isn’t class that day. This took way longer than it should’ve to implement, as FullCalendar is stupid and doesn’t implement exclusion dates in their recurrence implementation, only through RRule. That took some wrangling cause the docs on it are a little stupid, and the library threw some stupid errors but it works now. There’s a new column in the database to store these as well. Timezone Issues I hate javascript dates. I hate javascript dates. I hate javascript dates. I hate javascript dates. I hate javascript dates. I hate javascript dates. I hate javascript dates. I hate javascript dates. Somehow, it is simultaneously the most overengineered piece of garbage ever and the least developed part of the language. Many basic features are a complete afterthought, and most of the time, you’re having to some stupid crap just to add time onto a date. Anyway, after I implemented meeting exclusions, I suddenly noticed the one 10am class I had in the calendar was now at 4am… yeah. You wouldn’t believe what my timezone offset is. -6. Sooo I fought that for a while, and as it turns out, FullCalendar tries to help, but really fails miraculously and makes things worse. For example, it “accounted for daylight savings” by moving events back an hour after it ended. That made me very glad that’s not actually how the world works, but it had me questioning it for a second. What’s next??? I’m tired. I don’t know, whatever I get around to implementing tomorrow. Good night!
Tasks! Confetti! Colors!! Terms CRUD!!!! I’ve added all sorts of things since last update. Colors for courses, task CRUD, basic CRUD for terms, confetti, and so many bug fixes!! Tasks ✅ CRUD is never that hard to implement with this stack, but with tasks, the UI is more of a beast to handle. I wanted it to be more inline then creating courses, for example. We’ve already seen the C in CRUD from last devlog, so here’s the RUD! Everything is handled in a popover rather than a dialog, as it’s a lot cleaner, and for quickly clicking through tasks, a lot easier. Unfortunately, the code is a little messy here as I copied basically the same thing like 3 times. I will probably fix this later? Anyway, pressing “edit” in the popover allows you to edit the title (and thus the due date, priority, URL, and course), as well as the URL in a separate input and a note for the task, which couldn’t be auto-filled from the title bar. How I’ve made it, these two inputs are handled separately from the rest of the task editing, and when you finish editing it, it sends two requests to edit the task: one for the URL and note, and one for everything else. This led to a race condition, only on the client side, that would cause the URL and note request to override the other one, reverting to the previous state. This was an easy fix however, just allowing the dispatch function to edit things with a partial object instead of requiring the full one. Confetti Completing tasks rewards you with confetti! Super simple to implement with the react-confetti library, but it ended up being a little stupid to manage the state properly so it only went off when you clicked. Terms Terms CRUD was simple, however. Since there’s so little to them already, it was simple to make a spot to edit and delete them. I decided to put it in the settings page as that’s the most convenient spot. Bug fixes Other than the ones mentioned above, here are some more bugs I fixed: Terms not starting/ending at 12:00am in _ (time unit) matcher used current time instead of 11:59pm Task sorting was wrong Term popover could clip out of the screen on smaller devices Term timezone issues Next I’ve got a huge list still. Here’s a non-exhaustive one: More due date matchers (day-of-week, month names) Study tools, such as a pomodoro timer and flashcards Making the whole website a PWA, including notifications I’m not excited about the latter or the former, but the 2nd one I think I’ll do next, just because it sounds fun to make.
Course colors, Course/meeting editing, and more timezone bugs!! Wow! A devlog of reasonable length! Surely that means it will be shorter right? Kinda, I added a lot of things but it was pretty easy! Calendar colors 🎨 This one was really easy to implement, as the calendar component allows you to specify a border/background color. All I needed to do was add it to the creation modal and boom! I stole the color picker from Filatrack as it’s a good component and I don’t see a reason to make a new one Unfortunately, these colors will not show up in the iCal subscription as iCal doesn’t support colors. Course card view modes The “Today” card at the top can now show you tomorrow and all courses! Once again, super easy to implement, literally just another state and changing what courses are grabbed based on that state. I also fixed a glaring bug where you’d see courses from every term. I’m not sure how I didn’t consider this, but now you’ll only see courses for the current term! Editing courses/meetings This one got a little tricky. The modal is already designed to be used for creation and editing, I just had to implement the latter. Editing courses is no big deal, however; it just changes what function it uses. Its editing meetings that’s a little tricky. You have to make a separate request to edit the meetings that are in the db, create ones that you’ve added, and delete ones you’ve removed. It ended up being relatively simple, but there’s a couple edge cases that could snag ya. Timezone bugs I don’t even know how this one happened. I looked at the calendar when I was working on other things and suddenly realized all my courses were 6 hours ahead of where they should be. iCal events worked fine. I didn’t even change anything in this area so I just subtracted the timezone offset when getting the events for the calendar and called it a day. What’s Next? I totally lied last time, so this time I’ll be honest: whatever I feel like doing. See ya next time!
IM BACK!!! SUPER exciting updates today!!! I just got back from vacation and I have motivation!! LOGO!!!! Neptune has a logo!!! I think it looks really good, I whipped it up in Inkscape in like 20 minutes. You wouldn’t believe what it’s supposed to be! Self hosting!!! This was supoer easy. Since this uses the same stack as Tungsten (which you should totally go check out also), I was able to copy over the dockerfile and docker-compose with minimal changes. However…. Timezone issues!!! Wait…. Yep. There are a lot of edge cases I didn’t think of. As soon as the server and client’s timezones are different, things get stupid. Javascript dates are genuinely one of the worst things I have ever used, I’d even go as far as to say it’s worse than java as a language. Both the ICS calendar import and export, as well as the course times were incorrect by +/- 6 hours (I am in UTC-6, so that explains it) I spent way, WAY longer than I should’ve trying to fix this. It ended up taking like 2 different changes that affected the database as well. Usually I try to make my git commits clean and well-described, but that didn’t last very long here… The best part: it still doesn’t work properly! I don’t know why, but the ICS viewer I’ve been using to test reads the file differently than Google Calendar, which thinks my 10am class is at 4am. Not to mention, Google Calendar only updates your subscribed calendars once every like 6 hours!! So every time I make a change to (hopefully) fix it, I have to wait. Devlog Meta Section Unfortunately I don’t have much else to show for this update… that was all I worked on for 2 hours. I know. Anyway, I hope to add some more real features very soon!
New schedule look, smart greeting, tasks in the calendar, and more timezone fun!!! I spent a bunch more time procrastinating devlogging… so here’s a really long one! New schedule look It only changed a little, but it’s a lot easier to read and accommodates smaller event text a lot better. For events shorter than 30m, it leaves out the end time, and the title simply clips off if there isn’t space. Smart Greeting + new header! The header has a new look! The main feature here is the smart greeting, which shows you your upcoming classes/tasks (TODO) at a glance. It wasn’t crazy hard to implement this, just a bunch of conditions. It shows you only the upcoming classes on days you have classes, and the classes you have tomorrow if you’re done with classes for the day or have none. Past that, it doesn’t say anything. Tasks in the calendar This was a fun, quick adventure. I wanted to make sure tasks that were due at 11:59pm (the default) show up without having to scroll, so I stuck those ones in the all day section, to indicate you should get it done by the end of the day. Additionally, I added the tasks to iCal syncing via the VTODO spec. I implemented it in a hacky way since the library I was using didn’t support it, but it worked. Unfortunately, that’s when I learned that almost no calendar app actually looks at them. Yep. Google calendar, Apple calendar, none of them care about it. I’m going to implement them as normal events and call it a day. Timezone fun! Here we go again and for hopefully the last time. I was scrolling through the calendar, as ya do, and noticed a sudden shift around November, where all the classes would shift backward an hour. This could only mean one thing: daylight savings. I don’t even know how I fixed this one. I hacked around with it for a couple hours, and it started working again. This caused the iCal syncing to do the same thing, which took longer to fix. I am so tired. Javascript dates might actually be the worst thing I have ever worked with
PWA support, study tools, and many small fixes! Once again I have procrastinated devlogging. I have to start working a little harder though as my deadline for this project is in 9 days! (I’m moving out and won’t have time to work on this anymore so I want to get it done before then) PWA support This was super simple. I basically just stole the config from Filatrack, and it worked great. The hardest part was actually making the UI mobile-friendly (I hate mobile-first development) Tailwind does device-based styles really weird and lowkey a little stupid, forcing you into mobile-first development, even though that’s dumb for what this project is. Study Tools!! This is the last major feature I’ll be adding before shipping. The tools include a pomodoro timer, flashcards, and quizzes. These all will be part of the database as well. So far, I’ve completed the pomodoro timer! It ended up really simple but really effective. You get to choose how long each work/break is, tasks to focus on, etc. You can pause the timer, hide it, and skip ahead to the next break if you wish. (I’ll be sure to add some confirmation to this so you don’t just skip work time!) The app also requests notification permission so it can send you notifications when it’s time for a break or time to get back to work. I’d also like to add a couple misc. QoL things like optional water/posture reminders and distraction prevention (telling you to get back to work if you get on a distracting website). When you finish, it gives you a quick overview of what you got done and then logs a study session to the database. Not entirely sure what I’ll use them for other than statistics for yourself, but thought I’d add it! SUPRISE: Timezone bugs! OK, I swear, this time is the last time I’ll have to fix timezone bugs. It was daylight savings again. I did some stupid stuff and FINALLY got it working again. This time I did some jank involving a function that checks if a day is in daylight savings and then just adjusting the hour so it’s correct. I know, it’s really dumb, but it works, so is it really? Small things Multiple bug fixes here and there that make it easier to use. The time and date are also shown on the home page now! Next up… …flashcards! This one I’m pretty excited about and shouldn’t be too hard!
SHIPPING TIME!!! This is a little earlier than I expected to ship, but I think it’s about ready! (and I want to start working on other things) Flashcard Importing and Reordering You can now import flashcards! One flashcard per line, with each line having two sides separated by a delimiter of your choice. I suppose I should also add exporting, but I can always do that later. (I don’t think many other people will actually use this app) I skipped drag and drop for reordering as Tungsten showed me how much of a pain in the a– that can be. You get an up arrow and down arrow, that’s it. Settings Redesign Only slightly. I went for a look that matches the dashboard a little better and makes the UI easier to read. The save button was tricky to place; as putting it near the settings it actually works for made it blend in too much. Term editing doesn’t require saving, but this is the best place to put the button. I also added the log out button right under this! Demo The app now has a proper demo mode. I think I implemented this one a little cleaner than Tungsten, not requiring a user with ID 0 and a specific password to be in the DB. It just fakes you having a session/user and works off of that. Bugs, bugs galore! Oh man I fixed so many. I’ve been putting off a lot of these and some I just discovered as well. The big one was that meeting exclusions just weren’t working. It ended up being an issue with code I changed weeks ago, that I thought wouldn’t affect very much. Another bug was task due dates were just incorrect. You type “tomorrow” and it is due 2 days in advance. You wouldn’t believe what caused this one, and say it with me: timezones!!!!! And that’s all! This has been one of the most fun apps to develop imo (minus all the timezone issues, those were the worst thing I have ever done), and I hope you find some use of this project!
Ships:
Neptune is a self-hosted college life management tool. This ship includes a demo page to try it out before self-hosting. Some features may not be available. I hope you like it!...
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1792979349.7550845
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1793065749.7550845
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66404
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DecayingOS by @decaydelirium | Stardance
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decaydelirium
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0
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0.28
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0
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[]
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[{"post_id": 74750, "ts": "202 [{"post_id": 74750, "ts": "2026-09-28T04:21:21Z", "hours": 0.2844, "text": "Adding more content! Hey everyone, my name is Decaying, and I recently decided to explore HTML and CSS through this WebOS challenge before it closes! Although I can’t add an interactive loading/scroll down feature, I decided to make the user do it theirself, lol I also added a FAQ section, but I’m still building on that. That’s all for now, thanks!"}]...
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Title: DecayingOS by @decaydelirium | Stardance
D Title: DecayingOS by @decaydelirium | Stardance
Devlogs:
Adding more content! Hey everyone, my name is Decaying, and I recently decided to explore HTML and CSS through this WebOS challenge before it closes! Although I can’t add an interactive loading/scroll down feature, I decided to make the user do it theirself, lol I also added a FAQ section, but I’m still building on that. That’s all for now, thanks!...
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1792460950.0510647
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1793065750.0510647
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66405
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dusklauncher by @zemu | Stardance
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zemu
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0
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0.0
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0
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[]
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[]
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Title: dusklauncher by @zemu | Stardance
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1792460950.90315
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1793065750.90315
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42308
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Skybound by @SCAMMARAS | Stardance
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SCAMMARAS
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1
|
23.0
|
361
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-11T12:30:52Z", "hours": 23.0, "multiplier": 15.89, "payout": 361, "blessing": "neutral", "text": "After 11 days and 23 hours spent working on this project i finally DONE!! So for those who do not know what this is here is a small description , so this is a game i made solo in Godot 4 , i use art that i found on itch.io that was public for most of the art , but there is still hints of my art. Anyway i am so happy that i have finished this even though i got sick at a time it didn’t got me down and after a day of laying in bed i was able to stand up again and continuing on this project. Special thanks to anthropics and claude that made my journey less stressing and easier", "repo": "https://github.com/Nikolaossamaras/Skybound", "demo": "https://scammaras.itch.io/skybound"}]...
|
[{"post_id": 45120, "ts": "202 [{"post_id": 45120, "ts": "2026-08-11T12:23:38Z", "hours": 0.9722, "text": "Devlog 11 | FINALLY WE ARE READY TO SHIP!!!. Today i made my readme and published my game to itchio and i think i am ready to Ship . YAY!"}, {"post_id": 44778, "ts": "2026-08-10T19:40:51Z", "hours": 2.5781, "text": "Devlog 10 | Today is the day guys !!! I finally finished making my game . I added a saving /loading system , made touch ups and finished with the Victory Screen , all that is left to do is post the game to itch.io and make the README file for github"}, {"post_id": 44268, "ts": "2026-08-09T22:09:58Z", "hours": 0.7939, "text": "Devlog 9 | Today i finished with the Boss fight last level. What i have left to do now is the winning screen and load / save process , so you can save progress . I will also make micro changes so the game feels more fair and rewarding. That’s all . Until next time"}, {"post_id": 43532, "ts": "2026-08-08T21:05:40Z", "hours": 1.8103, "text": "Devlog 8| i made the boss for my final level . I added how to kill him and how he kills you . I got some strange error that made my root of the boss not being root and some other strange things so i just remade the boss scene entirerly , but because i had the code it was fast. That’s all for today. Until tommorow"}, {"post_id": 43462, "ts": "2026-08-08T18:47:05Z", "hours": 2.2861, "text": "Devlog 7 | Today i made a coins shop , where you can buy upgrades like more health , higher jumps and more speed. I also though that it would be nice for the final level (10) to have a boss instead of just parkour and you can beat this boss by collecting diffrent stones on the map that you can access doing some platforming. That’s all for today. Until next time"}, {"post_id": 42504, "ts": "2026-08-07T09:06:48Z", "hours": 2.7111, "text": "Devlog 6 | Today i added two levels (level 8 and 9) as well as their unique traps. I added a ceiling trap and an arrow trap. Tommorow i will make the 10th and finial level and i will start thinking what can the player spend his coins on (if you have any ideas please comment them). That’s it for today . Stay tuned for more updates"}, {"post_id": 40989, "ts": "2026-08-04T21:19:15Z", "hours": 2.8894, "text": "Devlog 5 | Today i made progress!!! Wassup people , so today i made level 6-7 (no troll) of my game , it doesn’t have a name yet so i will just call it skybound as a placeholder . Anyway , what i added is two new obstacles .1. A breaking platform and 2 a Sandworm trap (looks amazing btw). Yeah that’s it for today. Stay tuned for more updates"}, {"post_id": 40197, "ts": "2026-08-03T16:29:02Z", "hours": 2.2553, "text": "Devlog 4 | Yesterday i got sick , so i couldn’t get any progress done , but atleast today i managed to make 2 new levels , as well as one new obstacle. I hope that tomorrow i will have more energy so i can complete as much of this project as i can."}, {"post_id": 39184, "ts": "2026-08-01T23:43:01Z", "hours": 1.0842, "text": "Devlog 3| I made level 3 , it was easy as i had already made the enemy sprite . i combined the ability from the previous level with the enemies of this one and i think it came out being pretty fun . See you tmr with more updates 🥳🥳🥳🥳"}, {"post_id": 39168, "ts": "2026-08-01T22:33:28Z", "hours": 3.3467, "text": "Devlog 2| Today i finished with level 1 and moved to level 2 . I added to the game an ability!! the ability is called dimensional rotation and it basicly rotates the gravity for the player allowing him to climb walls and avoid obstacles . I also added a coin system and a notification system when you get coins or an ability"}, {"post_id": 38193, "ts": "2026-07-31T13:55:11Z", "hours": 1.985, "text": "Devlog 1 | Today i started working on my platform game in godot . Today i made the player , an enemy and a jumppad . Untill now everything works as it should. Tommorow i will add spikes and make the first level . I plan making 10 level each with a new obsicle. I also will add a save and load system , but that will be when i have finished with the 10 levels."}]...
|
Title: Skybound by @SCAMMARAS | Stardance
Devlogs Title: Skybound by @SCAMMARAS | Stardance
Devlogs:
Devlog 1 | Today i started working on my platform game in godot . Today i made the player , an enemy and a jumppad . Untill now everything works as it should. Tommorow i will add spikes and make the first level . I plan making 10 level each with a new obsicle. I also will add a save and load system , but that will be when i have finished with the 10 levels.
Devlog 2| Today i finished with level 1 and moved to level 2 . I added to the game an ability!! the ability is called dimensional rotation and it basicly rotates the gravity for the player allowing him to climb walls and avoid obstacles . I also added a coin system and a notification system when you get coins or an ability
Devlog 3| I made level 3 , it was easy as i had already made the enemy sprite . i combined the ability from the previous level with the enemies of this one and i think it came out being pretty fun . See you tmr with more updates 🥳🥳🥳🥳
Devlog 4 | Yesterday i got sick , so i couldn’t get any progress done , but atleast today i managed to make 2 new levels , as well as one new obstacle. I hope that tomorrow i will have more energy so i can complete as much of this project as i can.
Devlog 5 | Today i made progress!!! Wassup people , so today i made level 6-7 (no troll) of my game , it doesn’t have a name yet so i will just call it skybound as a placeholder . Anyway , what i added is two new obstacles .1. A breaking platform and 2 a Sandworm trap (looks amazing btw). Yeah that’s it for today. Stay tuned for more updates
Devlog 6 | Today i added two levels (level 8 and 9) as well as their unique traps. I added a ceiling trap and an arrow trap. Tommorow i will make the 10th and finial level and i will start thinking what can the player spend his coins on (if you have any ideas please comment them). That’s it for today . Stay tuned for more updates
Devlog 7 | Today i made a coins shop , where you can buy upgrades like more health , higher jumps and more speed. I also though that it would be nice for the final level (10) to have a boss instead of just parkour and you can beat this boss by collecting diffrent stones on the map that you can access doing some platforming. That’s all for today. Until next time
Devlog 8| i made the boss for my final level . I added how to kill him and how he kills you . I got some strange error that made my root of the boss not being root and some other strange things so i just remade the boss scene entirerly , but because i had the code it was fast. That’s all for today. Until tommorow
Devlog 9 | Today i finished with the Boss fight last level. What i have left to do now is the winning screen and load / save process , so you can save progress . I will also make micro changes so the game feels more fair and rewarding. That’s all . Until next time
Devlog 10 | Today is the day guys !!! I finally finished making my game . I added a saving /loading system , made touch ups and finished with the Victory Screen , all that is left to do is post the game to itch.io and make the README file for github
Devlog 11 | FINALLY WE ARE READY TO SHIP!!!. Today i made my readme and published my game to itchio and i think i am ready to Ship . YAY!
Ships:
After 11 days and 23 hours spent working on this project i finally DONE!! So for those who do not know what this is here is a small description , so this is a game i made solo in Godot 4 , i use art that i found on itch.io that was public for most of the art , but there is still hints of my art. Anyway i am so happy that i have finished this even though i got sick at a time it didn’t got me down and after a day of laying in bed i was able to stand up again and continuing on this project. Special thanks to anthropics and claude that made my journey less stressing and easier...
|
1792979350.9277227
|
1793065750.9277227
|
|
66406
|
rocket by @new946786 | Stardance
|
new946786
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: rocket by @new946786 | Stardance
|
1792460951.755356
|
1793065751.755356
|
|
53869
|
Focus Timer by @RajanKC | Stardance
|
RajanKC
|
1
|
5.13
|
16
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-26T15:23:39Z", "hours": 4.0, "multiplier": 3.65, "payout": 16, "blessing": "neutral", "text": "Completed the Website I made this website without any AI but I used Guides Please rate this project good", "repo": "https://github.com/RajanKCKC/Focus", "demo": "https://rajankckc.github.io/Focus/"}]...
|
[{"post_id": 57138, "ts": "202 [{"post_id": 57138, "ts": "2026-08-29T07:36:21Z", "hours": 0.5175, "text": "Update README with clearer instructions for running the project and cloning the repository"}, {"post_id": 55572, "ts": "2026-08-27T14:42:31Z", "hours": 0.6172, "text": "Refactor CSS styles for light and dark themes, improving layout and responsiveness"}, {"post_id": 55089, "ts": "2026-08-26T15:17:59Z", "hours": 0.3292, "text": "Update README and sounds.js with detailed features and external audio sources"}, {"post_id": 54620, "ts": "2026-08-25T17:22:55Z", "hours": 2.6117, "text": "Add initial audio files and implement core functionality for controls, events, sounds, theme, and timer"}, {"post_id": 53961, "ts": "2026-08-24T17:53:59Z", "hours": 1.4122, "text": "Add initial CSS styles for light and dark themes, layout, and components"}]...
|
Title: Focus Timer by @RajanKC | Stardance
Devlog Title: Focus Timer by @RajanKC | Stardance
Devlogs:
Add initial CSS styles for light and dark themes, layout, and components
Add initial audio files and implement core functionality for controls, events, sounds, theme, and timer
Update README and sounds.js with detailed features and external audio sources
Refactor CSS styles for light and dark themes, improving layout and responsiveness
Update README with clearer instructions for running the project and cloning the repository
Ships:
Completed the Website I made this website without any AI but I used Guides Please rate this project good...
|
1792979352.0790896
|
1793065752.0790896
|
|
66407
|
Alethiometer by @jackr4bbit | Stardance
|
jackr4bbit
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Alethiometer by @jackr4bbit | Stardance
|
1792460952.5870893
|
1793065752.5870893
|
|
53871
|
my website by @sophel | Stardance
|
sophel
|
2
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-05T23:37:16Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i edited my website to make the following changes: i added pictures and removed the custom cursor. i changed the format of the about me page and linked my past projects to the project page", "repo": "https://github.com/sopheldalulu/portfolio", "demo": "https://sopheldalulu.github.io/portfolio/"}, {"ship_num": 2, "ts": "2026-08-25T17:57:33Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "ps the view project buttons aren’t linked to anything yet ><", "repo": "https://github.com/sopheldalulu/portfolio", "demo": "https://sopheldalulu.github.io/portfolio/"}]...
|
[{"post_id": 62535, "ts": "202 [{"post_id": 62535, "ts": "2026-09-05T23:24:34Z", "hours": 0.9925, "text": "i added pictures and removed the custom cursor. i changed the format of the about me page and linked my past projects to the project page"}, {"post_id": 54623, "ts": "2026-08-25T17:26:03Z", "hours": 3.7706, "text": "my own universal portfolio website!"}]...
|
Title: my website by @sophel | Stardance
Devlogs: Title: my website by @sophel | Stardance
Devlogs:
my own universal portfolio website!
i added pictures and removed the custom cursor. i changed the format of the about me page and linked my past projects to the project page
Ships:
ps the view project buttons aren’t linked to anything yet ><
i edited my website to make the following changes: i added pictures and removed the custom cursor. i changed the format of the about me page and linked my past projects to the project page...
|
1792979353.2561498
|
1793065753.2561498
|
|
66408
|
something by @spadeeeeee | Stardance
|
spadeeeeee
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: something by @spadeeeeee | Stardance
|
1792460953.4282384
|
1793065753.4282384
|
|
66409
|
3D Models by @isadora_M | Stardance
|
isadora_M
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: 3D Models by @isadora_M | Stardance
|
1792460954.2517316
|
1793065754.2517316
|
|
53875
|
Phan OS by @phantom-ascii | Stardance
|
phantom-ascii
|
2
|
6.0
|
3
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-25T14:45:51Z", "hours": 1.0, "multiplier": 3.63, "payout": 3, "blessing": "neutral", "text": "The project is pretty similar to webos1 just a few teaks and additions. Firstly i fixed a bug where you couldn’t deselect apps by clicking a different one. i then added 3 new apps (as i already had 7 apps making these weren’t hard as i already had an app template and then just made the js for that specific app.). I added the following: a notes app, a calculator app and a minimalist clock app. I have learnt alot during this project especially of css styling and ALOT of js. Thx to @Tanu for helpping out. byee :)", "repo": "https://github.com/phantom-ascii/Phan-OS", "demo": "https://phantom-ascii.github.io/Phan-OS/"}, {"ship_num": 2, "ts": "2026-08-25T02:08:14Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have created my very own web os that i can use in place of my personal website. I created it with the guide and alot of geekforgeek tutorials. I used vscode to script it and github pages to deploy it. The full source code is on github also. It contains 7 apps which you will need to test the website to find out what we do and contains a nice top bar (and alot of self glaze). hope you enjoy it", "repo": "https://github.com/phantom-ascii/Phan-OS", "demo": "https://phantom-ascii.github.io/Phan-OS/"}]...
|
[{"post_id": 54489, "ts": "202 [{"post_id": 54489, "ts": "2026-08-25T14:42:33Z", "hours": 0.9203, "text": "This was pretty quick. since i already have alot of apps making the 3 new ones want hard at all. i js copy and paste the template i have for apps and then customize the app itself. i added 3 new apps. a calculator, a notes app and a minimalist clock. I also fixed a app selection bug"}, {"post_id": 54189, "ts": "2026-08-25T02:03:59Z", "hours": 3.8631, "text": "I finished the full thing with 7 apps. Go check it out"}, {"post_id": 54074, "ts": "2026-08-24T20:55:59Z", "hours": 0.7703, "text": "I improved the spacing aligned a few things and added a horizontal spacer."}, {"post_id": 54044, "ts": "2026-08-24T20:06:48Z", "hours": 0.6922, "text": "Just started this new project.. A web os dedicated all about me. Im goign to try to use ZERO AI whatso ever in this project and see if i would do well as a programmer pre ai. ANyways heres what ive made so far"}]...
|
Title: Phan OS by @phantom-ascii | Stardance
Devl Title: Phan OS by @phantom-ascii | Stardance
Devlogs:
Just started this new project.. A web os dedicated all about me. Im goign to try to use ZERO AI whatso ever in this project and see if i would do well as a programmer pre ai. ANyways heres what ive made so far
I improved the spacing aligned a few things and added a horizontal spacer.
I finished the full thing with 7 apps. Go check it out
This was pretty quick. since i already have alot of apps making the 3 new ones want hard at all. i js copy and paste the template i have for apps and then customize the app itself. i added 3 new apps. a calculator, a notes app and a minimalist clock. I also fixed a app selection bug
Ships:
I have created my very own web os that i can use in place of my personal website. I created it with the guide and alot of geekforgeek tutorials. I used vscode to script it and github pages to deploy it. The full source code is on github also. It contains 7 apps which you will need to test the website to find out what we do and contains a nice top bar (and alot of self glaze). hope you enjoy it
The project is pretty similar to webos1 just a few teaks and additions. Firstly i fixed a bug where you couldn’t deselect apps by clicking a different one. i then added 3 new apps (as i already had 7 apps making these weren’t hard as i already had an app template and then just made the js for that specific app.). I added the following: a notes app, a calculator app and a minimalist clock app. I have learnt alot during this project especially of css styling and ALOT of js. Thx to @Tanu for helpping out. byee :)...
|
1792979354.3814397
|
1793065754.3814397
|
|
66411
|
Soldering Fume Extraction Unit (SFEU) by @Haiiitsm Soldering Fume Extraction Unit (SFEU) by @Haiiitsme | Stardance...
|
Haiiitsme
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Soldering Fume Extraction Unit (SFEU) by @H Title: Soldering Fume Extraction Unit (SFEU) by @Haiiitsme | Stardance...
|
1792460955.0757487
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1793065755.0757487
|
|
5530
|
Magic Ritual Mod by @m3e660 | Stardance
|
m3e660
|
1
|
9.21
|
41
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-04T14:22:23Z", "hours": 5.0, "multiplier": 8.58, "payout": 41, "blessing": "neutral", "text": "This is a 1.21.1 Neoforge Magic Mod for Mincraft, this mod differs from the past magic mods, and focus more on long term and thought out magic rituals!", "repo": "https://github.com/m3e66/magic_ritual_mod-source", "demo": "https://modrinth.com/mod/magic-ritual"}]...
|
[{"post_id": 12009, "ts": "202 [{"post_id": 12009, "ts": "2026-06-19T16:23:53Z", "hours": 2.4439, "text": "Made different grades for spirit stones Make it less laggy Increase the particle cap for minecraft"}, {"post_id": 2765, "ts": "2026-06-05T15:41:24Z", "hours": 1.7611, "text": "Fixed the structure of the particle data"}, {"post_id": 2149, "ts": "2026-06-04T14:17:39Z", "hours": 2.2792, "text": "Finally fix the combo detection code and even add a new effect when the combo is formed"}, {"post_id": 1255, "ts": "2026-06-03T03:40:57Z", "hours": 2.4672, "text": "Fixed the Patchouli entries and catergories"}]...
|
Title: Magic Ritual Mod by @m3e660 | Stardance
De Title: Magic Ritual Mod by @m3e660 | Stardance
Devlogs:
Fixed the Patchouli entries and catergories
Finally fix the combo detection code and even add a new effect when the combo is formed
Fixed the structure of the particle data
Made different grades for spirit stones Make it less laggy Increase the particle cap for minecraft
Ships:
This is a 1.21.1 Neoforge Magic Mod for Mincraft, this mod differs from the past magic mods, and focus more on long term and thought out magic rituals!...
|
1792979355.5512626
|
1793065755.5512626
|
|
66412
|
My awesome macropad! by @kelby | Stardance
|
kelby
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @kelby | Stardance
|
1792460955.9102232
|
1793065755.9102232
|
|
9777
|
AI_boat_pilot by @LatvianCrow | Stardance
|
LatvianCrow
|
1
|
10.0
|
86
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-05T07:16:41Z", "hours": 10.0, "multiplier": 9.03, "payout": 86, "blessing": "neutral", "text": "I made an ml-agent controlled boat, it’s trained to collect and fire 5 fireworks.", "repo": "https://github.com/viestursgaming03-hash/AI_Boat_Pilot", "demo": "https://play.unity.com/api/v1/games/game/81b66972-070b-4e3a-aad4-b6f1f9ef8bb7/build/latest/frame"}]...
|
[{"post_id": 39840, "ts": "202 [{"post_id": 39840, "ts": "2026-08-03T03:01:29Z", "hours": 1.4883, "text": "Added progress text to show how many fireworks are left until the goal is reached"}, {"post_id": 22168, "ts": "2026-07-04T14:21:45Z", "hours": 8.0522, "text": "Adding fireworks that shoot out when the boat reaches the goal."}]...
|
Title: AI_boat_pilot by @LatvianCrow | Stardance
Title: AI_boat_pilot by @LatvianCrow | Stardance
Devlogs:
Adding fireworks that shoot out when the boat reaches the goal.
Added progress text to show how many fireworks are left until the goal is reached
Ships:
I made an ml-agent controlled boat, it’s trained to collect and fire 5 fireworks....
|
1792979356.6883798
|
1793065756.6883798
|
|
66414
|
SlackBot by @decaydelirium | Stardance
|
decaydelirium
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: SlackBot by @decaydelirium | Stardance
|
1792460956.764596
|
1793065756.764596
|
|
43947
|
scout by @ingvard | Stardance
|
ingvard
|
1
|
13.0
|
164
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T21:36:20Z", "hours": 13.0, "multiplier": 12.89, "payout": 164, "blessing": "neutral", "text": "Scout is a program that analyzes files by doing pattern matching of strings in the file with strings defined by the user, and doing entropy analysis on all strings to find low and high entropy strings. Its primary use case is reverse engineering and forensics CTF challenges. Things i found difficult were getting the taylor series right in the mathyy library. If i had too few iterations the result would be innacurate for high numbers, but if it had to many iterations it would overflow to infinity. Reading the patterns from the user was also difficult, as it was my first time using the cJSON library, and i had problems with memmory leaks for a while. If you’re planning on using it, make sure to read the readme, especially the Usage section, and dont forget that the config file must be in the working directory. I was going to publish this to the AUR, but to create an account with their gitlab, you have to send an email to the maintainers, and they have not gotten back to me on that. Will update when its availible. In the meantime follow the installation instructions in the readme.", "repo": "https://github.com/hyphen-hyphen-hyphen-hyphen/scout", "demo": "https://github.com/hyphen-hyphen-hyphen-hyphen/scout/releases"}]...
|
[{"post_id": 49209, "ts": "202 [{"post_id": 49209, "ts": "2026-08-17T21:20:56Z", "hours": 0.6981, "text": "More finishing touches. I have added: Install script Install section in README A PKGBUILD file (am planning on publishing to AUR) No real issues this time around, everything mostly worked first (or second) try."}, {"post_id": 49119, "ts": "2026-08-17T19:02:08Z", "hours": 1.7019, "text": "Unfortunately there are no new features, but, i have managed to remove all memory leaks and (almost all) segfaults, as well as (tried to) prevent command injection. some things ive done are: Removed command injection through filename Even though it would technically still be possible, i have blocked it heavily and i can not provide any examples of it, as i have not managed to exploit it. No more errors, warnings or memory leaks! Valgrind doesn’t complain anymore. Using the --help flag no longer messes everything up No segfault if there isn’t a second argument This wasnt a super smooth process, as you can se in the screenshot i managed to make it even worse while trying to fix it, but i eventually figured it out."}, {"post_id": 48399, "ts": "2026-08-16T18:47:21Z", "hours": 2.9214, "text": "Scout now has a readme and a security policy(SECURITY.md). Along with that scout now also has these additional features: (Shannon)Entropy calculation Automatic extraction of high and low entropy strings The --report flag automatically generates a comprehensive malware analysis report and prints it to the terminal. There is now a --help flag, but it is very unstable at the moment, and the help message is, not very helpful Scout is now gcc only. Compiling with other compilers will not work due to certain GNU extensions used in the code. The new tokenize function has a memory leak for every token it generates, but fixing that would mean having to figure out where to put the free() calls. The program also segfaults if the second argument is blank."}, {"post_id": 47066, "ts": "2026-08-14T18:05:36Z", "hours": 3.3597, "text": "Some of the things ive done since the last devlog are: refactoring the code moved some functions to separate module mathyy read json files and use for pattern matching(no more hard-coded patterns) Taylor series to approximate e and the natural logarithm simpler math implementations like factorials and powers New lnsha feature, calculates the natural log of the sha256 hash of the prorgam(completely useless) The taylor series were quite problematic, as the more iterations i had, the higher the values in the factorial and power functions got, so sometimes they would overflow to infinity based on the start value, so i had to find a middle ground where the risc of overflowing was low, but it still had resonable precision. Especially for the natural log, which for higher numbers basically just returns a constant of about 10.48. Ive also discovered some memmory leaks through valgrind, but as i discovered, fixing them breaks everything else, and i dont have the energy to fix it, so i left a comment and moved on"}, {"post_id": 44245, "ts": "2026-08-09T21:28:27Z", "hours": 1.7197, "text": "Scout can now read and parse json files(with the library cjson) and it also now contains a function that returns other functions! Why cJSON? It was easily availible with my package manager, and it looked the simplest out of all the json libraries. how does higher-order functions benefit this project? It dosent, the code is definitely less readable aand its completely unnecessary, but its fun! While implementing this, i have started beef with gcc, as you can see in the attached screenshot, i have absolutely no idea what its talking about or what i did wrong and im pretty certain the compiler had a stroke, but i switched to clang for a while and when i switched back it was working again. As far as ive checked, the code is valid C, it compiled perfectly with clang, so i have no idea what happend, maybe gcc uses another C standard, or thers some weird macro in cjson that fucks things up. The json reading will be used for pattern matching in the file with the patterns in the json file (similar to YARA, but simpler)."}, {"post_id": 41439, "ts": "2026-08-05T17:31:01Z", "hours": 2.3297, "text": "Scout is a CTF tool written in C that does quick analysis on files, mainly for reverse engineering and forensics CTF:s. It’s designed to be the first thing you run on a file, and it gives basic information like any potential flags and any interesting strings in the file. So far the program is able to run strings on a file, and extract potential flags and interesting strings. In the attached screenshot you can see it being run on a file called “chall”, and then underneath the contents of that file are printed out."}]...
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Title: scout by @ingvard | Stardance
Devlogs:
Sco Title: scout by @ingvard | Stardance
Devlogs:
Scout is a CTF tool written in C that does quick analysis on files, mainly for reverse engineering and forensics CTF:s. It’s designed to be the first thing you run on a file, and it gives basic information like any potential flags and any interesting strings in the file. So far the program is able to run strings on a file, and extract potential flags and interesting strings. In the attached screenshot you can see it being run on a file called “chall”, and then underneath the contents of that file are printed out.
Scout can now read and parse json files(with the library cjson) and it also now contains a function that returns other functions! Why cJSON? It was easily availible with my package manager, and it looked the simplest out of all the json libraries. how does higher-order functions benefit this project? It dosent, the code is definitely less readable aand its completely unnecessary, but its fun! While implementing this, i have started beef with gcc, as you can see in the attached screenshot, i have absolutely no idea what its talking about or what i did wrong and im pretty certain the compiler had a stroke, but i switched to clang for a while and when i switched back it was working again. As far as ive checked, the code is valid C, it compiled perfectly with clang, so i have no idea what happend, maybe gcc uses another C standard, or thers some weird macro in cjson that fucks things up. The json reading will be used for pattern matching in the file with the patterns in the json file (similar to YARA, but simpler).
Some of the things ive done since the last devlog are: refactoring the code moved some functions to separate module mathyy read json files and use for pattern matching(no more hard-coded patterns) Taylor series to approximate e and the natural logarithm simpler math implementations like factorials and powers New lnsha feature, calculates the natural log of the sha256 hash of the prorgam(completely useless) The taylor series were quite problematic, as the more iterations i had, the higher the values in the factorial and power functions got, so sometimes they would overflow to infinity based on the start value, so i had to find a middle ground where the risc of overflowing was low, but it still had resonable precision. Especially for the natural log, which for higher numbers basically just returns a constant of about 10.48. Ive also discovered some memmory leaks through valgrind, but as i discovered, fixing them breaks everything else, and i dont have the energy to fix it, so i left a comment and moved on
Scout now has a readme and a security policy(SECURITY.md). Along with that scout now also has these additional features: (Shannon)Entropy calculation Automatic extraction of high and low entropy strings The --report flag automatically generates a comprehensive malware analysis report and prints it to the terminal. There is now a --help flag, but it is very unstable at the moment, and the help message is, not very helpful Scout is now gcc only. Compiling with other compilers will not work due to certain GNU extensions used in the code. The new tokenize function has a memory leak for every token it generates, but fixing that would mean having to figure out where to put the free() calls. The program also segfaults if the second argument is blank.
Unfortunately there are no new features, but, i have managed to remove all memory leaks and (almost all) segfaults, as well as (tried to) prevent command injection. some things ive done are: Removed command injection through filename Even though it would technically still be possible, i have blocked it heavily and i can not provide any examples of it, as i have not managed to exploit it. No more errors, warnings or memory leaks! Valgrind doesn’t complain anymore. Using the --help flag no longer messes everything up No segfault if there isn’t a second argument This wasnt a super smooth process, as you can se in the screenshot i managed to make it even worse while trying to fix it, but i eventually figured it out.
More finishing touches. I have added: Install script Install section in README A PKGBUILD file (am planning on publishing to AUR) No real issues this time around, everything mostly worked first (or second) try.
Ships:
Scout is a program that analyzes files by doing pattern matching of strings in the file with strings defined by the user, and doing entropy analysis on all strings to find low and high entropy strings. Its primary use case is reverse engineering and forensics CTF challenges. Things i found difficult were getting the taylor series right in the mathyy library. If i had too few iterations the result would be innacurate for high numbers, but if it had to many iterations it would overflow to infinity. Reading the patterns from the user was also difficult, as it was my first time using the cJSON library, and i had problems with memmory leaks for a while. If you’re planning on using it, make sure to read the readme, especially the Usage section, and dont forget that the config file must be in the working directory. I was going to publish this to the AUR, but to create an account with their gitlab, you have to send an email to the maintainers, and they have not gotten back to me on that. Will update when its availible. In the meantime follow the installation instructions in the readme....
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1792979357.5452805
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1793065757.5452805
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66415
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ORBITAL ECONOMICS by @balfornes | Stardance
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balfornes
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0
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0.0
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0
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[]
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[]
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Title: ORBITAL ECONOMICS by @balfornes | Stardance
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1792460957.5995684
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1793065757.5995684
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66416
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Untitled project by @natey | Stardance
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natey
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0
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0.0
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0
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[]
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[]
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Title: Untitled project by @natey | Stardance
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1792460958.4531777
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1793065758.4531777
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53893
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Terrabot by @OneShot | Stardance
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OneShot
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1
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3.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-24T19:22:47Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is the terrabot for slack", "repo": "https://github.com/Zlati839/Slack", "demo": "https://hackclub.enterprise.slack.com/archives/C0P5NE354"}]...
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[{"post_id": 54012, "ts": "202 [{"post_id": 54012, "ts": "2026-08-24T19:10:17Z", "hours": 3.1653, "text": "Commands"}]...
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Title: Terrabot by @OneShot | Stardance
Devlogs:
Title: Terrabot by @OneShot | Stardance
Devlogs:
Commands
Ships:
This is the terrabot for slack...
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1792979358.7034364
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1793065758.7034364
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66417
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My awesome macropad! by @soban_ahmed | Stardance
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soban_ahmed
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @soban_ahmed | Star Title: My awesome macropad! by @soban_ahmed | Stardance...
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1792460959.2839737
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1793065759.2839737
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