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7918
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space seeker by @micahbusch | Stardance
|
micahbusch
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: space seeker by @micahbusch | Stardance
|
1792626643.7576606
|
1793231443.7576606
|
|
42516
|
space shooter by @ajit713singh | Stardance
|
ajit713singh
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: space shooter by @ajit713singh | Stardance
|
1793180949.6430764
|
1793785749.6430764
|
|
42517
|
space shooter by @ajit713singh | Stardance
|
ajit713singh
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: space shooter by @ajit713singh | Stardance
|
1793180950.5658374
|
1793785750.5658374
|
|
340
|
space shooter by @secretx | Stardance
|
secretx
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: space shooter by @secretx | Stardance
|
1792658982.2333393
|
1793263782.2333393
|
|
30444
|
space simulation by @obl_dumblife | Stardance
|
obl_dumblife
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: space simulation by @obl_dumblife | Stardan Title: space simulation by @obl_dumblife | Stardance...
|
1793166547.30504
|
1793771347.30504
|
|
39040
|
space tab 🌙 by @neonxsl | Stardance
|
neonxsl
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-24T23:14:46Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "well.. this was a pretty fun project! i learnt a lot about environment secrets and how to set up vite.. and in the end i created a pretty cool new tab page! heres what it does; it fetches the current day’s apod nasa picture and its the background! it has smooooooth (and i mean smooth…. I SPENT SO LONG TO MAKE IT AS SMOOTH AS POSSIBLE) animations!!! very very very COOL confetti!!!! soo uhh i hope you enjoy my new tab page.. maybe even use it as your own (idk?) https://space.neonxsl.dev/", "repo": "https://github.com/neonxsl/space-tab", "demo": "https://space.neonxsl.dev/"}]...
|
[{"post_id": 34339, "ts": "202 [{"post_id": 34339, "ts": "2026-07-24T23:05:34Z", "hours": 1.77, "text": "Devlog #1 Welcome to space tab! a new tab page that takes you to a whole different galaxy! It has a customisable dark mode switch, as well as choosing your search engine from the most popular ones; google bing duckduckgo brave It has smooth animations as well as using a modern font, “Space Grotesk” (space ikrrr) It also has a greeting which greets you based on the time of day!"}]...
|
Title: space tab 🌙 by @neonxsl | Stardance
Devlog Title: space tab 🌙 by @neonxsl | Stardance
Devlogs:
Devlog #1 Welcome to space tab! a new tab page that takes you to a whole different galaxy! It has a customisable dark mode switch, as well as choosing your search engine from the most popular ones; google bing duckduckgo brave It has smooth animations as well as using a modern font, “Space Grotesk” (space ikrrr) It also has a greeting which greets you based on the time of day!
Ships:
well.. this was a pretty fun project! i learnt a lot about environment secrets and how to set up vite.. and in the end i created a pretty cool new tab page! heres what it does; it fetches the current day’s apod nasa picture and its the background! it has smooooooth (and i mean smooth…. I SPENT SO LONG TO MAKE IT AS SMOOTH AS POSSIBLE) animations!!! very very very COOL confetti!!!! soo uhh i hope you enjoy my new tab page.. maybe even use it as your own (idk?) https://space.neonxsl.dev/...
|
1793285301.1398604
|
1793371701.1398604
|
|
747
|
space themed macropad by @anya | Stardance
|
anya
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: space themed macropad by @anya | Stardance
|
1793137824.2018623
|
1793742624.2018623
|
|
65120
|
space world by @musfira | Stardance
|
musfira
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: space world by @musfira | Stardance
|
1793083934.6139948
|
1793688734.6139948
|
|
43684
|
space x by @muhammadqodir332211 | Stardance
|
muhammadqodir332211
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: space x by @muhammadqodir332211 | Stardance
|
1793234855.5408535
|
1793839655.5408535
|
|
56214
|
space-bot by @LunarLeaper | Stardance
|
LunarLeaper
|
1
|
4.0
|
9
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T16:10:25Z", "hours": 4.0, "multiplier": 1.96, "payout": 9, "blessing": "neutral", "text": "I made a slack-bot but I twisted it a bit . It is a bot that answer questions about space. Debugging my code was the most challenging thing for me. I thought I would compelete this projects in 2-3 days but it took me 2-3 weeks due to bugs and waiting for nest approval", "repo": "https://github.com/rr-codes4/Slack-bot", "demo": "https://hackclub.enterprise.slack.com/archives/C02ADG5JFRB"}]...
|
[{"post_id": 74038, "ts": "202 [{"post_id": 74038, "ts": "2026-09-26T16:06:53Z", "hours": 2.4575, "text": "This is how my bot respond to the slash command that asks for NASA’s POD on stream…I fixed some errors…and here it is"}, {"post_id": 67377, "ts": "2026-09-13T13:54:12Z", "hours": 1.9211, "text": "Launching a Cosmic Bot using python Answers your burning space questions. Tracks ISS real location Fetches NASA’s official picture of the day Mini Mars Game and more like space jokes,news , even does some calculations etc."}]...
|
Title: space-bot by @LunarLeaper | Stardance
Devl Title: space-bot by @LunarLeaper | Stardance
Devlogs:
Launching a Cosmic Bot using python Answers your burning space questions. Tracks ISS real location Fetches NASA’s official picture of the day Mini Mars Game and more like space jokes,news , even does some calculations etc.
This is how my bot respond to the slash command that asks for NASA’s POD on stream…I fixed some errors…and here it is
Ships:
I made a slack-bot but I twisted it a bit . It is a bot that answer questions about space. Debugging my code was the most challenging thing for me. I thought I would compelete this projects in 2-3 days but it took me 2-3 weeks due to bugs and waiting for nest approval...
|
1793148999.2016702
|
1793235399.2016702
|
|
62105
|
space-dashboard by @abdulqadir | Stardance
|
abdulqadir
|
1
|
16.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-24T18:27:33Z", "hours": 16.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a customizable Space Dashboard using HTML, CSS, JavaScript and Vite. It uses NASA’s APOD API to show a new space background and also has a live customizable clock, Google search, quick shortcuts, random quotes, a draggable to-do list, custom space wallpapers and solid backgrounds. One of the most challenging parts was debugging the JavaScript, especially when a missing bracket broke both the clock and hamburger menu, and I also had some problems getting the Day/Night color toggle and wallpapers working correctly. I’m most proud of the custom Space Menu and how users can personalize the dashboard. When testing it, try changing the background, clock font and color, turning Day/Night mode on and off, and using the To-Do list and search.", "repo": "https://github.com/qadir-eng/space-dashboard", "demo": "https://qadir-eng.github.io/space-dashboard/"}]...
|
[{"post_id": 73257, "ts": "202 [{"post_id": 73257, "ts": "2026-09-24T18:04:25Z", "hours": 3.9967, "text": "Since the last devlog, I worked mainly on improving the customization and overall UI of the Space Dashboard. I added a Background section to the side menu. Users can now switch back to the NASA Daily image, choose from five selected space wallpapers, or use solid-color backgrounds. The wallpapers also have small previews so users can see them before selecting one. I also improved the clock customization. Users can now change the clock font using arrow buttons and choose between Digital Ops, Audiowide, Michroma, Bruno Ace, and Oxanium. I added a similar selector for clock colors, with options like White, Cyan, Blue, Purple, Solar, and Black. I added a Day/Night toggle for the clock too. When it is turned on, the clock automatically changes its color depending on the time of day. When it is turned off, the user can select their own clock color. I also improved the side menu so the clock font and color selectors open directly underneath their buttons instead of opening separate panels. This makes the menu simpler and keeps the main dashboard clean. Another addition was the loading screen. When the website starts, it shows “Loading Space…” while the NASA Daily background is being fetched and loaded. Once the image is ready, the loading screen disappears. It also disappears if the NASA request fails so the website doesn’t get stuck. There were several bugs while building these features. The biggest one was a misplaced } in the clock code, which caused the clock to stay at 00 00 and stopped the hamburger menu from working. I also had issues with the Day/Night toggle not visually turning off, wallpaper paths, and manual clock colors being overwritten by the automatic colors. I debugged these issues and got everything working properly. Overall, this update focused on making the Space Dashboard more customizable, cleaner, and easier to use."}, {"post_id": 72588, "ts": "2026-09-23T09:29:52Z", "hours": 3.6825, "text": "From last 2 days I was focusing on making the Space Dashboard more interactive and customizable. Space Menu I created a hamburger menu that opens a glass-style sidebar. This will act as the main control center for the dashboard, with options for the Quote of the Day, To-Do List, backgrounds, clock styles, and clock colors. I connected the Quote of the Day option to the sidebar. Users can now toggle the quote ON or OFF, depending on whether they want a cleaner dashboard or some inspiration on screen. I added a 4-task To-Do panel with a dark matte-glass design, background blur, rounded corners, and subtle transparency. I also made the panel draggable, so users can move it anywhere on their dashboard while still being able to type normally inside the task fields. and with that they can be on and off by clicking on to-do list button on sidebar"}, {"post_id": 71743, "ts": "2026-09-21T13:12:22Z", "hours": 0.7314, "text": "Today I worked on the search section of my Space Dashboard. I added a Google search bar so users can quickly search the web directly from the dashboard. I also added four shortcut buttons for YouTube, Gmail, Stardance, and Hackatime. I gave the search bar and shortcuts a glassmorphism/futuristic space design with transparent backgrounds, blur effects, and hover animations."}, {"post_id": 71683, "ts": "2026-09-21T09:35:02Z", "hours": 1.0897, "text": "add 5 different quotes each time randomly one from them will appear as it is appearing of top right if you think any changes feel free to give your changes"}, {"post_id": 71406, "ts": "2026-09-20T19:22:20Z", "hours": 2.0353, "text": "Set today’s NASA Astronomy Picture of the Day as the full-page background, with a dark overlay to keep everything readable regardless of what image NASA posts. Added a large glowing digital clock overlay showing the live time, styled with a soft black to match the space theme"}, {"post_id": 71105, "ts": "2026-09-20T09:38:25Z", "hours": 1.8103, "text": "🚀 Space Dashboard — Saving Notes with localStorageToday I worked on making the sticky notes in my Space Dashboard persistent.Before this, I could create NASA photo notes and drag them around, but whenever I refreshed the page, all the notes disappeared.💾 What I addedI implemented localStorage so the dashboard can remember the notes even after refreshing the page.For each note, I now save:📸 The NASA photo URL📍 The note’s position📝 The note’s shape/classI created a saveNotes() function that collects the information from every sticky note and stores it in the browser’s localStorage.I also added a restore system that runs when the page loads. It reads the saved notes, recreates them, restores their positions, and makes them draggable again.🖱️ Dragging + SavingI kept the existing drag system and connected it to the save function. Whenever I move a note, its new position is saved.This means I can:Add a NASA photo noteDrag it anywhereRefresh the pageGet the note back in the same position 🎯🧠 What I learnedThis part taught me more about:localStorageJSON.stringify()JSON.parse()datasetSaving JavaScript objectsRestoring DOM elements after a page reloadConnecting multiple features together✅ ResultThe Space Dashboard now remembers my NASA sticky notes instead of losing them every time the page refreshes.This makes the dashboard feel much more like a real usable application rather than just a temporary webpage. lwk this time no ss TT"}, {"post_id": 70069, "ts": "2026-09-18T12:00:27Z", "hours": 0.9089, "text": "Fixed a real-world problem: NASA’s official Mars Rover Photos API was returning 404 errors on every request — confirmed it wasn’t my code by testing the exact documented URL directly, even with their public demo key. Pivoted to reusing the same NASA APOD endpoint I’d already gotten working, but requesting a random historical date instead of today — gives varied real space photos on each sticky note while staying reliable. Learned how to generate a random date between two points using Date.getTime() and Math.random()."}, {"post_id": 69319, "ts": "2026-09-16T19:50:28Z", "hours": 1.2689, "text": "Wrote the core JavaScript for my Space Search project: a live fetch to NASA’s Astronomy Picture of the Day API. Learned how fetch() and .then() chains work — sending a request, converting the raw response with .json(), then using the data to build the page. Handled the case where NASA sometimes posts a video instead of an image (using an if statement and a media variable so I only set innerHTML once, instead of overwriting it multiple times). Added error handling with .catch() so the page shows a clear message instead of going blank if something fails. Toughest part was understanding why setting innerHTML multiple times wipes out previous content — had to actually see it break before it clicked. Screenshot: the page showing today’s NASA title, image, and description. Ik that it isn’t looking cool but trust the process buddies TT"}]...
|
Title: space-dashboard by @abdulqadir | Stardance
Title: space-dashboard by @abdulqadir | Stardance
Devlogs:
Wrote the core JavaScript for my Space Search project: a live fetch to NASA’s Astronomy Picture of the Day API. Learned how fetch() and .then() chains work — sending a request, converting the raw response with .json(), then using the data to build the page. Handled the case where NASA sometimes posts a video instead of an image (using an if statement and a media variable so I only set innerHTML once, instead of overwriting it multiple times). Added error handling with .catch() so the page shows a clear message instead of going blank if something fails. Toughest part was understanding why setting innerHTML multiple times wipes out previous content — had to actually see it break before it clicked. Screenshot: the page showing today’s NASA title, image, and description. Ik that it isn’t looking cool but trust the process buddies TT
Fixed a real-world problem: NASA’s official Mars Rover Photos API was returning 404 errors on every request — confirmed it wasn’t my code by testing the exact documented URL directly, even with their public demo key. Pivoted to reusing the same NASA APOD endpoint I’d already gotten working, but requesting a random historical date instead of today — gives varied real space photos on each sticky note while staying reliable. Learned how to generate a random date between two points using Date.getTime() and Math.random().
🚀 Space Dashboard — Saving Notes with localStorageToday I worked on making the sticky notes in my Space Dashboard persistent.Before this, I could create NASA photo notes and drag them around, but whenever I refreshed the page, all the notes disappeared.💾 What I addedI implemented localStorage so the dashboard can remember the notes even after refreshing the page.For each note, I now save:📸 The NASA photo URL📍 The note’s position📝 The note’s shape/classI created a saveNotes() function that collects the information from every sticky note and stores it in the browser’s localStorage.I also added a restore system that runs when the page loads. It reads the saved notes, recreates them, restores their positions, and makes them draggable again.🖱️ Dragging + SavingI kept the existing drag system and connected it to the save function. Whenever I move a note, its new position is saved.This means I can:Add a NASA photo noteDrag it anywhereRefresh the pageGet the note back in the same position 🎯🧠 What I learnedThis part taught me more about:localStorageJSON.stringify()JSON.parse()datasetSaving JavaScript objectsRestoring DOM elements after a page reloadConnecting multiple features together✅ ResultThe Space Dashboard now remembers my NASA sticky notes instead of losing them every time the page refreshes.This makes the dashboard feel much more like a real usable application rather than just a temporary webpage. lwk this time no ss TT
Set today’s NASA Astronomy Picture of the Day as the full-page background, with a dark overlay to keep everything readable regardless of what image NASA posts. Added a large glowing digital clock overlay showing the live time, styled with a soft black to match the space theme
add 5 different quotes each time randomly one from them will appear as it is appearing of top right if you think any changes feel free to give your changes
Today I worked on the search section of my Space Dashboard. I added a Google search bar so users can quickly search the web directly from the dashboard. I also added four shortcut buttons for YouTube, Gmail, Stardance, and Hackatime. I gave the search bar and shortcuts a glassmorphism/futuristic space design with transparent backgrounds, blur effects, and hover animations.
From last 2 days I was focusing on making the Space Dashboard more interactive and customizable. Space Menu I created a hamburger menu that opens a glass-style sidebar. This will act as the main control center for the dashboard, with options for the Quote of the Day, To-Do List, backgrounds, clock styles, and clock colors. I connected the Quote of the Day option to the sidebar. Users can now toggle the quote ON or OFF, depending on whether they want a cleaner dashboard or some inspiration on screen. I added a 4-task To-Do panel with a dark matte-glass design, background blur, rounded corners, and subtle transparency. I also made the panel draggable, so users can move it anywhere on their dashboard while still being able to type normally inside the task fields. and with that they can be on and off by clicking on to-do list button on sidebar
Since the last devlog, I worked mainly on improving the customization and overall UI of the Space Dashboard. I added a Background section to the side menu. Users can now switch back to the NASA Daily image, choose from five selected space wallpapers, or use solid-color backgrounds. The wallpapers also have small previews so users can see them before selecting one. I also improved the clock customization. Users can now change the clock font using arrow buttons and choose between Digital Ops, Audiowide, Michroma, Bruno Ace, and Oxanium. I added a similar selector for clock colors, with options like White, Cyan, Blue, Purple, Solar, and Black. I added a Day/Night toggle for the clock too. When it is turned on, the clock automatically changes its color depending on the time of day. When it is turned off, the user can select their own clock color. I also improved the side menu so the clock font and color selectors open directly underneath their buttons instead of opening separate panels. This makes the menu simpler and keeps the main dashboard clean. Another addition was the loading screen. When the website starts, it shows “Loading Space…” while the NASA Daily background is being fetched and loaded. Once the image is ready, the loading screen disappears. It also disappears if the NASA request fails so the website doesn’t get stuck. There were several bugs while building these features. The biggest one was a misplaced } in the clock code, which caused the clock to stay at 00 00 and stopped the hamburger menu from working. I also had issues with the Day/Night toggle not visually turning off, wallpaper paths, and manual clock colors being overwritten by the automatic colors. I debugged these issues and got everything working properly. Overall, this update focused on making the Space Dashboard more customizable, cleaner, and easier to use.
Ships:
I made a customizable Space Dashboard using HTML, CSS, JavaScript and Vite. It uses NASA’s APOD API to show a new space background and also has a live customizable clock, Google search, quick shortcuts, random quotes, a draggable to-do list, custom space wallpapers and solid backgrounds. One of the most challenging parts was debugging the JavaScript, especially when a missing bracket broke both the clock and hamburger menu, and I also had some problems getting the Day/Night color toggle and wallpapers working correctly. I’m most proud of the custom Space Menu and how users can personalize the dashboard. When testing it, try changing the background, clock font and color, turning Day/Night mode on and off, and using the To-Do list and search....
|
1793209911.0292916
|
1793296311.0292916
|
|
68486
|
space-escape (OMEGA-7) by @torren | Stardance
|
torren
|
1
|
8.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-21T21:20:01Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "omega-7 is an escape room that runs entirely inside a figma prototype, you wake up on a dying space station with the oxygen draining and work through five puzzles to reach the escape pod, from a keycard to a cipher to the airlock pin to a reactor restart to rewiring the pod. the hard part is that figma has no code, no variables, no logic, and no sound, so faking “state” means building a separate frame for every single thing the player could be looking at (the keypad alone is five frames to fake a two digit pin), and i ended up generating all 48 frames and ~160 hotspots. i’m proud that it actually feels like a game and not a slideshow - smart-animate makes the keycard fly into your inventory and the reactor levers flip and glow as you solve it. to test it, play in present mode and click anything interactive: the pin is crew x deck from the whiteboard and roster, and the reactor order is hidden in the captain’s log in nato phonetic, so don’t rush past the clues.", "repo": "https://github.com/nadellasripad11/space-escape", "demo": "https://www.figma.com/proto/KacEHBOZqWUMXmCe6sAqhL/OMEGA-7-%E2%80%94-Figma-Escape-Room?page-id=79%3A2&node-id=79-3&starting-point-node-id=79%3A3&scaling=min-zoom"}]...
|
[{"post_id": 81643, "ts": "202 [{"post_id": 81643, "ts": "2026-10-21T21:15:39Z", "hours": 0.375, "text": "figma can’t play sound, so i leaned all the way into motion instead. added a shared smart-animate transition across every puzzle so the states actually morph into each other: clicking the keycard now flies it off the shelf and shrinks it right into your inventory slot, the pin dots fill in as you type, the reactor levers physically flip and the lights go green as you nail the sequence, and the wires snap into their ports on each correct connection. then i jumped over to the 3d web version and fixed the keycard being annoying to click - the mesh is tiny and the camera sway makes it drift, so i wrapped it in an invisible hit box about 2.5x the size that catches your click anywhere near it without changing how anything looks."}, {"post_id": 80273, "ts": "2026-10-17T02:18:13Z", "hours": 4.2958, "text": "playtested omega-7 and realized you could beat it in like a minute, so i doubled the puzzles from 3 to 5. added a captain’s log cipher that spells out a reactor code in nato phonetic (bravo, alpha, charlie) that you have to decode, and a reactor switch panel where you flip three switches in that exact order, and one wrong flip resets the whole thing. figma has no variables or logic so the switch puzzle is really just 5 separate frames wired together, one per state, same hacky trick i used for the keypad. also squashed a bug in the three.js web version where the crate and fuse box puzzles were wired into the game logic but the 3d scenes never actually had the objects, so clicking them did nothing. added the missing meshes and checked every interactive object is clickable now. full flow is live now: quarters, cipher, airlock pin, reactor, pod wiring, launch. shipping it."}, {"post_id": 77679, "ts": "2026-10-07T20:23:31Z", "hours": 3.4492, "text": "I built OMEGA-7, a space escape room that turns Figma into a playable game. Players explore a dying station and solve puzzles before their oxygen runs out. The escape sequence involves finding a keycard, decoding an airlock PIN, and rewiring a pod. I added 3D-rendered rooms, clickable objects, camera push-ins, and hint screens. I tested the puzzle paths from start to finish to check the full escape sequence. I also launched a browser version with real-time 3D, swinging doors, and sound effects. It adds a seven-minute oxygen timer and a wire-dragging puzzle, linking back to the Figma prototype."}]...
|
Title: space-escape (OMEGA-7) by @torren | Stardan Title: space-escape (OMEGA-7) by @torren | Stardance
Devlogs:
I built OMEGA-7, a space escape room that turns Figma into a playable game. Players explore a dying station and solve puzzles before their oxygen runs out. The escape sequence involves finding a keycard, decoding an airlock PIN, and rewiring a pod. I added 3D-rendered rooms, clickable objects, camera push-ins, and hint screens. I tested the puzzle paths from start to finish to check the full escape sequence. I also launched a browser version with real-time 3D, swinging doors, and sound effects. It adds a seven-minute oxygen timer and a wire-dragging puzzle, linking back to the Figma prototype.
playtested omega-7 and realized you could beat it in like a minute, so i doubled the puzzles from 3 to 5. added a captain’s log cipher that spells out a reactor code in nato phonetic (bravo, alpha, charlie) that you have to decode, and a reactor switch panel where you flip three switches in that exact order, and one wrong flip resets the whole thing. figma has no variables or logic so the switch puzzle is really just 5 separate frames wired together, one per state, same hacky trick i used for the keypad. also squashed a bug in the three.js web version where the crate and fuse box puzzles were wired into the game logic but the 3d scenes never actually had the objects, so clicking them did nothing. added the missing meshes and checked every interactive object is clickable now. full flow is live now: quarters, cipher, airlock pin, reactor, pod wiring, launch. shipping it.
figma can’t play sound, so i leaned all the way into motion instead. added a shared smart-animate transition across every puzzle so the states actually morph into each other: clicking the keycard now flies it off the shelf and shrinks it right into your inventory slot, the pin dots fill in as you type, the reactor levers physically flip and the lights go green as you nail the sequence, and the wires snap into their ports on each correct connection. then i jumped over to the 3d web version and fixed the keycard being annoying to click - the mesh is tiny and the camera sway makes it drift, so i wrapped it in an invisible hit box about 2.5x the size that catches your click anywhere near it without changing how anything looks.
Ships:
omega-7 is an escape room that runs entirely inside a figma prototype, you wake up on a dying space station with the oxygen draining and work through five puzzles to reach the escape pod, from a keycard to a cipher to the airlock pin to a reactor restart to rewiring the pod. the hard part is that figma has no code, no variables, no logic, and no sound, so faking “state” means building a separate frame for every single thing the player could be looking at (the keypad alone is five frames to fake a two digit pin), and i ended up generating all 48 frames and ~160 hotspots. i’m proud that it actually feels like a game and not a slideshow - smart-animate makes the keycard fly into your inventory and the reactor levers flip and glow as you solve it. to test it, play in present mode and click anything interactive: the pin is crew x deck from the whiteboard and roster, and the reactor order is hidden in the captain’s log in nato phonetic, so don’t rush past the clues....
|
1793303247.1735654
|
1793389647.1735654
|
|
44528
|
space-planet-solar-system by @Yasbaa | Stardance
|
Yasbaa
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: space-planet-solar-system by @Yasbaa | Star Title: space-planet-solar-system by @Yasbaa | Stardance...
|
1793278541.661739
|
1793883341.661739
|
|
46731
|
space-pulse by @dineshkarthik | Stardance
|
dineshkarthik
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-14T06:32:13Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Space Pulse is my HTML/CSS/JS dashboard with links, notes, NASA’s Astronomy Picture of the Day, and a Hyperion arcade game. I have redesigned the default dashboard theme and layout, removed some default widgets, and added light/dark theme toggles. NASA’s APOD picture is imported with a server-side API route to keep their API key private. The Hyperion arcade game is made into a draggable/resizable window with controls described on first use for WASD and arrow keys and uses browser storage/postMessage API to save scores, high score, last played date, and playtime and communicate with the dashboard. The most challenging parts of this project were enabling communication between iframe and the dashboard, saving data in the browser, avoiding double-counting the playtime, and preventing multiple game instances from being opened at the same time, and making sure that NASA’s API key is not leaked anywhere when deploying the dashboard. Finally, I have learned that nice code is not enough, and one has to care about data persistence, security, and debuggability.", "repo": "https://github.com/Karthik-854321/orbit-browser", "demo": "https://orbit-browser-one.vercel.app/"}]...
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[{"post_id": 46737, "ts": "202 [{"post_id": 46737, "ts": "2026-08-14T06:26:40Z", "hours": 0.3983, "text": "deployment successfully completed and the orbit browser is on live please check and use it and customize accordingly any suggestions/modifications are accepted"}, {"post_id": 46702, "ts": "2026-08-14T04:27:24Z", "hours": 3.4433, "text": "Space Pulse 1st & Final Devlog Space Pulse is my personal browser dashboard made with HTML, CSS, and JS. All the cool links I have on my bookmarks, my notes, the awesome NASA APOD, and my mini-game are all mashed into one neat dashboard. On the first commit, it was too busy and generic, so I changed some stuff up. In the second iteration, I made it my way: minimalistic, no quick-checks, and only what I need on a daily basis. Added light/dark mode, persistent notes and links, and made it responsive. I added NASA APOD API as a cool feature and made it a server-side request so nobody can steal my NASA token. The big thing I added was the Hyperion Space Defender game. I gave it a nice Play Game screen, made it have instructions for the WASD keys and arrow keys to move, the window is draggable and resizable, and even a first-time tutorial that gets saved with localStorage. In order to hook the game up to the dashboard, I used postMessage() to get the score, the high score, the number of sessions, the last time the game was played, and the total playtime. The hard parts about this project were getting the iframe game to communicate with the parent window, keeping the stats persistent, not letting the game count playtime if it was closed accidentally, securing the NASA API request, and figuring out what features are needed and what’s not. This was a big project for me because I learned the importance of state, persistence, APIs, security, debugging, responsiveness, and some neat little UX features in a website. Space Pulse is the final product of all the lessons I’ve learned while making it."}]...
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Title: space-pulse by @dineshkarthik | Stardance
Title: space-pulse by @dineshkarthik | Stardance
Devlogs:
Space Pulse 1st & Final Devlog Space Pulse is my personal browser dashboard made with HTML, CSS, and JS. All the cool links I have on my bookmarks, my notes, the awesome NASA APOD, and my mini-game are all mashed into one neat dashboard. On the first commit, it was too busy and generic, so I changed some stuff up. In the second iteration, I made it my way: minimalistic, no quick-checks, and only what I need on a daily basis. Added light/dark mode, persistent notes and links, and made it responsive. I added NASA APOD API as a cool feature and made it a server-side request so nobody can steal my NASA token. The big thing I added was the Hyperion Space Defender game. I gave it a nice Play Game screen, made it have instructions for the WASD keys and arrow keys to move, the window is draggable and resizable, and even a first-time tutorial that gets saved with localStorage. In order to hook the game up to the dashboard, I used postMessage() to get the score, the high score, the number of sessions, the last time the game was played, and the total playtime. The hard parts about this project were getting the iframe game to communicate with the parent window, keeping the stats persistent, not letting the game count playtime if it was closed accidentally, securing the NASA API request, and figuring out what features are needed and what’s not. This was a big project for me because I learned the importance of state, persistence, APIs, security, debugging, responsiveness, and some neat little UX features in a website. Space Pulse is the final product of all the lessons I’ve learned while making it.
deployment successfully completed and the orbit browser is on live please check and use it and customize accordingly any suggestions/modifications are accepted
Ships:
Space Pulse is my HTML/CSS/JS dashboard with links, notes, NASA’s Astronomy Picture of the Day, and a Hyperion arcade game. I have redesigned the default dashboard theme and layout, removed some default widgets, and added light/dark theme toggles. NASA’s APOD picture is imported with a server-side API route to keep their API key private. The Hyperion arcade game is made into a draggable/resizable window with controls described on first use for WASD and arrow keys and uses browser storage/postMessage API to save scores, high score, last played date, and playtime and communicate with the dashboard. The most challenging parts of this project were enabling communication between iframe and the dashboard, saving data in the browser, avoiding double-counting the playtime, and preventing multiple game instances from being opened at the same time, and making sure that NASA’s API key is not leaked anywhere when deploying the dashboard. Finally, I have learned that nice code is not enough, and one has to care about data persistence, security, and debuggability....
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1792878620.766956
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1793742620.766956
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|
50089
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space-war by @dineshkarthik | Stardance
|
dineshkarthik
|
1
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23.0
|
163
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-19T05:14:05Z", "hours": 13.0, "multiplier": 12.87, "payout": 163, "blessing": "neutral", "text": "🚀 Space War - Shipping Description I made a browser-based space shooter where the player has options to determine a certain way of playing and getting better at the game. In the project, I implemented different war zones, from 180 ° and 360 °, and added a variety of gameplays. The game allows battling enemy waves, collecting resources, upgrading the player’s ship, and being able to set and beat your own personal records. I also added a menu where you can choose a certain game mode and the system to store records to keep track of your stats accurately and have a reference of the best results. I aimed for variety in gameplay and for the player to feel like they are part of a bigger system, not just a simple space shooter, which is why I focused on adding content that would give them a reason to keep playing.", "repo": "https://github.com/Karthik-854321/space-war", "demo": "https://space-war-beta.vercel.app/"}]...
|
[{"post_id": 58217, "ts": "202 [{"post_id": 58217, "ts": "2026-08-30T16:00:53Z", "hours": 1.5722, "text": "improving from the feedback and suggestion i got from the first ship some formaulas or modified and some changes in js is taking apart soon you will see a complete game hsing everything suggested and this is the highest score i got make a try to break it"}, {"post_id": 54345, "ts": "2026-08-25T09:29:23Z", "hours": 4.3333, "text": "FINAL DEVLOG finally completed by project by adding a selection page that display the game highest records and give options to selct gaem mode with my custom arcrade retro style theme literally it takes a lot of time to arrange the background frame with the button trapezium shapes and with that and it is looking really great . i designed it by my thoughts if any suggestions are improvements are accepted and i will try to implement it later TRY IT NOW: https://space-war-beta.vercel.app/"}, {"post_id": 53794, "ts": "2026-08-24T14:31:51Z", "hours": 3.2506, "text": "a long time taken to refine complete css after getting too many resubmits for using ai in it actually i built the whole game from scratch from choosing the enimies their characters their shapes and in auto shoot game i revised my old mathematics textbook for shortest distance formulas and point of contact formulas that makes me learn my 11th textbook again i learned a lot from this finally i am about to complete the css part a few modifications are apart"}, {"post_id": 52155, "ts": "2026-08-22T07:50:40Z", "hours": 0.8447, "text": "forgot to write a devlog lost 10h of time but yet my GAME is making a clean 3d visuals"}, {"post_id": 50101, "ts": "2026-08-19T05:08:24Z", "hours": 2.0697, "text": "Space War - Final Devlog Space War’s development iteration has been completed in time for the next step. The current gameplay hub offers a pure mode-based experience. The following features have been added: 180° and 360° War Zone selection Both games are now separated as individual modes A 360° exclusive records panel has been added Highest Score, Best Survival Time, Missions and Coins are now available for tracking Everything is persistent via localStorage The whole UI is now organized into two sections: the game itself on the left and the records panel on the right Added responsive behavior so that the game area is always fully playable Original systems, upgrades, enemies, effects and controls are preserved From selecting a battlefield to challenging oneself to a new record, the Space War gameplay hub is now a truly comprehensive mode-based system."}, {"post_id": 48820, "ts": "2026-08-17T11:11:00Z", "hours": 1.79, "text": "Devlog 03, Hyperion: Space Defender The third update involved a significant redesign rather than just adding new features. I renamed the experience Hyperion: Space Defender and reworked the interface with a dedicated command system. The battlefield now takes up 75% of the screen , while the remaining 25% serves as a Command & Telemetry sidebar . The sidebar shows live information such as ship tier, hull integrity, system level, XP, coins, gems, score, and flight time . I also created a proper start screen and gameplay guide so players can learn the controls before they enter combat. Previous records like best score, best flight time, and most coins are displayed as well. The progression system became richer with different enemy classes and a boss system , which includes a dedicated boss health display. Players now have extra progression statistics such as tier, coins, score, and improved combat attributes. Persistence has also improved. High score, best survival time, and maximum coins are saved using localStorage , allowing records to persist between sessions. Finally, I upgraded the audio system from simple oscillator effects to a more advanced Web Audio setup, which uses oscillators, gain nodes, filters, and generated noise for better laser and explosion sounds. This update turned the project from a basic browser shooter into a more complete space-survival game system with progression, persistence, telemetry, mobile controls, bosses, audio, and a stronger interface ."}, {"post_id": 48699, "ts": "2026-08-17T06:37:05Z", "hours": 0.3347, "text": "Devlog 02 - Expanding the Gameplay SystemsThe second update went from a bare-bones prototype to a more fleshed-out survival gameI added progression and level-up systems for the player, which let him upgrade his laser size, movement speed, collection radius, fire rate, max HP, and special attack cooldown.The game now has XP, levels, gems, particles, damage numbers, screen effects, and a proper HUD that displays the level, time, HP, and XP.The most important addition, however, was mobile support - the game now has a virtual joystick that appears on touchscreens and turns swipes into directional inputI also added synthesized sound effects for lasers, hits, gems, slashes, and explosions using the Web Audio API.The game now has a proper survival loop - the player gathers XP and resources, levels up, buys upgrades, and fights off hordes of enemies that get progressively stronger.This iteration marked the first true step away from the technical experimentation of the early prototype toward an actual game with content and depth."}, {"post_id": 48688, "ts": "2026-08-17T06:09:50Z", "hours": 8.4686, "text": "Devlog 01 — Building the Core Combat PrototypeThe first update was about getting the basic game loop working before adding complicated systems.I built the initial Bullet Haven Game as a Canvas-based space shooter. The player can move using WASD, aim toward the mouse, and automatically fire bullets. The game includes three basic enemy types — Swarmer, Basic, and Tank — each with different speed, size, and HP values.I also added sprite loading with fallback shapes, so the game can continue running even if the image assets are unavailable. Enemy spawning happens from outside the screen and enemies move toward the player.For combat feedback, I implemented bullet-enemy collision, particle effects when enemies are destroyed, score tracking, and screen shake. The rendering system draws bullets, particles, enemies, the player, and the score every frame.This update gave me the foundation: movement → shooting → enemies → collision → destruction → score → game loop.The main goal was not to make the game complete yet, but to prove that the core gameplay system worked."}]...
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Title: space-war by @dineshkarthik | Stardance
De Title: space-war by @dineshkarthik | Stardance
Devlogs:
Devlog 01 — Building the Core Combat PrototypeThe first update was about getting the basic game loop working before adding complicated systems.I built the initial Bullet Haven Game as a Canvas-based space shooter. The player can move using WASD, aim toward the mouse, and automatically fire bullets. The game includes three basic enemy types — Swarmer, Basic, and Tank — each with different speed, size, and HP values.I also added sprite loading with fallback shapes, so the game can continue running even if the image assets are unavailable. Enemy spawning happens from outside the screen and enemies move toward the player.For combat feedback, I implemented bullet-enemy collision, particle effects when enemies are destroyed, score tracking, and screen shake. The rendering system draws bullets, particles, enemies, the player, and the score every frame.This update gave me the foundation: movement → shooting → enemies → collision → destruction → score → game loop.The main goal was not to make the game complete yet, but to prove that the core gameplay system worked.
Devlog 02 - Expanding the Gameplay SystemsThe second update went from a bare-bones prototype to a more fleshed-out survival gameI added progression and level-up systems for the player, which let him upgrade his laser size, movement speed, collection radius, fire rate, max HP, and special attack cooldown.The game now has XP, levels, gems, particles, damage numbers, screen effects, and a proper HUD that displays the level, time, HP, and XP.The most important addition, however, was mobile support - the game now has a virtual joystick that appears on touchscreens and turns swipes into directional inputI also added synthesized sound effects for lasers, hits, gems, slashes, and explosions using the Web Audio API.The game now has a proper survival loop - the player gathers XP and resources, levels up, buys upgrades, and fights off hordes of enemies that get progressively stronger.This iteration marked the first true step away from the technical experimentation of the early prototype toward an actual game with content and depth.
Devlog 03, Hyperion: Space Defender The third update involved a significant redesign rather than just adding new features. I renamed the experience Hyperion: Space Defender and reworked the interface with a dedicated command system. The battlefield now takes up 75% of the screen , while the remaining 25% serves as a Command & Telemetry sidebar . The sidebar shows live information such as ship tier, hull integrity, system level, XP, coins, gems, score, and flight time . I also created a proper start screen and gameplay guide so players can learn the controls before they enter combat. Previous records like best score, best flight time, and most coins are displayed as well. The progression system became richer with different enemy classes and a boss system , which includes a dedicated boss health display. Players now have extra progression statistics such as tier, coins, score, and improved combat attributes. Persistence has also improved. High score, best survival time, and maximum coins are saved using localStorage , allowing records to persist between sessions. Finally, I upgraded the audio system from simple oscillator effects to a more advanced Web Audio setup, which uses oscillators, gain nodes, filters, and generated noise for better laser and explosion sounds. This update turned the project from a basic browser shooter into a more complete space-survival game system with progression, persistence, telemetry, mobile controls, bosses, audio, and a stronger interface .
Space War - Final Devlog Space War’s development iteration has been completed in time for the next step. The current gameplay hub offers a pure mode-based experience. The following features have been added: 180° and 360° War Zone selection Both games are now separated as individual modes A 360° exclusive records panel has been added Highest Score, Best Survival Time, Missions and Coins are now available for tracking Everything is persistent via localStorage The whole UI is now organized into two sections: the game itself on the left and the records panel on the right Added responsive behavior so that the game area is always fully playable Original systems, upgrades, enemies, effects and controls are preserved From selecting a battlefield to challenging oneself to a new record, the Space War gameplay hub is now a truly comprehensive mode-based system.
forgot to write a devlog lost 10h of time but yet my GAME is making a clean 3d visuals
a long time taken to refine complete css after getting too many resubmits for using ai in it actually i built the whole game from scratch from choosing the enimies their characters their shapes and in auto shoot game i revised my old mathematics textbook for shortest distance formulas and point of contact formulas that makes me learn my 11th textbook again i learned a lot from this finally i am about to complete the css part a few modifications are apart
FINAL DEVLOG finally completed by project by adding a selection page that display the game highest records and give options to selct gaem mode with my custom arcrade retro style theme literally it takes a lot of time to arrange the background frame with the button trapezium shapes and with that and it is looking really great . i designed it by my thoughts if any suggestions are improvements are accepted and i will try to implement it later TRY IT NOW: https://space-war-beta.vercel.app/
improving from the feedback and suggestion i got from the first ship some formaulas or modified and some changes in js is taking apart soon you will see a complete game hsing everything suggested and this is the highest score i got make a try to break it
Ships:
🚀 Space War - Shipping Description I made a browser-based space shooter where the player has options to determine a certain way of playing and getting better at the game. In the project, I implemented different war zones, from 180 ° and 360 °, and added a variety of gameplays. The game allows battling enemy waves, collecting resources, upgrading the player’s ship, and being able to set and beat your own personal records. I also added a menu where you can choose a certain game mode and the system to store records to keep track of your stats accurately and have a reference of the best results. I aimed for variety in gameplay and for the player to feel like they are part of a bigger system, not just a simple space shooter, which is why I focused on adding content that would give them a reason to keep playing....
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1792878469.4185536
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1793742469.4185536
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11121
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space4kids by @cuutepurple | Stardance
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cuutepurple
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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: space4kids by @cuutepurple | Stardance
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1792785163.8857737
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1793389963.8857737
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58573
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spacecrew by @jakub-ginal | Stardance
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jakub-ginal
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1
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227.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-15T10:03:07Z", "hours": 227.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "spacecrew - mission control for your terminal What I made: I got tired of opening five browser tabs to follow space, so I built one command that brings them all together. spacecrew tells you who’s in orbit this second, tells you when the ISS is about to cross your sky, counts down the next liftoff with a rocket photo beside it, displays NASA’s Picture of the Day in terminal characters, and tracks solar activity with a verdict on whether you’ll see auroras tonight. What was challenging: At one point, every satellite prediction was perfectly calculated, but for the mirror image of Earth. A single flipped sign in the orbital math put passes on the wrong side of the planet, and nothing looked obviously broken until I cross-checked each pass against an independent physics library, minute by minute, until reality matched. The other fight was time itself: switching an app built around UTC to local time without breaking a single countdown. What I’m proud of: The app now distrusts the internet by default. Dead APIs, rate limits, airplane mode: it keeps working from cached data and built-in satellite TLEs whenever possible. It also includes real orbital calculations, satellite tracking, radio frequencies, and a full interactive terminal interface, all installable with a single command. Features: People in Space, NASA APOD, Launches, ISS Tracking, Space Weather, Satellite Passes, Themes, Dashboard The GitHub README includes a detailed breakdown of the features, modes, configuration options, and command-line flags, along with screenshots and examples. Try it yourself: Install with either command: pipx install spacecrew or pip install spacecrew", "repo": "https://github.com/jakub-ginal/spacecrew", "demo": "https://pypi.org/project/spacecrew/"}]...
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[{"post_id": 79650, "ts": "202 [{"post_id": 79650, "ts": "2026-10-14T21:49:05Z", "hours": 0.5514, "text": "spacecrew - quick terminal tour Quick tour of spacecrew in action: interactive menu, people in space, live ISS position, Tonight’s Best satellite passes, a launch countdown with the rocket photo view and more. Video is now available on the GitHub project page."}, {"post_id": 79610, "ts": "2026-10-14T18:19:01Z", "hours": 2.1667, "text": "v1.2.18 and v1.2.19 - Documentation and run fixes **Tzdata dependency ** - added the Windows-only tzdata dependency so timezones resolve correctly instead of falling back to UTC Dashboard navigation - fixed Enter-to-exit on Windows using msvcrt , while keeping existing POSIX behavior unchanged Module execution - python -m spacecrew now works via the new __main__.py Version detection - falls back to pyproject.toml in development checkouts to avoid reporting stale versions Docs - completely rewrote the README with feature sections and screenshots Published - v1.2.19 is now available on GitHub and PyPI"}, {"post_id": 79498, "ts": "2026-10-14T09:55:01Z", "hours": 10.1031, "text": "v1.2.17 - Timezones, rocket photos, and satellite pass fixes Local timezones - added --timezone flag, saved timezone settings, and automatic detection. Times display locally (e.g. 20:00 CEST), with UTC in parentheses in detail views UTC consistency - countdowns and --json output remain in UTC Rocket photos - press p in launch details to view a large, high-resolution rocket photo with minimal accompanying info Satellite pass accuracy - fixed a rotation sign error that caused incorrect predictions, verified against an independent reference to within ±1 minute Low-elevation passes - fixed filtering that silently dropped visible passes Settings persistence - fixed settings that sometimes failed to save Clean JSON output - status banners no longer pollute --json output Published - v1.2.17 is now available on GitHub and PyPI"}, {"post_id": 79399, "ts": "2026-10-13T20:13:28Z", "hours": 10.2, "text": "v1.2.16 - Fixes and configuration improvements Cache control - fixed --no-cache , which was parsed but previously ignored Custom configuration - added --config DIR , SPACE_CREW_CONFIG_DIR , and XDG_CONFIG_HOME support for isolated configs NASA API errors - added clearer DEMO_KEY rate-limit hints with an API link, plus 5xx and offline guidance in the APOD view SatNOGS cache - fixed cache typing to support both dictionaries and lists Offline weather - fixed offline responses to return the complete expected data structure Code cleanup - removed a duplicate docstring Documentation - updated the man page to v1.2.16 and synced README examples for --json and --config Published - v1.2.16 is now available on GitHub and PyPI"}, {"post_id": 79178, "ts": "2026-10-12T22:22:37Z", "hours": 8.0389, "text": "v1.2.15 - Scriptability, radio, and aurora JSON output - added --json support for passes, people, and launches, with machine-readable data for scripts, jq , cron jobs, and home automation Pass data - JSON includes satellite name, group, start/end times, max elevation, duration, magnitude, quality, cloud cover, moon phase, and visibility Downlink frequencies - new FREQUENCIES panel with SatNOGS transmitter data, including frequency, mode, uplink, baud rate, and description Offline frequency cache - transmitter data cached for 90 days and available offline Aurora forecast - dashboard and space weather view now show whether aurora is Overhead possible, Low on horizon possible, or Unlikely based on Kp and your location Reliable satellite data - 396-satellite offline TLE fallback across all 13 groups, with stale-cache failover when Celestrak is unavailable Faster fetching - shorter timeouts and improved data loading Published - v1.2.15 is now available on GitHub and PyPI"}, {"post_id": 79019, "ts": "2026-10-12T11:47:58Z", "hours": 10.3897, "text": "v1.2.14 - Live dashboard, countdowns, satellite info, and fetch improvements Live dashboard - updates every second, with background data refreshes every 60 seconds and Enter-only exit Countdowns everywhere - shows time until passes, red NOW for active passes, and dim ENDED for finished passes Pass filtering - ended passes are filtered out so lists start with the next upcoming pass Satellite info panel - displays NORAD ID, launch date, operator, country, and status from cached SatNOGS data Reliable data fetching - fast failover to stale cache and 396-satellite built-in fallback Parallel fetching - satellite groups load in parallel for better performance Cache protection - empty results never overwrite valid cached data Dashboard accuracy - Tiangong no longer displays ISS data Published - v1.2.14 is now available on GitHub and PyPI"}, {"post_id": 78781, "ts": "2026-10-11T16:18:02Z", "hours": 9.7994, "text": "v1.2.13 - Satellite data, dashboard, performance and documentation Offline satellite data - 396 real satellites across all 13 groups Satellite groups - fixed dead GROUP=other and empty iridium groups Dashboard fixes - q quits, Tiangong displays correct data, and unused imports removed Lazy-loaded images - Pillow and chafa no longer required at startup, with a new --no-image flag Performance improvements - optimized observer calculations and parallel group fetching Cache fixes - empty results no longer overwrite cached satellite data Documentation - updated README with all modes, configuration, and flags Man page - fixed documentation and removed duplicate man directory Published - v1.2.13 is now available on GitHub and PyPI"}, {"post_id": 78657, "ts": "2026-10-11T06:07:37Z", "hours": 11.6944, "text": "v1.2.12 - Bug fixes and packaging improvements Core stability - fixed argument parsing and replaced recursive refresh loops with proper loops Astronaut view - fixed crashes when photos are missing Moon phases - all 8 phases now work correctly, with proper UTC timestamps Satellite passes - fixed filter persistence, empty lists, group tags, and missing URLs ISS tracking - improved retries, offline handling, and location accuracy Dashboard - fixed storm level detection, now shows actual conditions Cache and display - improved corrupted cache handling and screen clearing APOD and space weather - fixed API key handling, date requests, and image loading with fallbacks Packaging - wheel now includes the man page and fallback TLE data Published - v1.2.12 is now available on GitHub and PyPI"}, {"post_id": 78399, "ts": "2026-10-10T17:20:02Z", "hours": 10.4, "text": "v1.2.10, v1.2.11 - Satellite tracker improvements Fallback TLE data - 24 satellites across 6 groups, available when network sources fail Detail view fixes Full-width panels - expanded panels for improved layout Faster TLE fetching Published - v1.2.11 is now available on GitHub and PyPI"}, {"post_id": 78156, "ts": "2026-10-09T20:18:48Z", "hours": 9.8033, "text": "v1.2.9 - Satellite detail view & themes Satellite detail redesign - new panel and table layout matching the launches and people views Header panel - satellite name, group badge, and FAV indicator Next Pass panel - highlighted summary with time, elevation, direction, duration, magnitude, quality, cloud cover, and moon phase Full passes table - date, time, max elevation, direction, duration, magnitude, quality, cloud cover, moon phase, and visibility Visibility indicators - green rows for visible passes and dimmed rows for non-visible passes Refined styling - subtle borders and softer colors for a cleaner look 10 themes - added Dracula Published - v1.2.9 is now available on GitHub and PyPI"}, {"post_id": 77945, "ts": "2026-10-08T22:00:46Z", "hours": 6.5667, "text": "v1.2.8 - Satellite Passes visual improvements Panel-based layout - each satellite now has a bordered card with its number, name, group badge, and [FAV] indicator Multiple passes - up to 3 passes per satellite, configurable Quality-tier borders - Best, Good, OK, and Dim tiers with matching colors Clean pass data - time, elevation, compass direction, duration, magnitude, and quality score Visibility details - cloud cover, moon phase, and VISIBLE status shown for each pass Satellite groups - fixed categorization: ISS & Stations, Starlink, Navigation, Science & Weather, Other Favorites integration - [FAV] badge, favorites-only mode with 5 , and F to toggle favorites Detail view navigation - Enter returns to the previous list instead of the main menu Published - v1.2.8 is now available on GitHub and PyPI"}, {"post_id": 77840, "ts": "2026-10-08T14:16:42Z", "hours": 9.7667, "text": "v1.2.6 - Satellite groups, navigation & visual improvements Satellite groups - proper categorization: ISS & Stations, Starlink, Navigation, Science & Weather, Other Detail view navigation - Enter now returns to the previous list instead of the main menu Cloud cover - displayed as ☁︎ XX% Azimuth - compass direction added, e.g. 45°NE → 135°SE Moon phase - displayed as Moon XX% Code cleanup Published - v1.2.5 is now available on GitHub and PyPI"}, {"post_id": 77668, "ts": "2026-10-07T19:40:00Z", "hours": 10.5333, "text": "v1.2.6 - Favorites satellites Favorites - add or remove satellites from the detail view with F Favorites mode - press 5 in the satellite passes menu to show only favorited satellites Favorites badge - ★ FAV badge shown in satellite detail view Persistent favorites - saved in ~/.config/spacecrew/config.toml Published - v1.2.5 is now available on GitHub and PyPI"}, {"post_id": 77374, "ts": "2026-10-06T18:11:40Z", "hours": 9.9, "text": "v1.2.5 - Satellite tracker fixes & polish Tonight’s Best fixed - no longer loads 10k+ Starlink satellites, only ISS + Stations Tiered quality system - Best (mag < 2, el > 45°, dur > 5 min), Good (mag < 4, el > 25°), OK (mag < 5.5, el > 15°) Filter menu - fixed duplicate code Calculating passes… - removed duplicate message Man page - added man spacecrew Shell completions - added bash, zsh, and fish support via spacecrew --generate-completion GitHub Release - added automatic release creation on tag push Published - v1.2.5 is now available on GitHub and PyPI"}, {"post_id": 77171, "ts": "2026-10-05T22:04:11Z", "hours": 5.9333, "text": "v1.2.3 - Pass Predictor fixes and UX improvements Tonight’s Best no longer loads 10k+ Starlink satellites Tiered quality system - Best, Good, OK instead of one strict filter Filter menu duplicate code fixed Calculating passes… duplicate message removed Night filtering fixed with sun_el_max v1.2.3 on GitHub and PyPI."}, {"post_id": 77035, "ts": "2026-10-05T13:12:07Z", "hours": 10.0, "text": "v1.2.3 - Satellite tracker redesign Pass Predictor redesign - Tonight’s Best, All Passes, Specific Satellite Cloud cover from Open-Meteo, cached for 1 hour Moon phase via local Meeus algorithm, fully offline Night pass info - cloud cover and moon phase when relevant Satellite groups reorganized for easier browsing Direct satellite search across all groups Type badges added to satellite details Simplified controls - Enter = back everywhere"}, {"post_id": 76893, "ts": "2026-10-04T23:29:10Z", "hours": 9.3603, "text": "v1.2.3 - Cloud cover and moon phase now appear alongside every predicted pass in the satellite tracker. Cloud cover - Real-time data from Open-Meteo. Shows percentage at exact pass time and location. Cached 1 hour. Moon phase - Local Meeus algorithm, zero API calls. Only shown for night passes (sun elevation < -6°). Displays phase name + illumination: MOON FIRST QUARTER 44%. v1.2.3 on GitHub and PyPI."}, {"post_id": 76707, "ts": "2026-10-04T11:48:44Z", "hours": 10.5, "text": "spacecrew v1.2.1 Dashboard mode (option 8) - 2-column btop-like grid: ISS/Tiangong/Passes left, Weather/People/Launches/APOD right; renders via Rich Layout grid 9 themes: default, Catppuccin Mocha/Latte, Tokyo Night, Gruvbox, Nord, Everforest, Rose Pine, Kanagawa - semantic styles, zero hardcoded colors, persist in config.toml v1.2.1 on GitHub and PyPI"}, {"post_id": 76537, "ts": "2026-10-03T21:14:34Z", "hours": 10.4872, "text": "v1.1.18 - Themes, progress bars, consistent Enter=back 5 themes: default, dark, solarized, dracula, monokai Progress bars: spinner for single fetch, count bar for multi-group TLE Enter = back everywhere for consistent navigation Replaced hardcoded colors with semantic theme styles Theme selection persists in config.toml v1.1.18 on GitHub and PyPI."}, {"post_id": 76264, "ts": "2026-10-02T23:41:38Z", "hours": 10.5508, "text": "v1.1.16-17 - Pass quality scores and real magnitudes: Quality (0-100) - elevation, duration, darkness, magnitude, rarity combined Real mags - per-type standards (ISS -1.3, Starlink 5.5, GPS 4.0) with range + phase correction Phase angle math - proper Sun-sat-observer geometry for realistic brightness UI shows both - mag -2.6 Q80 on every pass in list and detail views All groups covered - stations, Starlink, military, NOAA, GOES, GPS, Galileo, BeiDou, Iridium Offline–irst - cached TLE, zero network needed The predictor now tells you which passes are worth waking up for. v1.1.17 on GitHub and PyPI."}, {"post_id": 76099, "ts": "2026-10-02T10:05:54Z", "hours": 8.0419, "text": "spacecrew v1.1.15 - Satellite Pass Predictor update. Fixed TLE cache: each group (stations, starlink, military, gps, weather, science, amateur, radar, cubesat, geo, iridium). Menu: full menu (all/tonight/stations/starlink quick/days config), tonight’s best (quick 24h), specific satellite picker with group selector, search, pagination, 7-day detail, change location, back. 11 groups, 11,500+ satellites. Works offline (cached TLEs, 1-day TTL). v1.1.15 on GitHub and PyPI."}, {"post_id": 75904, "ts": "2026-10-01T15:35:24Z", "hours": 11.1056, "text": "spacecrew v1.1.14 - Satellite Pass Predictor. Menu option 6 / spacecrew –mode passes. Celestrak TLE data + local sgp4 propagation, no API keys, no rate limits, works offline after first run. Tracks ISS, Starlink trains, and many more satellites. Calculates visible passes for the next three days: elevation >10°, sky dark, satellite sunlit. Shows start time, max elevation, duration, direction, visibility flag. Location saved to config, prompted once. Example: ISS 05:53 UTC max 53° 6min west→east ✓, Starlink-1017 11:21 UTC max 80° 7min ✓. v1.1.14 on GitHub and PyPI."}, {"post_id": 75680, "ts": "2026-09-30T18:50:20Z", "hours": 10.3292, "text": "Today I released spacecrew v1.1.10, v1.1.11, and v1.1.12. v1.1.10 - Added –offline flag: runs entirely from local SQLite cache with zero network requests. Avoids rate limits, works without internet. All four modes work if previously cached. Banner shows “Offline mode: using cached data only”. v1.1.11 - Launch countdown timer: live T- in launches list (cyan to yellow to red as launch nears, LAUNCHED for past). Space Weather dashboard (menu option 5, –mode weather): solar flares (X/M/C colored), CMEs with speed, Kp index with storm level (Quiet to G5), NOAA 3-day forecast highlights. All cached (1-day TTL), works offline. v1.1.12 - Fixed few things. Published to GitHub (tags v1.1.10, v1.1.11, v1.1.12) and PyPI via automated workflow."}, {"post_id": 75385, "ts": "2026-09-29T22:02:03Z", "hours": 5.7128, "text": "Today I released spacecrew v1.1.9. The main addition is an ISS Tracker using wheretheiss.at (real-time TLE calculation) as primary source with open-notify.org fallback - shows latitude, longitude, altitude (~425 km), velocity (~27,500 km/h), visibility, and location name via reverse geocoding, plus a Google Maps link. Core improvements: persistent SQLite cache with configurable TTL (30 days default) for all API responses, a config file at ~/.config/spacecrew/config.toml (NASA API key, cache TTL, theme, default mode), CLI arguments for direct mode access (–mode {people,apod,launches,iss}), –clear-cache, –no-cache, Windows-compatible screen clearing, and Python 3.10 support via conditional tomli dependency. Published to GitHub (tag v1.1.9) and PyPI via the automated workflow."}, {"post_id": 74899, "ts": "2026-09-28T15:39:13Z", "hours": 10.4289, "text": "Today I worked on spacecrew and enhanced the project with major improvements. I enhanced NASA’s Astronomy Picture of the Day (APOD) with date navigation (previous day), HD image opening in browser, and full metadata display. I also added a new Upcoming Launches feature using The Space Devs API, showing 15 upcoming launches from all agencies with a clean panel-based list view and detailed view including links to launch transmissions when available, mission patch, and info/Wikipedia links. I restructured the CLI with a main menu for three modes (People in Space, APOD, Launches), added NASA_API_KEY environment variable support with DEMO_KEY fallback, and implemented in-memory session caching for both features. Published v1.1.8 to GitHub and PyPI."}, {"post_id": 74542, "ts": "2026-09-27T16:30:32Z", "hours": 4.5878, "text": "Today I worked on spacecrew and made several improvements to the project. I added NASA’s Astronomy Picture of the Day (APOD), so users can now view the current astronomical picture directly from the CLI. I also tested the feature, updated the project documentation, and published the updated version to GitHub and PyPI. I also worked on improving the overall project and making the CLI easier to use."}, {"post_id": 74031, "ts": "2026-09-26T15:43:20Z", "hours": 0.2561, "text": "Im working on spacecrew, a linux command line tool for managing and organizing space-related information directly from the terminal. Im improving the CLI, adding features, fixing bugs, and making the project easier to use."}]...
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Title: spacecrew by @jakub-ginal | Stardance
Devl Title: spacecrew by @jakub-ginal | Stardance
Devlogs:
Im working on spacecrew, a linux command line tool for managing and organizing space-related information directly from the terminal. Im improving the CLI, adding features, fixing bugs, and making the project easier to use.
Today I worked on spacecrew and made several improvements to the project. I added NASA’s Astronomy Picture of the Day (APOD), so users can now view the current astronomical picture directly from the CLI. I also tested the feature, updated the project documentation, and published the updated version to GitHub and PyPI. I also worked on improving the overall project and making the CLI easier to use.
Today I worked on spacecrew and enhanced the project with major improvements. I enhanced NASA’s Astronomy Picture of the Day (APOD) with date navigation (previous day), HD image opening in browser, and full metadata display. I also added a new Upcoming Launches feature using The Space Devs API, showing 15 upcoming launches from all agencies with a clean panel-based list view and detailed view including links to launch transmissions when available, mission patch, and info/Wikipedia links. I restructured the CLI with a main menu for three modes (People in Space, APOD, Launches), added NASA_API_KEY environment variable support with DEMO_KEY fallback, and implemented in-memory session caching for both features. Published v1.1.8 to GitHub and PyPI.
Today I released spacecrew v1.1.9. The main addition is an ISS Tracker using wheretheiss.at (real-time TLE calculation) as primary source with open-notify.org fallback - shows latitude, longitude, altitude (~425 km), velocity (~27,500 km/h), visibility, and location name via reverse geocoding, plus a Google Maps link. Core improvements: persistent SQLite cache with configurable TTL (30 days default) for all API responses, a config file at ~/.config/spacecrew/config.toml (NASA API key, cache TTL, theme, default mode), CLI arguments for direct mode access (–mode {people,apod,launches,iss}), –clear-cache, –no-cache, Windows-compatible screen clearing, and Python 3.10 support via conditional tomli dependency. Published to GitHub (tag v1.1.9) and PyPI via the automated workflow.
Today I released spacecrew v1.1.10, v1.1.11, and v1.1.12. v1.1.10 - Added –offline flag: runs entirely from local SQLite cache with zero network requests. Avoids rate limits, works without internet. All four modes work if previously cached. Banner shows “Offline mode: using cached data only”. v1.1.11 - Launch countdown timer: live T- in launches list (cyan to yellow to red as launch nears, LAUNCHED for past). Space Weather dashboard (menu option 5, –mode weather): solar flares (X/M/C colored), CMEs with speed, Kp index with storm level (Quiet to G5), NOAA 3-day forecast highlights. All cached (1-day TTL), works offline. v1.1.12 - Fixed few things. Published to GitHub (tags v1.1.10, v1.1.11, v1.1.12) and PyPI via automated workflow.
spacecrew v1.1.14 - Satellite Pass Predictor. Menu option 6 / spacecrew –mode passes. Celestrak TLE data + local sgp4 propagation, no API keys, no rate limits, works offline after first run. Tracks ISS, Starlink trains, and many more satellites. Calculates visible passes for the next three days: elevation >10°, sky dark, satellite sunlit. Shows start time, max elevation, duration, direction, visibility flag. Location saved to config, prompted once. Example: ISS 05:53 UTC max 53° 6min west→east ✓, Starlink-1017 11:21 UTC max 80° 7min ✓. v1.1.14 on GitHub and PyPI.
spacecrew v1.1.15 - Satellite Pass Predictor update. Fixed TLE cache: each group (stations, starlink, military, gps, weather, science, amateur, radar, cubesat, geo, iridium). Menu: full menu (all/tonight/stations/starlink quick/days config), tonight’s best (quick 24h), specific satellite picker with group selector, search, pagination, 7-day detail, change location, back. 11 groups, 11,500+ satellites. Works offline (cached TLEs, 1-day TTL). v1.1.15 on GitHub and PyPI.
v1.1.16-17 - Pass quality scores and real magnitudes: Quality (0-100) - elevation, duration, darkness, magnitude, rarity combined Real mags - per-type standards (ISS -1.3, Starlink 5.5, GPS 4.0) with range + phase correction Phase angle math - proper Sun-sat-observer geometry for realistic brightness UI shows both - mag -2.6 Q80 on every pass in list and detail views All groups covered - stations, Starlink, military, NOAA, GOES, GPS, Galileo, BeiDou, Iridium Offline–irst - cached TLE, zero network needed The predictor now tells you which passes are worth waking up for. v1.1.17 on GitHub and PyPI.
v1.1.18 - Themes, progress bars, consistent Enter=back 5 themes: default, dark, solarized, dracula, monokai Progress bars: spinner for single fetch, count bar for multi-group TLE Enter = back everywhere for consistent navigation Replaced hardcoded colors with semantic theme styles Theme selection persists in config.toml v1.1.18 on GitHub and PyPI.
spacecrew v1.2.1 Dashboard mode (option 8) - 2-column btop-like grid: ISS/Tiangong/Passes left, Weather/People/Launches/APOD right; renders via Rich Layout grid 9 themes: default, Catppuccin Mocha/Latte, Tokyo Night, Gruvbox, Nord, Everforest, Rose Pine, Kanagawa - semantic styles, zero hardcoded colors, persist in config.toml v1.2.1 on GitHub and PyPI
v1.2.3 - Cloud cover and moon phase now appear alongside every predicted pass in the satellite tracker. Cloud cover - Real-time data from Open-Meteo. Shows percentage at exact pass time and location. Cached 1 hour. Moon phase - Local Meeus algorithm, zero API calls. Only shown for night passes (sun elevation < -6°). Displays phase name + illumination: MOON FIRST QUARTER 44%. v1.2.3 on GitHub and PyPI.
v1.2.3 - Satellite tracker redesign Pass Predictor redesign - Tonight’s Best, All Passes, Specific Satellite Cloud cover from Open-Meteo, cached for 1 hour Moon phase via local Meeus algorithm, fully offline Night pass info - cloud cover and moon phase when relevant Satellite groups reorganized for easier browsing Direct satellite search across all groups Type badges added to satellite details Simplified controls - Enter = back everywhere
v1.2.3 - Pass Predictor fixes and UX improvements Tonight’s Best no longer loads 10k+ Starlink satellites Tiered quality system - Best, Good, OK instead of one strict filter Filter menu duplicate code fixed Calculating passes… duplicate message removed Night filtering fixed with sun_el_max v1.2.3 on GitHub and PyPI.
v1.2.5 - Satellite tracker fixes & polish Tonight’s Best fixed - no longer loads 10k+ Starlink satellites, only ISS + Stations Tiered quality system - Best (mag < 2, el > 45°, dur > 5 min), Good (mag < 4, el > 25°), OK (mag < 5.5, el > 15°) Filter menu - fixed duplicate code Calculating passes… - removed duplicate message Man page - added man spacecrew Shell completions - added bash, zsh, and fish support via spacecrew --generate-completion GitHub Release - added automatic release creation on tag push Published - v1.2.5 is now available on GitHub and PyPI
v1.2.6 - Favorites satellites Favorites - add or remove satellites from the detail view with F Favorites mode - press 5 in the satellite passes menu to show only favorited satellites Favorites badge - ★ FAV badge shown in satellite detail view Persistent favorites - saved in ~/.config/spacecrew/config.toml Published - v1.2.5 is now available on GitHub and PyPI
v1.2.6 - Satellite groups, navigation & visual improvements Satellite groups - proper categorization: ISS & Stations, Starlink, Navigation, Science & Weather, Other Detail view navigation - Enter now returns to the previous list instead of the main menu Cloud cover - displayed as ☁︎ XX% Azimuth - compass direction added, e.g. 45°NE → 135°SE Moon phase - displayed as Moon XX% Code cleanup Published - v1.2.5 is now available on GitHub and PyPI
v1.2.8 - Satellite Passes visual improvements Panel-based layout - each satellite now has a bordered card with its number, name, group badge, and [FAV] indicator Multiple passes - up to 3 passes per satellite, configurable Quality-tier borders - Best, Good, OK, and Dim tiers with matching colors Clean pass data - time, elevation, compass direction, duration, magnitude, and quality score Visibility details - cloud cover, moon phase, and VISIBLE status shown for each pass Satellite groups - fixed categorization: ISS & Stations, Starlink, Navigation, Science & Weather, Other Favorites integration - [FAV] badge, favorites-only mode with 5 , and F to toggle favorites Detail view navigation - Enter returns to the previous list instead of the main menu Published - v1.2.8 is now available on GitHub and PyPI
v1.2.9 - Satellite detail view & themes Satellite detail redesign - new panel and table layout matching the launches and people views Header panel - satellite name, group badge, and FAV indicator Next Pass panel - highlighted summary with time, elevation, direction, duration, magnitude, quality, cloud cover, and moon phase Full passes table - date, time, max elevation, direction, duration, magnitude, quality, cloud cover, moon phase, and visibility Visibility indicators - green rows for visible passes and dimmed rows for non-visible passes Refined styling - subtle borders and softer colors for a cleaner look 10 themes - added Dracula Published - v1.2.9 is now available on GitHub and PyPI
v1.2.10, v1.2.11 - Satellite tracker improvements Fallback TLE data - 24 satellites across 6 groups, available when network sources fail Detail view fixes Full-width panels - expanded panels for improved layout Faster TLE fetching Published - v1.2.11 is now available on GitHub and PyPI
v1.2.12 - Bug fixes and packaging improvements Core stability - fixed argument parsing and replaced recursive refresh loops with proper loops Astronaut view - fixed crashes when photos are missing Moon phases - all 8 phases now work correctly, with proper UTC timestamps Satellite passes - fixed filter persistence, empty lists, group tags, and missing URLs ISS tracking - improved retries, offline handling, and location accuracy Dashboard - fixed storm level detection, now shows actual conditions Cache and display - improved corrupted cache handling and screen clearing APOD and space weather - fixed API key handling, date requests, and image loading with fallbacks Packaging - wheel now includes the man page and fallback TLE data Published - v1.2.12 is now available on GitHub and PyPI
v1.2.13 - Satellite data, dashboard, performance and documentation Offline satellite data - 396 real satellites across all 13 groups Satellite groups - fixed dead GROUP=other and empty iridium groups Dashboard fixes - q quits, Tiangong displays correct data, and unused imports removed Lazy-loaded images - Pillow and chafa no longer required at startup, with a new --no-image flag Performance improvements - optimized observer calculations and parallel group fetching Cache fixes - empty results no longer overwrite cached satellite data Documentation - updated README with all modes, configuration, and flags Man page - fixed documentation and removed duplicate man directory Published - v1.2.13 is now available on GitHub and PyPI
v1.2.14 - Live dashboard, countdowns, satellite info, and fetch improvements Live dashboard - updates every second, with background data refreshes every 60 seconds and Enter-only exit Countdowns everywhere - shows time until passes, red NOW for active passes, and dim ENDED for finished passes Pass filtering - ended passes are filtered out so lists start with the next upcoming pass Satellite info panel - displays NORAD ID, launch date, operator, country, and status from cached SatNOGS data Reliable data fetching - fast failover to stale cache and 396-satellite built-in fallback Parallel fetching - satellite groups load in parallel for better performance Cache protection - empty results never overwrite valid cached data Dashboard accuracy - Tiangong no longer displays ISS data Published - v1.2.14 is now available on GitHub and PyPI
v1.2.15 - Scriptability, radio, and aurora JSON output - added --json support for passes, people, and launches, with machine-readable data for scripts, jq , cron jobs, and home automation Pass data - JSON includes satellite name, group, start/end times, max elevation, duration, magnitude, quality, cloud cover, moon phase, and visibility Downlink frequencies - new FREQUENCIES panel with SatNOGS transmitter data, including frequency, mode, uplink, baud rate, and description Offline frequency cache - transmitter data cached for 90 days and available offline Aurora forecast - dashboard and space weather view now show whether aurora is Overhead possible, Low on horizon possible, or Unlikely based on Kp and your location Reliable satellite data - 396-satellite offline TLE fallback across all 13 groups, with stale-cache failover when Celestrak is unavailable Faster fetching - shorter timeouts and improved data loading Published - v1.2.15 is now available on GitHub and PyPI
v1.2.16 - Fixes and configuration improvements Cache control - fixed --no-cache , which was parsed but previously ignored Custom configuration - added --config DIR , SPACE_CREW_CONFIG_DIR , and XDG_CONFIG_HOME support for isolated configs NASA API errors - added clearer DEMO_KEY rate-limit hints with an API link, plus 5xx and offline guidance in the APOD view SatNOGS cache - fixed cache typing to support both dictionaries and lists Offline weather - fixed offline responses to return the complete expected data structure Code cleanup - removed a duplicate docstring Documentation - updated the man page to v1.2.16 and synced README examples for --json and --config Published - v1.2.16 is now available on GitHub and PyPI
v1.2.17 - Timezones, rocket photos, and satellite pass fixes Local timezones - added --timezone flag, saved timezone settings, and automatic detection. Times display locally (e.g. 20:00 CEST), with UTC in parentheses in detail views UTC consistency - countdowns and --json output remain in UTC Rocket photos - press p in launch details to view a large, high-resolution rocket photo with minimal accompanying info Satellite pass accuracy - fixed a rotation sign error that caused incorrect predictions, verified against an independent reference to within ±1 minute Low-elevation passes - fixed filtering that silently dropped visible passes Settings persistence - fixed settings that sometimes failed to save Clean JSON output - status banners no longer pollute --json output Published - v1.2.17 is now available on GitHub and PyPI
v1.2.18 and v1.2.19 - Documentation and run fixes **Tzdata dependency ** - added the Windows-only tzdata dependency so timezones resolve correctly instead of falling back to UTC Dashboard navigation - fixed Enter-to-exit on Windows using msvcrt , while keeping existing POSIX behavior unchanged Module execution - python -m spacecrew now works via the new __main__.py Version detection - falls back to pyproject.toml in development checkouts to avoid reporting stale versions Docs - completely rewrote the README with feature sections and screenshots Published - v1.2.19 is now available on GitHub and PyPI
spacecrew - quick terminal tour Quick tour of spacecrew in action: interactive menu, people in space, live ISS position, Tonight’s Best satellite passes, a launch countdown with the rocket photo view and more. Video is now available on the GitHub project page.
Ships:
spacecrew - mission control for your terminal What I made: I got tired of opening five browser tabs to follow space, so I built one command that brings them all together. spacecrew tells you who’s in orbit this second, tells you when the ISS is about to cross your sky, counts down the next liftoff with a rocket photo beside it, displays NASA’s Picture of the Day in terminal characters, and tracks solar activity with a verdict on whether you’ll see auroras tonight. What was challenging: At one point, every satellite prediction was perfectly calculated, but for the mirror image of Earth. A single flipped sign in the orbital math put passes on the wrong side of the planet, and nothing looked obviously broken until I cross-checked each pass against an independent physics library, minute by minute, until reality matched. The other fight was time itself: switching an app built around UTC to local time without breaking a single countdown. What I’m proud of: The app now distrusts the internet by default. Dead APIs, rate limits, airplane mode: it keeps working from cached data and built-in satellite TLEs whenever possible. It also includes real orbital calculations, satellite tracking, radio frequencies, and a full interactive terminal interface, all installable with a single command. Features: People in Space, NASA APOD, Launches, ISS Tracking, Space Weather, Satellite Passes, Themes, Dashboard The GitHub README includes a detailed breakdown of the features, modes, configuration options, and command-line flags, along with screenshots and examples. Try it yourself: Install with either command: pipx install spacecrew or pip install spacecrew...
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1793199173.874629
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1793285573.874629
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1026
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spacepad by @mani | Stardance
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mani
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0
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2.0
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0
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[]
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[{"post_id": 17736, "ts": "202 [{"post_id": 17736, "ts": "2026-06-28T17:32:49Z", "hours": 0.0, "text": "made firmware in kmk for my space pad with 2 layers for 16 keys and rotary encoder"}, {"post_id": 7561, "ts": "2026-06-12T17:18:39Z", "hours": 0.0, "text": "completed the case"}, {"post_id": 3857, "ts": "2026-06-06T22:35:55Z", "hours": 1.0, "text": "made the top panel for the spacepad"}, {"post_id": 2822, "ts": "2026-06-05T17:24:55Z", "hours": 0.0, "text": "updated placements of silkscreen and made the switch plate in cad fusion 360 died on me so I think i will do it tomorrow"}, {"post_id": 1918, "ts": "2026-06-04T04:41:57Z", "hours": 0.0, "text": "silkscreen art placement made most of them from scratch like outpost logo alexren and stardust but most are slight adjustments😮💨"}, {"post_id": 1489, "ts": "2026-06-03T15:26:37Z", "hours": 0.0, "text": "routed all the traces of my space pad"}, {"post_id": 901, "ts": "2026-06-02T17:04:44Z", "hours": 1.0, "text": "i made the pcb for the space pad and attached the 3d models for the mockup 😮💨"}, {"post_id": 365, "ts": "2026-06-01T18:17:43Z", "hours": 0.0, "text": "made the schematics of the space pad made the all the connection based on guide"}]...
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Title: spacepad by @mani | Stardance
Devlogs:
mad Title: spacepad by @mani | Stardance
Devlogs:
made the schematics of the space pad made the all the connection based on guide
i made the pcb for the space pad and attached the 3d models for the mockup 😮💨
routed all the traces of my space pad
silkscreen art placement made most of them from scratch like outpost logo alexren and stardust but most are slight adjustments😮💨
updated placements of silkscreen and made the switch plate in cad fusion 360 died on me so I think i will do it tomorrow
made the top panel for the spacepad
completed the case
made firmware in kmk for my space pad with 2 layers for 16 keys and rotary encoder...
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1792907373.5380497
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1793771373.5380497
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25319
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spaceship simulator by @thegoat123 | Stardance
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0
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0.0
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0
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[]
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[]
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Title: spaceship simulator by @thegoat123 | Starda Title: spaceship simulator by @thegoat123 | Stardance...
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1792702385.5183814
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1793307185.5183814
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50903
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spacetime by @itis | Stardance
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itis
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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: spacetime by @itis | Stardance
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1792648457.506162
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1793253257.506162
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32896
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spacexOS by @manayp | Stardance
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manayp
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2
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6.0
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7
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-10T15:26:03Z", "hours": 2.0, "multiplier": 3.81, "payout": 7, "blessing": "neutral", "text": "I created spacexOS, an entire functional retro web operating system that features 14 draggable apps (About, Notes, Terminal, Synth, Draw, Calculator, Pomodoro Timer, Tic-Tac-Toe, Todo List, Guess It, Sticky Notes, Rock Paper Scissors, Pixel Art, and a Meteor Dodge game), all written in vanilla JavaScript, without the use of any frameworks. The biggest challenge was developing the window manager entirely from scratch (dragging, resizing, z-index stacking), getting the Web Audio API to work for the synth, and creating a sense of imperfection in everything from the quirky fonts (Papyrus) to beveled 3D buttons. I am proudest about the completeness of it, because all apps function correctly, save data to localStorage, and have personalities — the terminal alone supports 20+ commands, games are functional and fun to play, and the whole thing feels like a small but functional OS. For testing, start an application either by clicking it’s icon on the desktop or pressing numbers 1-7 on the keyboard, drag windows, click “Wallpaper” to change the background, execute commands in the terminal (command help will show all of them), play Meteor Dodge, doodle in draw or pixel art, make to-do lists, etc. Just run python3 -m http.server 8000 and go to http://localhost:8000. Overall eventhough it took long it ended up amazing.", "repo": "https://github.com/manayparikh1/spacexOS", "demo": "https://venerable-toffee-fb4d65.netlify.app/"}, {"ship_num": 2, "ts": "2026-07-10T00:39:02Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created spacexOS, which is an operational retro OS in the browser that comes with 7 draggable apps (Notes, Terminal, Synth, Draw, Calculator, Game, About), over 20 terminal commands, a dodging game against meteors and customizable space backgrounds, all built using vanilla JavaScript. It was difficult to create everything from scratch, including window management (dragging and resizing windows, z-index management) and creating the synth app that works with the Web Audio API and having it designed not only human-like but retro. I am glad about the completeness of the project because all apps do what they should, the terminal app is quite entertaining and it is also persistent (notes and scores are saved). In order to test spacexOS, you can open the About app and check out my skills, type any command in the Terminal app (you will find all 20 commands by entering help), press the Wallpaper button in the upper right corner to switch between different space backgrounds, open several windows and move them around or play the game by pressing 7 or double-clicking anywhere. Just enter python3 -m http.server 8000 in your console and visit http://localhost:8000.", "repo": "https://github.com/manayparikh1/spacexOS", "demo": "https://venerable-toffee-fb4d65.netlify.app/"}]...
|
[{"post_id": 25992, "ts": "202 [{"post_id": 25992, "ts": "2026-07-10T15:24:14Z", "hours": 0.7342, "text": "I completed coding everything and added a few new features and fixed bugs from the previous devlog."}, {"post_id": 25960, "ts": "2026-07-10T14:22:20Z", "hours": 1.1178, "text": "I started working on WEBOS 2 and began adding new features to it. Currently I am trying to figure out what to do."}, {"post_id": 25621, "ts": "2026-07-10T00:38:04Z", "hours": 1.4614, "text": "I fixed issues with css, html, and js and overall made it more fun. My main loading screen was glitched out a lot and the css was all over the place so I fixed that. AND then i created the demo link using netlify."}, {"post_id": 25592, "ts": "2026-07-09T23:05:07Z", "hours": 0.4678, "text": "I worked on games and polished the css more because it was veryyy little last time and honestly I also learned a few new things in css like backdrop-filter for glassmorphism. I actually never learnt that before but good thing i did now. Plus I also made my windows movable."}, {"post_id": 25569, "ts": "2026-07-09T22:04:44Z", "hours": 0.4492, "text": "I add a interchangable wall paper option so everytime when someone presses the wallpaper button on the top it changes the wallpaper to another."}, {"post_id": 25550, "ts": "2026-07-09T21:20:43Z", "hours": 0.3375, "text": "I fixed the layout because it looked very boring so I changed the colour scheme and added more features and polished the terminal."}, {"post_id": 25522, "ts": "2026-07-09T20:46:37Z", "hours": 1.1392, "text": "I personally like space a lot so im trying to make a space themed webos and I tried making a terminal like how macs have it and Claude sonnet helped me doing that even though it failed like 80 percent of the time it still got the job done."}]...
|
Title: spacexOS by @manayp | Stardance
Devlogs:
I Title: spacexOS by @manayp | Stardance
Devlogs:
I personally like space a lot so im trying to make a space themed webos and I tried making a terminal like how macs have it and Claude sonnet helped me doing that even though it failed like 80 percent of the time it still got the job done.
I fixed the layout because it looked very boring so I changed the colour scheme and added more features and polished the terminal.
I add a interchangable wall paper option so everytime when someone presses the wallpaper button on the top it changes the wallpaper to another.
I worked on games and polished the css more because it was veryyy little last time and honestly I also learned a few new things in css like backdrop-filter for glassmorphism. I actually never learnt that before but good thing i did now. Plus I also made my windows movable.
I fixed issues with css, html, and js and overall made it more fun. My main loading screen was glitched out a lot and the css was all over the place so I fixed that. AND then i created the demo link using netlify.
I started working on WEBOS 2 and began adding new features to it. Currently I am trying to figure out what to do.
I completed coding everything and added a few new features and fixed bugs from the previous devlog.
Ships:
I created spacexOS, which is an operational retro OS in the browser that comes with 7 draggable apps (Notes, Terminal, Synth, Draw, Calculator, Game, About), over 20 terminal commands, a dodging game against meteors and customizable space backgrounds, all built using vanilla JavaScript. It was difficult to create everything from scratch, including window management (dragging and resizing windows, z-index management) and creating the synth app that works with the Web Audio API and having it designed not only human-like but retro. I am glad about the completeness of the project because all apps do what they should, the terminal app is quite entertaining and it is also persistent (notes and scores are saved). In order to test spacexOS, you can open the About app and check out my skills, type any command in the Terminal app (you will find all 20 commands by entering help), press the Wallpaper button in the upper right corner to switch between different space backgrounds, open several windows and move them around or play the game by pressing 7 or double-clicking anywhere. Just enter python3 -m http.server 8000 in your console and visit http://localhost:8000.
I created spacexOS, an entire functional retro web operating system that features 14 draggable apps (About, Notes, Terminal, Synth, Draw, Calculator, Pomodoro Timer, Tic-Tac-Toe, Todo List, Guess It, Sticky Notes, Rock Paper Scissors, Pixel Art, and a Meteor Dodge game), all written in vanilla JavaScript, without the use of any frameworks. The biggest challenge was developing the window manager entirely from scratch (dragging, resizing, z-index stacking), getting the Web Audio API to work for the synth, and creating a sense of imperfection in everything from the quirky fonts (Papyrus) to beveled 3D buttons. I am proudest about the completeness of it, because all apps function correctly, save data to localStorage, and have personalities — the terminal alone supports 20+ commands, games are functional and fun to play, and the whole thing feels like a small but functional OS. For testing, start an application either by clicking it’s icon on the desktop or pressing numbers 1-7 on the keyboard, drag windows, click “Wallpaper” to change the background, execute commands in the terminal (command help will show all of them), play Meteor Dodge, doodle in draw or pixel art, make to-do lists, etc. Just run python3 -m http.server 8000 and go to http://localhost:8000. Overall eventhough it took long it ended up amazing....
|
1793234929.0842261
|
1793321329.0842261
|
|
51462
|
spark by @dapheral | Stardance
|
dapheral
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: spark by @dapheral | Stardance
|
1792673361.476899
|
1793278161.476899
|
|
9069
|
spark by @ratmuds | Stardance
|
ratmuds
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: spark by @ratmuds | Stardance
|
1792943455.6176434
|
1793807455.6176434
|
|
24816
|
spark-sensors by @emb3rcia | Stardance
|
emb3rcia
|
0
|
10.86
|
0
|
[]
|
[{"post_id": 17229, "ts": "202 [{"post_id": 17229, "ts": "2026-06-27T22:54:46Z", "hours": 5.0297, "text": "I made intel and battery collectors! Now it raports important info about them. Hardest part by far was intel collector, i used ai to guide me through the process of making it, but i also tried to make as much code as possible myself. I think it turned out great. Tomorrow, i will do better ui if i will have motivation to do so and will also make help attribute."}, {"post_id": 14608, "ts": "2026-06-23T19:39:28Z", "hours": 5.8333, "text": "I made 3 collectors: psutil_collector, hwmon_collector and nvidia_collector, as well as collector manager and simple ui. I am trying to follow Release Please commit convention for github commits"}]...
|
Title: spark-sensors by @emb3rcia | Stardance
Dev Title: spark-sensors by @emb3rcia | Stardance
Devlogs:
I made 3 collectors: psutil_collector, hwmon_collector and nvidia_collector, as well as collector manager and simple ui. I am trying to follow Release Please commit convention for github commits
I made intel and battery collectors! Now it raports important info about them. Hardest part by far was intel collector, i used ai to guide me through the process of making it, but i also tried to make as much code as possible myself. I think it turned out great. Tomorrow, i will do better ui if i will have motivation to do so and will also make help attribute....
|
1792792300.0844214
|
1793397100.0844214
|
|
20791
|
spark-tudu by @emb3rcia | Stardance
|
emb3rcia
|
1
|
10.73
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-18T15:38:01Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made TUI app that organizes all your TODOs, FIXMEs etc into one place! Whole app is made in python with textual as TUI framework and rich for colored text. I also uploaded it to PyPI which was my first time doing that and made binary files for it for both windows and linux. I made it for Frictionless and my 3 major QoL improvements are: Organization of markers into one central place across whole project Easy export of these both in easy to read .md file and easy to scrape .json file that allows automation to be made in multi people projects like notifications for deadlines Open-in-editor feature which allows you to quickly open the file at selected marker in editor of your choice so you dont need to dig through file explorer to find this specific file", "repo": "https://github.com/emb3rcia/spark-tudu", "demo": "https://pypi.org/project/spark-tudu/"}]...
|
[{"post_id": 14419, "ts": "202 [{"post_id": 14419, "ts": "2026-06-23T15:23:51Z", "hours": 0.9356, "text": "Added option to run program with -h/–help argument that explains how to run this command and use syntax. Also added option to specify path in which it will be scanned. Also added option to add/change existing file extensions scanned in config"}, {"post_id": 13757, "ts": "2026-06-22T15:28:04Z", "hours": 0.3761, "text": "Added information about scanned file extensions and how to use comments (must be in new line)"}, {"post_id": 12360, "ts": "2026-06-20T05:08:50Z", "hours": 0.4172, "text": "Fixed f-string parsing on python 3.11, now it won’t crash when installing/running on this version. Nothing else, i packaged it again to pip, built binary for linux and when i get home i will add exe for windows and submit it for recert on stardance website. It was error that wasnt showing on my side as i am using python 3.12 which uses PEP 701 for parser that allows use of the same type of quotes (either “” or ‘’) in {} section of program if i understand correctly."}, {"post_id": 11339, "ts": "2026-06-18T15:28:59Z", "hours": 0.5892, "text": "I uploaded package to PyPI and built binaries for linux and windows and added them to github release."}, {"post_id": 11231, "ts": "2026-06-18T11:49:06Z", "hours": 0.6517, "text": "I added popups shown while exporting results and made better deadline handling!"}, {"post_id": 11212, "ts": "2026-06-18T11:01:27Z", "hours": 1.9464, "text": "Added export and filtering options. Export is currently supported to .md and .json files. Filter is used for markers shown in the left bottom corner. I used ai for troubleshooting. Now i am going to add better deadline handling and add check if there is marker for open in editor option so it dont crash"}, {"post_id": 10623, "ts": "2026-06-17T14:01:28Z", "hours": 1.4431, "text": "Added opening in editor, config file with editor command and behavior, used AI for troubleshooting. I also added priorities to the syntax and updated README.md Biggest issue was how to make running editor work on MacOS, Linux and Windows. ChatGPT suggested the solution i used but i tested it only on linux. Feel free to test it on windows or mac os and give me information about it working on slack or discord (discord: emb3rcia, slack id: U095RD2NX8F slack username: emb3rcia)"}, {"post_id": 10586, "ts": "2026-06-17T12:16:03Z", "hours": 4.1128, "text": "I made MVP of app, added more markers and made marker type text colored! It was fairly easy, even though I never used Textual before, as their docs are very good. Now i will work on adding priorities to syntax and next opening file with specific line selected in editor of your choice."}]...
|
Title: spark-tudu by @emb3rcia | Stardance
Devlog Title: spark-tudu by @emb3rcia | Stardance
Devlogs:
I made MVP of app, added more markers and made marker type text colored! It was fairly easy, even though I never used Textual before, as their docs are very good. Now i will work on adding priorities to syntax and next opening file with specific line selected in editor of your choice.
Added opening in editor, config file with editor command and behavior, used AI for troubleshooting. I also added priorities to the syntax and updated README.md Biggest issue was how to make running editor work on MacOS, Linux and Windows. ChatGPT suggested the solution i used but i tested it only on linux. Feel free to test it on windows or mac os and give me information about it working on slack or discord (discord: emb3rcia, slack id: U095RD2NX8F slack username: emb3rcia)
Added export and filtering options. Export is currently supported to .md and .json files. Filter is used for markers shown in the left bottom corner. I used ai for troubleshooting. Now i am going to add better deadline handling and add check if there is marker for open in editor option so it dont crash
I added popups shown while exporting results and made better deadline handling!
I uploaded package to PyPI and built binaries for linux and windows and added them to github release.
Fixed f-string parsing on python 3.11, now it won’t crash when installing/running on this version. Nothing else, i packaged it again to pip, built binary for linux and when i get home i will add exe for windows and submit it for recert on stardance website. It was error that wasnt showing on my side as i am using python 3.12 which uses PEP 701 for parser that allows use of the same type of quotes (either “” or ‘’) in {} section of program if i understand correctly.
Added information about scanned file extensions and how to use comments (must be in new line)
Added option to run program with -h/–help argument that explains how to run this command and use syntax. Also added option to specify path in which it will be scanned. Also added option to add/change existing file extensions scanned in config
Ships:
I made TUI app that organizes all your TODOs, FIXMEs etc into one place! Whole app is made in python with textual as TUI framework and rich for colored text. I also uploaded it to PyPI which was my first time doing that and made binary files for it for both windows and linux. I made it for Frictionless and my 3 major QoL improvements are: Organization of markers into one central place across whole project Easy export of these both in easy to read .md file and easy to scrape .json file that allows automation to be made in multi people projects like notifications for deadlines Open-in-editor feature which allows you to quickly open the file at selected marker in editor of your choice so you dont need to dig through file explorer to find this specific file...
|
1793224057.3277566
|
1793310457.3277566
|
|
67721
|
sparky by @akanksha | Stardance
|
akanksha
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: sparky by @akanksha | Stardance
|
1793112861.1165102
|
1793717661.1165102
|
|
28280
|
sparky-roguelike by @emb3rcia | Stardance
|
emb3rcia
|
0
|
8.12
|
0
|
[]
|
[{"post_id": 20115, "ts": "202 [{"post_id": 20115, "ts": "2026-07-01T17:17:01Z", "hours": 6.6664, "text": "Generally, a lot happened! I made enemies, walls, and procedural room generation with lazy loading! I also disabled V-Sync as it was causing lag in the game. Now, enemy1x2.tscn is base class that all enemies inherit from. There is a method called update_behavior that makes enemy shoot, move etc. Procedural room generation is handled so at the start of the game it generates array that contains everything in res://scenes/rooms except room_starter.tscn and is list of paths, then on every new room it chooses random one, generates its instance, and caches it so you dont lose progress like clearing rooms. It only loads the rooms once you enter them. Room is also base class and all rooms inherit from it. Now i will work on generating map layout like in TBoI where not every wall has door, and then on minimap!"}, {"post_id": 18451, "ts": "2026-06-29T16:45:29Z", "hours": 1.4556, "text": "Hello! This is my first game, so please dont judge! I made floor, walls, player, rock, bullet and movement logic already! It wasn’t that hard. I used ChatGPT for instructions with nodes and verifying if my code is okay and doesnt need anything to add/remove/fix and it went smoothly! This project is inspired heavily by The Binding Of Isaac: Rebirth that i have 600 hours in so i will be basing it off that! I will of course credit them in credits section. Currently, player is 32x64px, rocks are 32x32, bullets are 8x8, tiles are 16x16 and enemies will be 32x64 or 64x64 if i will need 2x2 tiles enemies. Also whole room is 64x36 tiles as i want it to be targeted towards 16:9 users, with later adding some easter egg for 16:10 users, therefore full room is 1024x576 px big while window override is 1920x1080p, later i will make other overrides for 1440p etc. Lowest resolution i am targeting is 720p as it should be enough to render the screen. It will be packaged in binaries for windows and linux and probably exported to website hosted on github sites or similar. Bullets have 3s lifespan and collide with everything except players, and i will make second bullets for enemies that collide with everything including players and other enemies. Also player hitbox is 32x32 on the lower part of it and 32x32 of the upper part is without collision."}]...
|
Title: sparky-roguelike by @emb3rcia | Stardance
Title: sparky-roguelike by @emb3rcia | Stardance
Devlogs:
Hello! This is my first game, so please dont judge! I made floor, walls, player, rock, bullet and movement logic already! It wasn’t that hard. I used ChatGPT for instructions with nodes and verifying if my code is okay and doesnt need anything to add/remove/fix and it went smoothly! This project is inspired heavily by The Binding Of Isaac: Rebirth that i have 600 hours in so i will be basing it off that! I will of course credit them in credits section. Currently, player is 32x64px, rocks are 32x32, bullets are 8x8, tiles are 16x16 and enemies will be 32x64 or 64x64 if i will need 2x2 tiles enemies. Also whole room is 64x36 tiles as i want it to be targeted towards 16:9 users, with later adding some easter egg for 16:10 users, therefore full room is 1024x576 px big while window override is 1920x1080p, later i will make other overrides for 1440p etc. Lowest resolution i am targeting is 720p as it should be enough to render the screen. It will be packaged in binaries for windows and linux and probably exported to website hosted on github sites or similar. Bullets have 3s lifespan and collide with everything except players, and i will make second bullets for enemies that collide with everything including players and other enemies. Also player hitbox is 32x32 on the lower part of it and 32x32 of the upper part is without collision.
Generally, a lot happened! I made enemies, walls, and procedural room generation with lazy loading! I also disabled V-Sync as it was causing lag in the game. Now, enemy1x2.tscn is base class that all enemies inherit from. There is a method called update_behavior that makes enemy shoot, move etc. Procedural room generation is handled so at the start of the game it generates array that contains everything in res://scenes/rooms except room_starter.tscn and is list of paths, then on every new room it chooses random one, generates its instance, and caches it so you dont lose progress like clearing rooms. It only loads the rooms once you enter them. Room is also base class and all rooms inherit from it. Now i will work on generating map layout like in TBoI where not every wall has door, and then on minimap!...
|
1793307234.5184488
|
1793912034.5184488
|
|
24826
|
sparq by @elaine | Stardance
|
elaine
|
1
|
14.39
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-26T05:28:54Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "wish you could predict the future? unfortunately, i cant help with that :( but my ML agent can! the agent that i’ve trained is capable of predicting the future and using what it predicts to pick the best action. this is my first real machine learning project, so i’m proud of my progress!", "repo": "https://github.com/ela1nex/customDQN", "demo": "https://youtu.be/5wtFexOzfos"}]...
|
[{"post_id": 16384, "ts": "202 [{"post_id": 16384, "ts": "2026-06-26T17:40:13Z", "hours": 2.3911, "text": "left: regular (no future prediction) right: dynamic (future prediction)"}, {"post_id": 15536, "ts": "2026-06-25T07:42:45Z", "hours": 11.7881, "text": "devlog #1: machine learning for dummies 😦 my first devlog! i probably shouldve done another devlog earlier since its now been 11 hours into this project but unfortunately i have the foresight of a seal so… anyway! join me on my machine learning learning (haha get it) journey! this is my first real foray into actually learning ML beyond using preexisting models, and its been super interesting so far. ive genuinely learned so much including but not limited to (very generally): DQN model: how to create a custom model and train and test it dynamic model: imagined states and being able to predict futures the usefulness of a configs file LOL TODO bc i am genuinely the most forgetful person you’ll ever meet anyway im not sure how much more i’ll work on this specific project since cartpole is super simple and i want to try nondiscrete action spaces which are more complicated and applicable. im working on learning offline training rn but thats probably going to be a separate project repo: https://github.com/ela1nex/customDQN below images: left: tested wo dynamic model right: tested w dynamic model (makes a super big difference!!)"}]...
|
Title: sparq by @elaine | Stardance
Devlogs:
devl Title: sparq by @elaine | Stardance
Devlogs:
devlog #1: machine learning for dummies 😦 my first devlog! i probably shouldve done another devlog earlier since its now been 11 hours into this project but unfortunately i have the foresight of a seal so… anyway! join me on my machine learning learning (haha get it) journey! this is my first real foray into actually learning ML beyond using preexisting models, and its been super interesting so far. ive genuinely learned so much including but not limited to (very generally): DQN model: how to create a custom model and train and test it dynamic model: imagined states and being able to predict futures the usefulness of a configs file LOL TODO bc i am genuinely the most forgetful person you’ll ever meet anyway im not sure how much more i’ll work on this specific project since cartpole is super simple and i want to try nondiscrete action spaces which are more complicated and applicable. im working on learning offline training rn but thats probably going to be a separate project repo: https://github.com/ela1nex/customDQN below images: left: tested wo dynamic model right: tested w dynamic model (makes a super big difference!!)
left: regular (no future prediction) right: dynamic (future prediction)
Ships:
wish you could predict the future? unfortunately, i cant help with that :( but my ML agent can! the agent that i’ve trained is capable of predicting the future and using what it predicts to pick the best action. this is my first real machine learning project, so i’m proud of my progress!...
|
1793278228.4553788
|
1793364628.4553788
|
|
37513
|
spatial computing web by @nicha | Stardance
|
nicha
|
1
|
10.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-21T03:43:54Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "For my school research assessment, I created website to compile my research on Spatial computing. This was my first website and first time using Github so I learnt many new skills and encountered many challenges such as… differentiating flexbox and grid in HTML figuring out how to commit changes in Github working CSS and figuring how it effects text I only made this to present my research, which is why I decided to only use HTML and CSS for it. I’m rather proud of my first website because of the amount of new things i’ve learnt despite the project being rather basic and small. In my next websites, I aim to incorporate JavaScript as well and experiment with animations.", "repo": "https://github.com/nmek-tale/spatialcomputing-website", "demo": "https://nmek-tale.github.io/spatialcomputing-website/"}]...
|
[{"post_id": 81393, "ts": "202 [{"post_id": 81393, "ts": "2026-10-21T03:31:24Z", "hours": 0.8833, "text": "README file I had difficulties committing changes to github, especially the readme files. I ended up having to refresh project files via terminal"}, {"post_id": 46754, "ts": "2026-08-14T07:27:23Z", "hours": 1.7336, "text": "Created the hero section of the website. I learnt and tried using the grid based layout system to organise it."}, {"post_id": 46302, "ts": "2026-08-13T13:08:48Z", "hours": 4.5981, "text": "Made a banner than sits as a separator between the reference links and research. Took a bit of trial and error to get what I envisioned: still image while the scrolling reveals what the rectangle is framing."}, {"post_id": 45649, "ts": "2026-08-12T08:50:38Z", "hours": 3.1692, "text": "I ended up scrapping the top navigation bar and moved it to the side. I had to do a bit of research to figure out how to get it to stick when i scroll it but i got there in the end."}]...
|
Title: spatial computing web by @nicha | Stardance Title: spatial computing web by @nicha | Stardance
Devlogs:
I ended up scrapping the top navigation bar and moved it to the side. I had to do a bit of research to figure out how to get it to stick when i scroll it but i got there in the end.
Made a banner than sits as a separator between the reference links and research. Took a bit of trial and error to get what I envisioned: still image while the scrolling reveals what the rectangle is framing.
Created the hero section of the website. I learnt and tried using the grid based layout system to organise it.
README file I had difficulties committing changes to github, especially the readme files. I ended up having to refresh project files via terminal
Ships:
For my school research assessment, I created website to compile my research on Spatial computing. This was my first website and first time using Github so I learnt many new skills and encountered many challenges such as… differentiating flexbox and grid in HTML figuring out how to commit changes in Github working CSS and figuring how it effects text I only made this to present my research, which is why I decided to only use HTML and CSS for it. I’m rather proud of my first website because of the amount of new things i’ve learnt despite the project being rather basic and small. In my next websites, I aim to incorporate JavaScript as well and experiment with animations....
|
1793210119.21881
|
1793296519.21881
|
|
69733
|
speak-good by @GitDpro | Stardance
|
GitDpro
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: speak-good by @GitDpro | Stardance
|
1792857332.9000113
|
1793462132.9000113
|
|
55753
|
speaking hands by @elrefaee | Stardance
|
elrefaee
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: speaking hands by @elrefaee | Stardance
|
1792633831.9023426
|
1793238631.9023426
|
|
56999
|
specOS by @szainhussain1983 | Stardance
|
szainhussain1983
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: specOS by @szainhussain1983 | Stardance
|
1792687772.9214187
|
1793292572.9214187
|
|
3688
|
spectools by @snows_alt | Stardance
|
snows_alt
|
0
|
4.61
|
0
|
[]
|
[{"post_id": 2532, "ts": "2026 [{"post_id": 2532, "ts": "2026-06-05T02:00:08Z", "hours": 3.3672, "text": "Added functionality for GPU detection as well as OS and although not implemented in the UI yet also browser detections. I have had lots of hurdles with this because as it turns out browsers don’t typically want you to have a bunch of info about the users machine due to privacy concerns. However, all the basic features I’m hoping to implement should work :)"}, {"post_id": 653, "ts": "2026-06-02T05:24:45Z", "hours": 1.2439, "text": "First night of programming the website, majority went into design decisions and such. I used Realtime Colors for the colors in the design and google fonts for the fonts. Actual functionality will probably come tomorrow. Also made a semi cool looking 404 page."}]...
|
Title: spectools by @snows_alt | Stardance
Devlog Title: spectools by @snows_alt | Stardance
Devlogs:
First night of programming the website, majority went into design decisions and such. I used Realtime Colors for the colors in the design and google fonts for the fonts. Actual functionality will probably come tomorrow. Also made a semi cool looking 404 page.
Added functionality for GPU detection as well as OS and although not implemented in the UI yet also browser detections. I have had lots of hurdles with this because as it turns out browsers don’t typically want you to have a bunch of info about the users machine due to privacy concerns. However, all the basic features I’m hoping to implement should work :)...
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1792810142.9357302
|
1793414942.9357302
|
|
15828
|
speech to text by @faz | Stardance
|
faz
|
0
|
1.02
|
0
|
[]
|
[{"post_id": 6756, "ts": "2026 [{"post_id": 6756, "ts": "2026-06-11T09:45:29Z", "hours": 1.0222, "text": "Devlog 01 started my speech-to-text project today got microphone input working with SoundDevice and set it up so it constantly listens in small chunks. RMS volume to figure out whether I’m speaking or not, and then storing only the audio that actually contains speech i also added silence detection so when I stop talking for about half a second, it assumes I’ve finished a sentence and sends the audio off to Faster-Whisper for transcription. transcription runs in a separate thread so the microphone can keep listening while Whisper does its thing had to mess around with locks and a few state variables to stop duplicate transcriptions from happening, but it’s working pretty well now. right now it can listen, detect when I’m speaking, wait for me to finish, and then print the transcribed text automatically. still needs some tweaking though. the silence detection isn’t perfect and I’m creating a lot of threads right now, which probably isn’t the best approach long term start of the code is in the photo, i’m at like 102 lines"}]...
|
Title: speech to text by @faz | Stardance
Devlogs Title: speech to text by @faz | Stardance
Devlogs:
Devlog 01 started my speech-to-text project today got microphone input working with SoundDevice and set it up so it constantly listens in small chunks. RMS volume to figure out whether I’m speaking or not, and then storing only the audio that actually contains speech i also added silence detection so when I stop talking for about half a second, it assumes I’ve finished a sentence and sends the audio off to Faster-Whisper for transcription. transcription runs in a separate thread so the microphone can keep listening while Whisper does its thing had to mess around with locks and a few state variables to stop duplicate transcriptions from happening, but it’s working pretty well now. right now it can listen, detect when I’m speaking, wait for me to finish, and then print the transcribed text automatically. still needs some tweaking though. the silence detection isn’t perfect and I’m creating a lot of threads right now, which probably isn’t the best approach long term start of the code is in the photo, i’m at like 102 lines...
|
1792687654.1784747
|
1793292454.1784747
|
|
63075
|
speed run by @Progamer97 | Stardance
|
Progamer97
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: speed run by @Progamer97 | Stardance
|
1793048021.749222
|
1793652821.749222
|
|
4741
|
speedMath Training by @viivi | Stardance
|
viivi
|
1
|
17.0
|
128
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-02T14:50:02Z", "hours": 17.0, "multiplier": 7.43, "payout": 128, "blessing": "neutral", "text": "speedMath Training is a website for training mental math. It’s super simple to use and you can adjust how hard questions do you want. I built this site using React and typescript. I’m aware that similar sites exists already, but none of them was exactly what I wanted so I developed my own. Before this project I had done courses that taught me developing websites with React and those courses included coding simple projects. But speedMath Training is my first own frontend project with React. The site is quite simple, but it wasn’t super easy for me to build it. I had never used Zustand state management solution, but I learned to use it to make state management easier. Other new thing I learned was publishing a site with github pages. It was kind of complicated, because i have separated folders for frontend (this project) and back end (almost empty). But now I get a new site builded and deployed every time i push to the repository. Project README includes more details if someone is interested.", "repo": "https://github.com/ViLP357/speedMathTraining", "demo": "https://vilp357.github.io/speedMathTraining"}]...
|
[{"post_id": 39499, "ts": "202 [{"post_id": 39499, "ts": "2026-08-02T14:30:01Z", "hours": 1.0094, "text": "#11 devlog The final devlog, I guess. I fixed responsive issues and finished readme and now I’m about to ship this project. (Sorry for short devlog, I just wanted to this 1 hour to be counted.)"}, {"post_id": 35369, "ts": "2026-07-26T18:31:08Z", "hours": 1.7008, "text": "#10 devlog It’s (almost) a ready project! I fighted for over an hour to publish it in github pages. But it was worth it because it’s now liveee https://vilp357.github.io/speedMathTraining (pls test). Before shipping I still need to fix some responsive issues and finish readme, but we’re almost there."}, {"post_id": 13709, "ts": "2026-06-22T14:07:19Z", "hours": 3.0169, "text": "#9 devlog, days 10-12 (maybe?) It’s been a while since last devlog, mostly because I haven’t had time to work with this, but also because hasn’t been any big updates. But now it’s time for you… to meet Calc, the mascot of the speedMath Training. I still need to add Calc to the site. I’m also planning to make a buddy for them and together they will cheer you on."}, {"post_id": 8841, "ts": "2026-06-14T18:20:07Z", "hours": 1.3214, "text": "#8 devlog, day 9 The UI is starting to look good and is much better than few days ago. Today I spent most of my time working on the main screen and a significant amount of it was used to do styles for the checkboxes. I don’t know yet much time I want to use for this project, because it has already all the core features I have thought. I have been planning other new projects and I need time for those and I don’t have as much motivation as before for this project. Anyways, things I will do before shipping: -Make it more mobile friendly -Finish styles for components -Fix component placing"}, {"post_id": 7454, "ts": "2026-06-12T12:52:05Z", "hours": 1.5856, "text": "#7 devlog, day 8 Today I finally managed to create a color palette that works with both light and dark mode. This is only beginning of the UI upgrade so more coming later. the most critical things to do next: -move the timer (why is it even there???) -scale content"}, {"post_id": 6317, "ts": "2026-06-10T17:07:57Z", "hours": 1.3153, "text": "#6 devlog day 7 Today I continued working by starting to design UI. The image shows color palettes I have thought. The upper is for light mode and lower is for dark mode. I still have to figure out contrast things. I thought I’d use the green for buttons with either white or black text, but I barely could see the white text so something has to be done? Maybe other color or shadows for text."}, {"post_id": 6224, "ts": "2026-06-10T13:46:13Z", "hours": 1.9433, "text": "#5 devlog, days 5-7 New updates: choose number of questions number generating fixed Daily challenge page How I fixed number generating How I tried before Math.floor(Math.random()*(Math.pow(10,digits[0]))*Math.pow(10, digits[1]-digits[0])) and Math.floor((Math.random() * 10)*(Math.pow(10, digits[0]-1))*Math.pow(10, Math.ceil(Math.random() * digits[1]-digits[0]))) Where digits[0] is minimum number of digits and digits[1] is maximum number of digits How it works now: A function randomNumber gets number of decimals as paramater and the function is called randomNumber(Math.round(Math.random() * (digits[1]-digits[0])) + digits[0]) Problems this fixes: Generating numbers with less digits that minimum generating different number of digits unequally (more digits was much more common) Next thing to do: UI upgrade"}, {"post_id": 2711, "ts": "2026-06-05T13:02:02Z", "hours": 1.4031, "text": "#4 devlog, day 4 Today’s main progress happened with giving players more options to customize questions. Now it’s possible to choose how many digits they want their questions to have. Next thing to do is add question number chooser. There is only one little (big) problem with digits adjuster logic: numbers with more digits tend to be much more common because of the number generating logic. I hope I can find the solution to fix that soon. As you can see from the picture, I added some color to the website, but just to be able to see different component better. Hopefully the final design will be much more better."}, {"post_id": 2275, "ts": "2026-06-04T17:50:25Z", "hours": 1.7203, "text": "#3 devlog, day 3 Today I finally made the timer and now this project could be actually called a “game”. It wasn’t easy to code the timer and make it work as it’s supposed. For some reason updating the timer updated the questions (which happened every second), but it was easy to fix when I figured out why it happened. (Why: the state timer component uses belonged to its parent component, where the questions are created. But when I updated time in timer component, it caused parent component to rerender again too. The way to fix that was to move question creating inside its own state and that way quesions are created only once.) When the timer finally worked, I quickly added simple navigation structure using react router library. Adding that structure required some refactoring, but I will thank myself later for doing it so early. I was also a bit surprised but happy because nothing broke when I moved some components from one to another."}, {"post_id": 1432, "ts": "2026-06-03T13:50:21Z", "hours": 0.9961, "text": "#2 devlog, day2 Now I have worked on this project for 2hr during Stardance. The new feature works now: it is possible to choose which operators you want to be used (and it actually works!). I also realized that division is more tricky to implement, so that’s why I just deleted it. I’m coding this in typescript, because I wanted to challenge myself, but it takes sometimes so long to figure right types even for simple objects. At least I learned a lot of new things, hehe. Tomorrow -Timer"}, {"post_id": 1400, "ts": "2026-06-03T12:34:36Z", "hours": 1.1967, "text": "speedMath training -The first devlog- Starting this project This project is a website where you can practice your mental math skills. The image shows how the site looked before Stardance. Before Stardance, I had only created this project(done set up, configured git) and coded < 5hr. Then I decided to continue working on this later. I feel like Stardance is a great opportunity for me to continue working on this. I’m aware that similar projects already exist, but I feel like none of them are exactly what I want and need. For example, they have bad UI, require users to log in, or are way too complicated. So this is going to be (hopefully) different. Next things I will do: -add timer -add a difficulty adjuster Other things I will/might do later: -improve the UI -add a leaderboard -add cute characters that cheer for you"}]...
|
Title: speedMath Training by @viivi | Stardance
D Title: speedMath Training by @viivi | Stardance
Devlogs:
speedMath training -The first devlog- Starting this project This project is a website where you can practice your mental math skills. The image shows how the site looked before Stardance. Before Stardance, I had only created this project(done set up, configured git) and coded < 5hr. Then I decided to continue working on this later. I feel like Stardance is a great opportunity for me to continue working on this. I’m aware that similar projects already exist, but I feel like none of them are exactly what I want and need. For example, they have bad UI, require users to log in, or are way too complicated. So this is going to be (hopefully) different. Next things I will do: -add timer -add a difficulty adjuster Other things I will/might do later: -improve the UI -add a leaderboard -add cute characters that cheer for you
#2 devlog, day2 Now I have worked on this project for 2hr during Stardance. The new feature works now: it is possible to choose which operators you want to be used (and it actually works!). I also realized that division is more tricky to implement, so that’s why I just deleted it. I’m coding this in typescript, because I wanted to challenge myself, but it takes sometimes so long to figure right types even for simple objects. At least I learned a lot of new things, hehe. Tomorrow -Timer
#3 devlog, day 3 Today I finally made the timer and now this project could be actually called a “game”. It wasn’t easy to code the timer and make it work as it’s supposed. For some reason updating the timer updated the questions (which happened every second), but it was easy to fix when I figured out why it happened. (Why: the state timer component uses belonged to its parent component, where the questions are created. But when I updated time in timer component, it caused parent component to rerender again too. The way to fix that was to move question creating inside its own state and that way quesions are created only once.) When the timer finally worked, I quickly added simple navigation structure using react router library. Adding that structure required some refactoring, but I will thank myself later for doing it so early. I was also a bit surprised but happy because nothing broke when I moved some components from one to another.
#4 devlog, day 4 Today’s main progress happened with giving players more options to customize questions. Now it’s possible to choose how many digits they want their questions to have. Next thing to do is add question number chooser. There is only one little (big) problem with digits adjuster logic: numbers with more digits tend to be much more common because of the number generating logic. I hope I can find the solution to fix that soon. As you can see from the picture, I added some color to the website, but just to be able to see different component better. Hopefully the final design will be much more better.
#5 devlog, days 5-7 New updates: choose number of questions number generating fixed Daily challenge page How I fixed number generating How I tried before Math.floor(Math.random()*(Math.pow(10,digits[0]))*Math.pow(10, digits[1]-digits[0])) and Math.floor((Math.random() * 10)*(Math.pow(10, digits[0]-1))*Math.pow(10, Math.ceil(Math.random() * digits[1]-digits[0]))) Where digits[0] is minimum number of digits and digits[1] is maximum number of digits How it works now: A function randomNumber gets number of decimals as paramater and the function is called randomNumber(Math.round(Math.random() * (digits[1]-digits[0])) + digits[0]) Problems this fixes: Generating numbers with less digits that minimum generating different number of digits unequally (more digits was much more common) Next thing to do: UI upgrade
#6 devlog day 7 Today I continued working by starting to design UI. The image shows color palettes I have thought. The upper is for light mode and lower is for dark mode. I still have to figure out contrast things. I thought I’d use the green for buttons with either white or black text, but I barely could see the white text so something has to be done? Maybe other color or shadows for text.
#7 devlog, day 8 Today I finally managed to create a color palette that works with both light and dark mode. This is only beginning of the UI upgrade so more coming later. the most critical things to do next: -move the timer (why is it even there???) -scale content
#8 devlog, day 9 The UI is starting to look good and is much better than few days ago. Today I spent most of my time working on the main screen and a significant amount of it was used to do styles for the checkboxes. I don’t know yet much time I want to use for this project, because it has already all the core features I have thought. I have been planning other new projects and I need time for those and I don’t have as much motivation as before for this project. Anyways, things I will do before shipping: -Make it more mobile friendly -Finish styles for components -Fix component placing
#9 devlog, days 10-12 (maybe?) It’s been a while since last devlog, mostly because I haven’t had time to work with this, but also because hasn’t been any big updates. But now it’s time for you… to meet Calc, the mascot of the speedMath Training. I still need to add Calc to the site. I’m also planning to make a buddy for them and together they will cheer you on.
#10 devlog It’s (almost) a ready project! I fighted for over an hour to publish it in github pages. But it was worth it because it’s now liveee https://vilp357.github.io/speedMathTraining (pls test). Before shipping I still need to fix some responsive issues and finish readme, but we’re almost there.
#11 devlog The final devlog, I guess. I fixed responsive issues and finished readme and now I’m about to ship this project. (Sorry for short devlog, I just wanted to this 1 hour to be counted.)
Ships:
speedMath Training is a website for training mental math. It’s super simple to use and you can adjust how hard questions do you want. I built this site using React and typescript. I’m aware that similar sites exists already, but none of them was exactly what I wanted so I developed my own. Before this project I had done courses that taught me developing websites with React and those courses included coding simple projects. But speedMath Training is my first own frontend project with React. The site is quite simple, but it wasn’t super easy for me to build it. I had never used Zustand state management solution, but I learned to use it to make state management easier. Other new thing I learned was publishing a site with github pages. It was kind of complicated, because i have separated folders for frontend (this project) and back end (almost empty). But now I get a new site builded and deployed every time i push to the repository. Project README includes more details if someone is interested....
|
1793231296.5865922
|
1793317696.5865922
|
|
52120
|
speedtest-rsig by @gnahiak2 | Stardance
|
gnahiak2
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: speedtest-rsig by @gnahiak2 | Stardance
|
1792698454.0440958
|
1793303254.0440958
|
|
40055
|
spek mata by @imanzamrizal | Stardance
|
imanzamrizal
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: spek mata by @imanzamrizal | Stardance
|
1793141733.3551314
|
1793746533.3551314
|
|
39804
|
spellweave by @codevan | Stardance
|
codevan
|
0
|
0.0
|
0
|
[]
|
[{"post_id": 34927, "ts": "202 [{"post_id": 34927, "ts": "2026-07-26T01:24:27Z", "hours": 0.0, "text": "devlog #1 (the plan): So, currently i have a demo of the main gesture recognizing system that uses rock paper scissor gestures. Ideally i want to make a cli game with all of the game logic, and then add the gesture recognizing logic. After that i will use a python game library and develop the visuals"}]...
|
Title: spellweave by @codevan | Stardance
Devlogs Title: spellweave by @codevan | Stardance
Devlogs:
devlog #1 (the plan): So, currently i have a demo of the main gesture recognizing system that uses rock paper scissor gestures. Ideally i want to make a cli game with all of the game logic, and then add the gesture recognizing logic. After that i will use a python game library and develop the visuals...
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1792939996.6811507
|
1793803996.6811507
|
|
46992
|
spenc industries new tab pae by @Spencer55 | Stard spenc industries new tab pae by @Spencer55 | Stardance...
|
Spencer55
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: spenc industries new tab pae by @Spencer55 Title: spenc industries new tab pae by @Spencer55 | Stardance...
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1793163031.725262
|
1793767831.725262
|
|
46212
|
spencer hackpad by @Spencer55 | Stardance
|
Spencer55
|
0
|
0.6
|
0
|
[]
|
[{"post_id": 45035, "ts": "202 [{"post_id": 45035, "ts": "2026-08-11T06:11:28Z", "hours": 0.6, "text": "I have been routing my pcb and adding the components i want and then i made the 3d files for the case! sorry i havent had many devlogs my other recordings got deleted :( but ive spent like 2 hours on this please fund me"}]...
|
Title: spencer hackpad by @Spencer55 | Stardance
Title: spencer hackpad by @Spencer55 | Stardance
Devlogs:
I have been routing my pcb and adding the components i want and then i made the 3d files for the case! sorry i havent had many devlogs my other recordings got deleted :( but ive spent like 2 hours on this please fund me...
|
1792655491.6044652
|
1793260291.6044652
|
|
45808
|
spencer page by @Spencer55 | Stardance
|
Spencer55
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-09T06:45:13Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my own personal website with only a little bit of coding experince! I enjotyed adding the html but i struggled with formatting with the CSS. I am happy with my code and site.", "repo": "https://github.com/KATTO-GG/Spencer-site/", "demo": "https://katto-gg.github.io/Spencer-site/"}]...
|
[{"post_id": 43784, "ts": "202 [{"post_id": 43784, "ts": "2026-08-09T06:43:50Z", "hours": 0.3742, "text": "finished adding css code and html formatting"}, {"post_id": 43740, "ts": "2026-08-09T04:53:29Z", "hours": 0.5644, "text": "adding customization and css! ive been working on adding a background and doing it all by my self"}, {"post_id": 43711, "ts": "2026-08-09T03:52:43Z", "hours": 0.3433, "text": "adding lots of cool css to the site!"}]...
|
Title: spencer page by @Spencer55 | Stardance
Dev Title: spencer page by @Spencer55 | Stardance
Devlogs:
adding lots of cool css to the site!
adding customization and css! ive been working on adding a background and doing it all by my self
finished adding css code and html formatting
Ships:
I made my own personal website with only a little bit of coding experince! I enjotyed adding the html but i struggled with formatting with the CSS. I am happy with my code and site....
|
1793271166.384843
|
1793357566.384843
|
|
27268
|
spicy measure by @aleksander_koziarz | Stardance
|
aleksander_koziarz
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: spicy measure by @aleksander_koziarz | Star Title: spicy measure by @aleksander_koziarz | Stardance...
|
1793263949.2744422
|
1793868749.2744422
|
|
40832
|
spider-man rule 2.0 by @spiderman17 | Stardance
|
spiderman17
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: spider-man rule 2.0 by @spiderman17 | Stard Title: spider-man rule 2.0 by @spiderman17 | Stardance...
|
1792777947.760558
|
1793382747.760558
|
|
39864
|
spider-man theme website by @kaylawong | Stardance
|
kaylawong
|
0
|
4.45
|
0
|
[]
|
[{"post_id": 36024, "ts": "202 [{"post_id": 36024, "ts": "2026-07-27T20:52:17Z", "hours": 2.9256, "text": "I added an animation at the bottom of the page which will lead to other pages to my website. It took me awhile to figure out how to hide the polaroids behind the head, and then animate them to pop out. Eventually, I learned to use inline-block instead of a flexbox to allow me to move around the divs behind the head. I drew all of these assets in Procreate, including the pattern in the background (which I updated to a dotted comic pattern) and the Spider-Girl that I made blue (since it’s my favorite color). I also added some hover effects and updated the cursor so that the cursor turned into a red spider when something is clickable. The polaroids go from grayscale to color when you hover over them as well."}, {"post_id": 35001, "ts": "2026-07-26T04:44:09Z", "hours": 0.8489, "text": "I added more to the landing page of my website, to go along with the script from Spider-Man into the Spiderverse. I added some hover animations as well, for the images that are displayed. It was challenging to figure out the spacing and using flexboxes, but it’s starting to come together! I will add the other pages for my next devlog hopefully."}, {"post_id": 34876, "ts": "2026-07-25T22:57:28Z", "hours": 0.6783, "text": "I started making my Spider-Man themed portfolio!! I sketched out a design on Procreate and designed the top part of the website. I used a comic font from the internet to make the intro text and I animated the name tag in the center of the page. I will next add the bottom of the website where people can click on different pages about me."}]...
|
Title: spider-man theme website by @kaylawong | St Title: spider-man theme website by @kaylawong | Stardance
Devlogs:
I started making my Spider-Man themed portfolio!! I sketched out a design on Procreate and designed the top part of the website. I used a comic font from the internet to make the intro text and I animated the name tag in the center of the page. I will next add the bottom of the website where people can click on different pages about me.
I added more to the landing page of my website, to go along with the script from Spider-Man into the Spiderverse. I added some hover animations as well, for the images that are displayed. It was challenging to figure out the spacing and using flexboxes, but it’s starting to come together! I will add the other pages for my next devlog hopefully.
I added an animation at the bottom of the page which will lead to other pages to my website. It took me awhile to figure out how to hide the polaroids behind the head, and then animate them to pop out. Eventually, I learned to use inline-block instead of a flexbox to allow me to move around the divs behind the head. I drew all of these assets in Procreate, including the pattern in the background (which I updated to a dotted comic pattern) and the Spider-Girl that I made blue (since it’s my favorite color). I also added some hover effects and updated the cursor so that the cursor turned into a red spider when something is clickable. The polaroids go from grayscale to color when you hover over them as well....
|
1793173843.9483962
|
1793778643.9483962
|
|
56526
|
spidey clock !! :P by @kingkev | Stardance
|
kingkev
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: spidey clock !! :P by @kingkev | Stardance
|
1792666422.2324526
|
1793271222.2324526
|
|
36679
|
spidle gagle by @maxie063 | Stardance
|
maxie063
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: spidle gagle by @maxie063 | Stardance
|
1792777868.7429442
|
1793382668.7429442
|
|
54258
|
spillit by @mayaarooo | Stardance
|
mayaarooo
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: spillit by @mayaarooo | Stardance
|
1792781666.541258
|
1793386466.541258
|
|
10415
|
spinning game by @tongyu | Stardance
|
tongyu
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: spinning game by @tongyu | Stardance
|
1792939968.763009
|
1793803968.763009
|
|
58843
|
spinning thing by @luau | Stardance
|
luau
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: spinning thing by @luau | Stardance
|
1792770692.492619
|
1793375492.492619
|