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7301
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My first slack bot! by @ThatOneBlueBoy123 | Starda My first slack bot! by @ThatOneBlueBoy123 | Stardance...
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ThatOneBlueBoy123
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0
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0.0
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0
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[]
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[]
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Title: My first slack bot! by @ThatOneBlueBoy123 | Title: My first slack bot! by @ThatOneBlueBoy123 | Stardance...
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1793400659.9777393
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1794005459.9777393
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7302
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NULL
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NULL
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0
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0.0
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[]
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[]
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1792936466.626523
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1793800466.626523
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7303
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chess-engin-c by @Leonhard | Stardance
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Leonhard
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1
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70.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-06T07:39:08Z", "hours": 70.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Chees-Engin in C. It only lets you play legal moves, and handles all edge chases with Pins, Checks, Chasteling and Blocking. Finding which moves are legal and which illegal, was probably the hardest part about this project, because I do not just use a normal 8 by 8 array for the field but instead a 64Bit int for each piecetype and color where each bit reprecents a square. The bitmanipulation was a nightmare to say the least. The actuall engin itself wasn’t a walk in the park either, but by then I have allready gotten used to it. The projekt is on my Github, but only for LINUX. (Sorry, didn’t really bother making a Windows version, because I personaly avoid using Windows at all cost)", "repo": "https://github.com/Leonhard4321/chess-engin-c", "demo": "https://github.com/Leonhard4321/chess-engin-c/releases/tag/v1.0.0"}]...
|
[{"post_id": 23343, "ts": "202 [{"post_id": 23343, "ts": "2026-07-06T07:23:34Z", "hours": 5.0869, "text": "I addet a negative maximum funktion, with some other optimizations. The time spent to make the engin better isn’t addjustivied. I am gona leave it just like it is. It is better than me and that is good enough."}, {"post_id": 22004, "ts": "2026-07-04T07:19:23Z", "hours": 4.3028, "text": "I addet dynamic depth, so the fewer pieces are on the board the deeper the position gets analyzed."}, {"post_id": 21498, "ts": "2026-07-03T14:14:18Z", "hours": 4.3489, "text": "After some big optimizations, like moveordering and alpha-beta pruning, we are at a point where the engin actually beginns to get good. This engin is now comportable able to beat me. (I am about 1400 elo). It struggels a bit on endgames, and log-term development. I wasn’t really able to get a high depthed search, like other engins have it. I will have to take a good look why that might be. Thats gona be my next step."}, {"post_id": 21357, "ts": "2026-07-03T07:49:08Z", "hours": 6.4661, "text": "First test on the engin. I use a recursive minimax funktion. Look a couple of moves into the futer and evaluate the positions. The bot already understands the idea of captures. But it has no positional play at all. It is also terreable at checkmating."}, {"post_id": 18638, "ts": "2026-06-29T20:38:27Z", "hours": 2.1597, "text": "I am not really sure how to structure my next few blogs. It will defenitly take 20h+ until the engin is somewhere playable. And I don’t want to log such a long time in on go. So I think I am just gona give small updates inbetween to show the inside of a chess engin. The codepiece here is a basic evaluation funktion. It tells me exaclty which side is better at any given point. Although right now it is only counting material and not the quallity of the pieces that they contribute in the game."}, {"post_id": 18507, "ts": "2026-06-29T17:54:39Z", "hours": 0.8172, "text": "Now with all of the groundlaying rules done, it is time to focus on the bot. I have already worked on the way the bot is gona be implemented. But the implementation itsself is still the biggest thing to work on. Right here you can see a bot that does a random legal move on the board. I didn’t even bother to check what elo this would be, but i would assume 150 to 250 elo. Next I will work on a evaluation funktion, which should be pretty easy."}, {"post_id": 18462, "ts": "2026-06-29T16:57:40Z", "hours": 6.8078, "text": "This was the most frustrating error jet. Took me forever to figur out what even was going on. And I took me even longer fixing it. So what keept happening was this: Every time we look for a mate we simulate all of the opponents moves If a pawn on the second or seventh rankt(one square away from queening) was just sitting idle the programm simulated the promotion Because the promotion was just a simple scanf the complete programm came to a halt. To fix this I have implemented a way to queen as user and also, one for the Bot, later down the line. Although the bot one only queens for now. I am not sure jet if it is even nessecery to programm it to promot to any other piece, because it is almost never really the only winning idea."}, {"post_id": 16271, "ts": "2026-06-26T13:39:25Z", "hours": 1.8681, "text": "Checkmate has been addet, also the ability to draw, by stalemate and the 50 move rule. I won’t do the draw for insuficient material jet, maybe later down the road. But while testing I found a terrific but with pawnpromotion, It sometimes giliches out and ask you for a piece even if your not on the first or eightest rang."}, {"post_id": 16219, "ts": "2026-06-26T10:59:34Z", "hours": 1.1925, "text": "I honestly expected the castling to be more complicated. But it is done now. With all rules implemented. No castling, afte moving the rook, the king, or if the king is in check, or if a rook has been taken. There is only one thing missing to make this game really playable, in a Player vs Player sense. Checkmate!"}, {"post_id": 16181, "ts": "2026-06-26T09:12:58Z", "hours": 1.6783, "text": "Got it! Now blocks, checks, pins, and captures work. Everything works. The only missing thing is chastling wich might be a bit tricky to implement. The way the code works now, is the following: Every possable move from a piece gets calculated Every possition after the move gets looked at If the king is attacked in any possition delet the move from the possable moves. This may not ultimatle be the fasters way, but it’s fast enough for now. I might implement a even faster algorithem in the futur, but I like this one because it is just so clean and readable."}, {"post_id": 16140, "ts": "2026-06-26T07:22:38Z", "hours": 0.8508, "text": "With the new logic it was a easy to add the legal moves for the king back in. Now lets get back at tackeling the blocking and check, and block mechanics."}, {"post_id": 16116, "ts": "2026-06-26T06:25:44Z", "hours": 1.2175, "text": "All pieces are back to the right way the shouldm except the king. I know have some super clean funktions, that should make position calculation extreamly fast. I also heard about some optimizations with shifting bit array, to make the movecalculation for a sigle piece even faster. Not really shure how that works jet, but I am planing on implementing that to in the futer. The faster my legal moves calculator is now, the better the engin is gona get later on."}, {"post_id": 15912, "ts": "2026-06-25T21:18:34Z", "hours": 7.3344, "text": "I realized that the way my current isKingInCheck funktion works, would just be way to slow, to make a powerfull engin later on. I did a quick search on the internet, and it turns out I need to split between legal and pseudo legal moves. Where the pseudo legal moves, disregard checks. So I started rewriting the last 400 lines of code. There is not much to show here."}, {"post_id": 7597, "ts": "2026-06-12T18:21:37Z", "hours": 0.4103, "text": "Finally got the check logic on the king correctly. You are now unable to move a piece, if you are in check. Of course the blocking mecaniks are still missing. And I also should start working on the castlingmechaniks. But then I would me pretty much ready to start on the actual engin."}, {"post_id": 7580, "ts": "2026-06-12T17:51:04Z", "hours": 0.4639, "text": "Quick update, I solved the file capturing error of pawns. It was only a wrong < and > sign."}, {"post_id": 7367, "ts": "2026-06-12T08:39:37Z", "hours": 6.1, "text": "I am slowly getting the realization, how hard this actually gone be. Protected pieces now can’t be captured by the king. But I am still struggeling with the concept of check. It only works for pawns currently, there seems to be a big bug somewhere in the code. And pawns are able to capture from file a to h."}, {"post_id": 6263, "ts": "2026-06-10T15:03:30Z", "hours": 4.7922, "text": "Addet the complete movementlogic ecxept for the king. Even promotions and the sneaky en passant. The kings still proves to be a bit of a challange. But I will get it soon"}, {"post_id": 5722, "ts": "2026-06-09T16:52:46Z", "hours": 2.4717, "text": "I started on some legal checks for the pawn, rook and knight for now. Everything moves as expected. Even with captures and pieces of the own color blocking you. I have also added the blue indecators witch squares are allowed and witch are blocked. The other pieces will come soon."}, {"post_id": 5616, "ts": "2026-06-09T14:12:19Z", "hours": 4.8439, "text": "The piece moving logic is now implemented. You could now theoreticly play the game(exept for promoting pawns). But there are still no legal checks, this will be the next thing to add."}, {"post_id": 4431, "ts": "2026-06-07T19:09:00Z", "hours": 3.5058, "text": "I have addet some logic to mark specific squares if they have a piece on them, and am currently working on a way to move pieces across the board, for storring the possitions of pieces I have decidet to use bitmaps. They are basicly just a long int with 64 bits, each representing one square, one bitmap for every piece type. This may seem slow at the beginning but this will probably be faster for the engin itsself later on."}, {"post_id": 4143, "ts": "2026-06-07T10:50:19Z", "hours": 3.51, "text": "i am able now to display the board and the pieces whereever i want."}]...
|
Title: chess-engin-c by @Leonhard | Stardance
Dev Title: chess-engin-c by @Leonhard | Stardance
Devlogs:
i am able now to display the board and the pieces whereever i want.
I have addet some logic to mark specific squares if they have a piece on them, and am currently working on a way to move pieces across the board, for storring the possitions of pieces I have decidet to use bitmaps. They are basicly just a long int with 64 bits, each representing one square, one bitmap for every piece type. This may seem slow at the beginning but this will probably be faster for the engin itsself later on.
The piece moving logic is now implemented. You could now theoreticly play the game(exept for promoting pawns). But there are still no legal checks, this will be the next thing to add.
I started on some legal checks for the pawn, rook and knight for now. Everything moves as expected. Even with captures and pieces of the own color blocking you. I have also added the blue indecators witch squares are allowed and witch are blocked. The other pieces will come soon.
Addet the complete movementlogic ecxept for the king. Even promotions and the sneaky en passant. The kings still proves to be a bit of a challange. But I will get it soon
I am slowly getting the realization, how hard this actually gone be. Protected pieces now can’t be captured by the king. But I am still struggeling with the concept of check. It only works for pawns currently, there seems to be a big bug somewhere in the code. And pawns are able to capture from file a to h.
Quick update, I solved the file capturing error of pawns. It was only a wrong < and > sign.
Finally got the check logic on the king correctly. You are now unable to move a piece, if you are in check. Of course the blocking mecaniks are still missing. And I also should start working on the castlingmechaniks. But then I would me pretty much ready to start on the actual engin.
I realized that the way my current isKingInCheck funktion works, would just be way to slow, to make a powerfull engin later on. I did a quick search on the internet, and it turns out I need to split between legal and pseudo legal moves. Where the pseudo legal moves, disregard checks. So I started rewriting the last 400 lines of code. There is not much to show here.
All pieces are back to the right way the shouldm except the king. I know have some super clean funktions, that should make position calculation extreamly fast. I also heard about some optimizations with shifting bit array, to make the movecalculation for a sigle piece even faster. Not really shure how that works jet, but I am planing on implementing that to in the futer. The faster my legal moves calculator is now, the better the engin is gona get later on.
With the new logic it was a easy to add the legal moves for the king back in. Now lets get back at tackeling the blocking and check, and block mechanics.
Got it! Now blocks, checks, pins, and captures work. Everything works. The only missing thing is chastling wich might be a bit tricky to implement. The way the code works now, is the following: Every possable move from a piece gets calculated Every possition after the move gets looked at If the king is attacked in any possition delet the move from the possable moves. This may not ultimatle be the fasters way, but it’s fast enough for now. I might implement a even faster algorithem in the futur, but I like this one because it is just so clean and readable.
I honestly expected the castling to be more complicated. But it is done now. With all rules implemented. No castling, afte moving the rook, the king, or if the king is in check, or if a rook has been taken. There is only one thing missing to make this game really playable, in a Player vs Player sense. Checkmate!
Checkmate has been addet, also the ability to draw, by stalemate and the 50 move rule. I won’t do the draw for insuficient material jet, maybe later down the road. But while testing I found a terrific but with pawnpromotion, It sometimes giliches out and ask you for a piece even if your not on the first or eightest rang.
This was the most frustrating error jet. Took me forever to figur out what even was going on. And I took me even longer fixing it. So what keept happening was this: Every time we look for a mate we simulate all of the opponents moves If a pawn on the second or seventh rankt(one square away from queening) was just sitting idle the programm simulated the promotion Because the promotion was just a simple scanf the complete programm came to a halt. To fix this I have implemented a way to queen as user and also, one for the Bot, later down the line. Although the bot one only queens for now. I am not sure jet if it is even nessecery to programm it to promot to any other piece, because it is almost never really the only winning idea.
Now with all of the groundlaying rules done, it is time to focus on the bot. I have already worked on the way the bot is gona be implemented. But the implementation itsself is still the biggest thing to work on. Right here you can see a bot that does a random legal move on the board. I didn’t even bother to check what elo this would be, but i would assume 150 to 250 elo. Next I will work on a evaluation funktion, which should be pretty easy.
I am not really sure how to structure my next few blogs. It will defenitly take 20h+ until the engin is somewhere playable. And I don’t want to log such a long time in on go. So I think I am just gona give small updates inbetween to show the inside of a chess engin. The codepiece here is a basic evaluation funktion. It tells me exaclty which side is better at any given point. Although right now it is only counting material and not the quallity of the pieces that they contribute in the game.
First test on the engin. I use a recursive minimax funktion. Look a couple of moves into the futer and evaluate the positions. The bot already understands the idea of captures. But it has no positional play at all. It is also terreable at checkmating.
After some big optimizations, like moveordering and alpha-beta pruning, we are at a point where the engin actually beginns to get good. This engin is now comportable able to beat me. (I am about 1400 elo). It struggels a bit on endgames, and log-term development. I wasn’t really able to get a high depthed search, like other engins have it. I will have to take a good look why that might be. Thats gona be my next step.
I addet dynamic depth, so the fewer pieces are on the board the deeper the position gets analyzed.
I addet a negative maximum funktion, with some other optimizations. The time spent to make the engin better isn’t addjustivied. I am gona leave it just like it is. It is better than me and that is good enough.
Ships:
I made a Chees-Engin in C. It only lets you play legal moves, and handles all edge chases with Pins, Checks, Chasteling and Blocking. Finding which moves are legal and which illegal, was probably the hardest part about this project, because I do not just use a normal 8 by 8 array for the field but instead a 64Bit int for each piecetype and color where each bit reprecents a square. The bitmanipulation was a nightmare to say the least. The actuall engin itself wasn’t a walk in the park either, but by then I have allready gotten used to it. The projekt is on my Github, but only for LINUX. (Sorry, didn’t really bother making a Windows version, because I personaly avoid using Windows at all cost)...
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1793001010.9056516
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1793865010.9056516
|
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7304
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Rubiks Cube Solver by @_Neo | Stardance
|
_Neo
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0
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0.0
|
0
|
[]
|
[]
|
Title: Rubiks Cube Solver by @_Neo | Stardance
|
1792777849.9841943
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1793382649.9841943
|
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7305
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My awesome macropad! by @vibhorgupta | Stardance
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vibhorgupta
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0
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0.0
|
0
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[]
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[]
|
Title: My awesome macropad! by @vibhorgupta | Star Title: My awesome macropad! by @vibhorgupta | Stardance...
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1792777811.9508004
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1793382611.9508004
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7306
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simi working apple ipad by @the_wolf_mode | Starda simi working apple ipad by @the_wolf_mode | Stardance...
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the_wolf_mode
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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: simi working apple ipad by @the_wolf_mode | Title: simi working apple ipad by @the_wolf_mode | Stardance...
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1793141615.7391632
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1793746415.7391632
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7307
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Jarvis v1 by @jefrivera15 | Stardance
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jefrivera15
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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: Jarvis v1 by @jefrivera15 | Stardance
|
1792698560.3073266
|
1793303360.3073266
|
|
7308
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My first slack bot! by @karennguyen | Stardance
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karennguyen
|
0
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0.0
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0
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[]
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[]
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Title: My first slack bot! by @karennguyen | Stard Title: My first slack bot! by @karennguyen | Stardance...
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1793375339.1156695
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1793980139.1156695
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7309
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Custom mp3 player by @dumbdumb_ | Stardance
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dumbdumb_
|
0
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0.0
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0
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[]
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[]
|
Title: Custom mp3 player by @dumbdumb_ | Stardance
|
1793159453.3245025
|
1793764253.3245025
|
|
7310
|
Untitled project by @Wywy | Stardance
|
Wywy
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0
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0.0
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0
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[]
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[]
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Title: Untitled project by @Wywy | Stardance
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1793148705.5109334
|
1793753505.5109334
|
|
7311
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Claude Macropad by @leo | Stardance
|
leo
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0
|
0.0
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0
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[]
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[]
|
Title: Claude Macropad by @leo | Stardance
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1792918299.1762173
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1793782299.1762173
|
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7312
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HusKeyboard by @FiferWasHere | Stardance
|
FiferWasHere
|
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: HusKeyboard by @FiferWasHere | Stardance
|
1793270960.093767
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1793875760.093767
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7313
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ABYSS TITAN by @prix | Stardance
|
prix
|
0
|
2.63
|
0
|
[]
|
[{"post_id": 5815, "ts": "2026 [{"post_id": 5815, "ts": "2026-06-09T19:04:12Z", "hours": 0.2506, "text": "Did wirings, make the connections according to the code Here’s the timelapse https://youtu.be/YPPezGlpv1U"}, {"post_id": 3403, "ts": "2026-06-06T09:56:24Z", "hours": 1.3508, "text": "Completed the code for the bot Here’s all I did: Set up BluetoothSerial.h so the robot can connect wirelessly to my phone under the name “Abyss Titan”. Mapped out the pins for the motor drivers (19, 21, 22, 23) and the RGB LED (25, 26, 27). Instead of using basic analogWrite, I used the ESP32’s hardware PWM channels (ledcSetup and ledcAttachPin) at 5000Hz to make the motor movements smooth and stop any weird high-pitched whining noises. Programmed a speed control system: Button 1 sets speed to 120 (Blue LED), Button 2 sets it to 200 (Green LED), and Button 3 triggers Turbo Mode at max 255 speed (Purple LED). Wrote all the driving functions for full movement: forward, backward, left, right, and stop. Also added diagonal turning functions (forward_right, backward_left, etc.) so the robot can make smoother adjustments while driving."}, {"post_id": 2641, "ts": "2026-06-05T09:14:44Z", "hours": 1.0278, "text": "Almost done with my code for the bot till void loop() #include<Arduino.h> Bluetooth Serial serialBT; char BT; int speed=100; //RIGHT int R1PWM =19; int R2PWM =21; //LEFT int L1PWM =23; int L2PWM =22; #define rmf 0 #define rmb 1 #define lmf 2 #define lmb 3 void setup() { Serial.begin(115200) serialBT.begin(“ABYSS TITAN”) pinMode(R1PWM, OUTPUT); pinMode(R2PWM, OUTPUT); pinMode(L1PWM, OUTPUT); pinMode(L2PWM, OUTPUT); ledcSetup(rmf, 5000, 8); ledcAttachPin(R1PWM, rmf); ledcSetup(rmb, 5000, 8); ledcAttachPin(R2PWM, rmb); ledcSetup(lmf, 5000, 8); ledcAttachPin(L1PWM, lmf); ledcSetup(lmb, 5000, 8); ledcAttachPin(L2PWM, LMB);"}]...
|
Title: ABYSS TITAN by @prix | Stardance
Devlogs:
Title: ABYSS TITAN by @prix | Stardance
Devlogs:
Almost done with my code for the bot till void loop() #include<Arduino.h> Bluetooth Serial serialBT; char BT; int speed=100; //RIGHT int R1PWM =19; int R2PWM =21; //LEFT int L1PWM =23; int L2PWM =22; #define rmf 0 #define rmb 1 #define lmf 2 #define lmb 3 void setup() { Serial.begin(115200) serialBT.begin(“ABYSS TITAN”) pinMode(R1PWM, OUTPUT); pinMode(R2PWM, OUTPUT); pinMode(L1PWM, OUTPUT); pinMode(L2PWM, OUTPUT); ledcSetup(rmf, 5000, 8); ledcAttachPin(R1PWM, rmf); ledcSetup(rmb, 5000, 8); ledcAttachPin(R2PWM, rmb); ledcSetup(lmf, 5000, 8); ledcAttachPin(L1PWM, lmf); ledcSetup(lmb, 5000, 8); ledcAttachPin(L2PWM, LMB);
Completed the code for the bot Here’s all I did: Set up BluetoothSerial.h so the robot can connect wirelessly to my phone under the name “Abyss Titan”. Mapped out the pins for the motor drivers (19, 21, 22, 23) and the RGB LED (25, 26, 27). Instead of using basic analogWrite, I used the ESP32’s hardware PWM channels (ledcSetup and ledcAttachPin) at 5000Hz to make the motor movements smooth and stop any weird high-pitched whining noises. Programmed a speed control system: Button 1 sets speed to 120 (Blue LED), Button 2 sets it to 200 (Green LED), and Button 3 triggers Turbo Mode at max 255 speed (Purple LED). Wrote all the driving functions for full movement: forward, backward, left, right, and stop. Also added diagonal turning functions (forward_right, backward_left, etc.) so the robot can make smoother adjustments while driving.
Did wirings, make the connections according to the code Here’s the timelapse https://youtu.be/YPPezGlpv1U...
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1793177493.4613614
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1793782293.4613614
|
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7314
|
IDK the Name yet by @WealthyCobra | Stardance
|
WealthyCobra
|
0
|
0.0
|
0
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[]
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[]
|
Title: IDK the Name yet by @WealthyCobra | Stardan Title: IDK the Name yet by @WealthyCobra | Stardance...
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1793202915.2820625
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1793807715.2820625
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7315
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Egg Protector by @Vasco | Stardance
|
Vasco
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0
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0.0
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0
|
[]
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[]
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Title: Egg Protector by @Vasco | Stardance
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1792947260.2463045
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1793811260.2463045
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7316
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AssetDrop by @kiri | Stardance
|
kiri
|
0
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3.51
|
0
|
[]
|
[{"post_id": 8593, "ts": "2026 [{"post_id": 8593, "ts": "2026-06-14T09:13:36Z", "hours": 3.5056, "text": "After learning dart, all my java script projects felt heavy to complete and i have been procrastinating since. Luckily star dance came up and gave me energy to finish Asset Drop (browser extension) It allows you to select your game folder and with a single drag or click you can download any free assets from itch.io (more sites soon) into your assets folder !! Saving you all the time spent opening and closing tabs, unzipping, moving and deleting assets. I’ve organized the readme into docs and even shared my figma designs. So do like 🥺"}]...
|
Title: AssetDrop by @kiri | Stardance
Devlogs:
Af Title: AssetDrop by @kiri | Stardance
Devlogs:
After learning dart, all my java script projects felt heavy to complete and i have been procrastinating since. Luckily star dance came up and gave me energy to finish Asset Drop (browser extension) It allows you to select your game folder and with a single drag or click you can download any free assets from itch.io (more sites soon) into your assets folder !! Saving you all the time spent opening and closing tabs, unzipping, moving and deleting assets. I’ve organized the readme into docs and even shared my figma designs. So do like 🥺...
|
1792759962.6834786
|
1793364762.6834786
|
|
7317
|
My awesome macropad! by @Paksh | Stardance
|
Paksh
|
0
|
0.0
|
0
|
[]
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[]
|
Title: My awesome macropad! by @Paksh | Stardance
|
1793346480.0817862
|
1793951280.0817862
|
|
7318
|
Hospital System by @Vasco | Stardance
|
Vasco
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1
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2.0
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12
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-06T17:25:23Z", "hours": 2.0, "multiplier": 4.97, "payout": 12, "blessing": "neutral", "text": "What I made is a simple Hospital Management System built in Python using CustomTkinter. It has a login system, a dashboard, and different pages like patients, doctors, appointments, and settings with dark/light mode. The most challenging part was connecting everything together, especially making the login system work with users stored in a text file and managing the different pages in the same window without breaking the layout. I am proud that I was able to create a full working interface with multiple screens and a working navigation system, even though I am still learning Python. To test the project, users should run the program, log in using a username and password from the users.txt file, and then explore the different sections using the sidebar.", "repo": "https://github.com/vaskrodry/HospitalSystem", "demo": "https://github.com/vaskrodry/HospitalSystem/releases/tag/v1.0"}]...
|
[{"post_id": 3619, "ts": "2026 [{"post_id": 3619, "ts": "2026-06-06T16:56:02Z", "hours": 0.4228, "text": "It’s done! (:"}, {"post_id": 3599, "ts": "2026-06-06T16:25:43Z", "hours": 0.7289, "text": "I’M FINALLY DONE! I just need to fix a few bugs and that’s it!"}, {"post_id": 3561, "ts": "2026-06-06T15:40:20Z", "hours": 0.3119, "text": "I’m working on the main page, ALMOST FINISHED!"}, {"post_id": 3548, "ts": "2026-06-06T15:17:33Z", "hours": 0.2906, "text": "Now, I’m making the user interface prettier."}, {"post_id": 2229, "ts": "2026-06-04T16:47:30Z", "hours": 0.3008, "text": "I finished the login system and started the main page"}, {"post_id": 2213, "ts": "2026-06-04T16:22:37Z", "hours": 0.4283, "text": "Doing the login system!"}]...
|
Title: Hospital System by @Vasco | Stardance
Devl Title: Hospital System by @Vasco | Stardance
Devlogs:
Doing the login system!
I finished the login system and started the main page
Now, I’m making the user interface prettier.
I’m working on the main page, ALMOST FINISHED!
I’M FINALLY DONE! I just need to fix a few bugs and that’s it!
It’s done! (:
Ships:
What I made is a simple Hospital Management System built in Python using CustomTkinter. It has a login system, a dashboard, and different pages like patients, doctors, appointments, and settings with dark/light mode. The most challenging part was connecting everything together, especially making the login system work with users stored in a text file and managing the different pages in the same window without breaking the layout. I am proud that I was able to create a full working interface with multiple screens and a working navigation system, even though I am still learning Python. To test the project, users should run the program, log in using a username and password from the users.txt file, and then explore the different sections using the sidebar....
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1793311050.7338872
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1793397450.7338872
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7319
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Platformer Game Name Placeholder by @theSandman024 Platformer Game Name Placeholder by @theSandman0247 | Stardance...
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theSandman0247
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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: Platformer Game Name Placeholder by @theSan Title: Platformer Game Name Placeholder by @theSandman0247 | Stardance...
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1793382578.6744208
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1793987378.6744208
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7320
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My awesome macropad! by @cravex1 | Stardance
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cravex1
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @cravex1 | Stardanc Title: My awesome macropad! by @cravex1 | Stardance...
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1793181058.1532204
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1793785858.1532204
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7321
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Platformer Game by @danthegreat79 | Stardance
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danthegreat79
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0
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29.72
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0
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[]
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[{"post_id": 8686, "ts": "2026 [{"post_id": 8686, "ts": "2026-06-14T13:01:39Z", "hours": 5.34, "text": "Devlog #14 Hi! I’m developing a platformer that runs on pygame and is converted for web assembly via pygbag. Additions: Added double jump powerup, is activated when hitting the bottom of a powerup block. Added ability to create powerups in the editor. Powerup blocks are currently linked to the corresponding powerup by list order. The first powerup block placed corresponds to the first powerup, and so on. This is a temporary implementation; I plant to replace this system with a more sophisticated one a some point. Bug fixes: Fixed clipboard pasting on import screen on web assembly. This was a recurring issue, and took a significant amount of time to fix. Unfortunately, it still needs to be fixed for the itch version. You can try my game here: https://danthegreat78.itch.io/platformer PLEASE KEEP IN MIND THAT THIS IS A WORK IN PROGRESS."}, {"post_id": 6387, "ts": "2026-06-10T18:59:43Z", "hours": 4.0558, "text": "Devlog #13 Hi! I’m developing a platformer that runs on pygame and is converted for web assembly via pygbag. Additions: Added slime movement, they now move back and forth on the platform they are placed on. Added power-up block, though does not currently grant a powerup. Added more options in editor. Bug fixes: Fixed major bug where powerup image loading broke web assembly (this was very time consuming). Fixed editor bugs. You can view my game here: https://danthegreat78.itch.io/platformer (Work in progress, not near complete)"}, {"post_id": 5177, "ts": "2026-06-08T21:25:12Z", "hours": 2.0639, "text": "Devlog #12 Hi! I’m developing a platformer that runs on pygame, and is converted for web via pygbag. • Import Button Enhancements: Refined behavior of import button to make importing JSON more reliable. Unfortunately, I have yet to get the clipboard working for browser version. • Player Death on Falling: Added proper handling for player falling off the map, so you can’t get soft-locked anymore! • Slime Deletion in Editor: Added ability to delete slime if misplaced by right clicking on it, just like platforms. • Other QOL Improvements: Fixed a couple other annoying issues • Bug fixes: Fixed player bug where jumping on ceiling would make player stuck for a moment. This was due to how collision was handled. Fixed this by making it slightly bouncy, increasing the downward velocity of the player when touching a ceiling. This makes it so that the player naturally comes down due to gravity, and fixes the issue. • To-dos: Add more levels, fix clipboard issue on web, add power-ups or similar, replace default rectangular platform with real pixelated bricks, and SO MUCH MORE! You can check out my game here! https://danthegreat78.itch.io/platformer (Please keep in mind that this is in VERY EARLY development)."}, {"post_id": 4621, "ts": "2026-06-08T00:17:40Z", "hours": 3.3011, "text": "Import Button! Update: I added an working import button for level imports. Also increased functionality to export button and added a drop-down menu for adding things like enemies. Fixed bugs with web assembly, player animation, level loading"}, {"post_id": 4204, "ts": "2026-06-07T13:07:25Z", "hours": 2.0547, "text": "Added easy level editing using JSON!"}, {"post_id": 3963, "ts": "2026-06-07T03:14:26Z", "hours": 0.8414, "text": "Added player walking animation!"}, {"post_id": 3765, "ts": "2026-06-06T20:17:46Z", "hours": 1.2225, "text": "Replaced background with a real scrolling sky! Coming together nicely!"}, {"post_id": 3594, "ts": "2026-06-06T16:21:42Z", "hours": 1.8669, "text": "Editor is coming along nicely!"}, {"post_id": 3488, "ts": "2026-06-06T13:29:23Z", "hours": 2.4511, "text": "Works with pygbag! Web version coming soon!"}, {"post_id": 2921, "ts": "2026-06-05T20:30:46Z", "hours": 0.7708, "text": "Made an editor!"}, {"post_id": 2881, "ts": "2026-06-05T19:37:48Z", "hours": 0.8714, "text": "Slime!"}, {"post_id": 2763, "ts": "2026-06-05T15:37:39Z", "hours": 1.335, "text": "Added new player + signs!"}, {"post_id": 2663, "ts": "2026-06-05T10:28:16Z", "hours": 2.1808, "text": "Working on adding more platforms + organization!"}, {"post_id": 2396, "ts": "2026-06-04T21:06:49Z", "hours": 1.3669, "text": "Working on physics!"}]...
|
Title: Platformer Game by @danthegreat79 | Stardan Title: Platformer Game by @danthegreat79 | Stardance
Devlogs:
Working on physics!
Working on adding more platforms + organization!
Added new player + signs!
Slime!
Made an editor!
Works with pygbag! Web version coming soon!
Editor is coming along nicely!
Replaced background with a real scrolling sky! Coming together nicely!
Added player walking animation!
Added easy level editing using JSON!
Import Button! Update: I added an working import button for level imports. Also increased functionality to export button and added a drop-down menu for adding things like enemies. Fixed bugs with web assembly, player animation, level loading
Devlog #12 Hi! I’m developing a platformer that runs on pygame, and is converted for web via pygbag. • Import Button Enhancements: Refined behavior of import button to make importing JSON more reliable. Unfortunately, I have yet to get the clipboard working for browser version. • Player Death on Falling: Added proper handling for player falling off the map, so you can’t get soft-locked anymore! • Slime Deletion in Editor: Added ability to delete slime if misplaced by right clicking on it, just like platforms. • Other QOL Improvements: Fixed a couple other annoying issues • Bug fixes: Fixed player bug where jumping on ceiling would make player stuck for a moment. This was due to how collision was handled. Fixed this by making it slightly bouncy, increasing the downward velocity of the player when touching a ceiling. This makes it so that the player naturally comes down due to gravity, and fixes the issue. • To-dos: Add more levels, fix clipboard issue on web, add power-ups or similar, replace default rectangular platform with real pixelated bricks, and SO MUCH MORE! You can check out my game here! https://danthegreat78.itch.io/platformer (Please keep in mind that this is in VERY EARLY development).
Devlog #13 Hi! I’m developing a platformer that runs on pygame and is converted for web assembly via pygbag. Additions: Added slime movement, they now move back and forth on the platform they are placed on. Added power-up block, though does not currently grant a powerup. Added more options in editor. Bug fixes: Fixed major bug where powerup image loading broke web assembly (this was very time consuming). Fixed editor bugs. You can view my game here: https://danthegreat78.itch.io/platformer (Work in progress, not near complete)
Devlog #14 Hi! I’m developing a platformer that runs on pygame and is converted for web assembly via pygbag. Additions: Added double jump powerup, is activated when hitting the bottom of a powerup block. Added ability to create powerups in the editor. Powerup blocks are currently linked to the corresponding powerup by list order. The first powerup block placed corresponds to the first powerup, and so on. This is a temporary implementation; I plant to replace this system with a more sophisticated one a some point. Bug fixes: Fixed clipboard pasting on import screen on web assembly. This was a recurring issue, and took a significant amount of time to fix. Unfortunately, it still needs to be fixed for the itch version. You can try my game here: https://danthegreat78.itch.io/platformer PLEASE KEEP IN MIND THAT THIS IS A WORK IN PROGRESS....
|
1792724077.2966363
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1793328877.2966363
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7322
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MAI-UPY by @JSnap | Stardance
|
JSnap
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1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-20T15:46:05Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created MAI-UPY. This is a simply powerful AI, which is based on the Openrouter SDK, and PySide6. At its core, it is an application that allows AI models to answer more powerfully, and allows them to answer with better results, and less hallucinations. The most challanging part of this project was the UI, as I am extremely new to adding GUIs to Python Applications. I hope you enjoy it!!!", "repo": "https://github.com/JSnapXYZ/MAI-UPY", "demo": "https://github.com/JSnapXYZ/MAI-UPY/releases/"}]...
|
[{"post_id": 12584, "ts": "202 [{"post_id": 12584, "ts": "2026-06-20T15:29:35Z", "hours": 0.3042, "text": "I got the app finally ship-ready!!!!"}, {"post_id": 12558, "ts": "2026-06-20T14:48:05Z", "hours": 1.9208, "text": "DEVLOG 3!!!! wahey, i finally got a major bulk of the work done. the whole app now has a functioning UI, written in pyside6 , and context fully works!!!. the only addition i need now is to finally fix and impliment the update checker, and we will be all gucci to ship. Thanks for your support, JSnap."}, {"post_id": 8637, "ts": "2026-06-14T11:14:16Z", "hours": 0.5089, "text": "UPY!!!!!!!!!!!!!!1 Devlog #2 Boom!!! The AI is successfully using python!!!! WAHEY! The AI now responds with python scripts, which the local computer can now run. This is done relatively basically as of current, just simply using a “exec(result)” function. However, I still need to add support for context, and then onto bigger and better things, like more tools!! Thanks for reading, JSnap"}, {"post_id": 2299, "ts": "2026-06-04T18:26:08Z", "hours": 0.4875, "text": "MAI-UPY, we have contact! Devlog #1 So far I have been able to make requests to the AI using python, and the openrouter SDK! So far so good! Also, I stupidly created the installer script, before I made the actual app to install??? At least I now have a base for an installer script I guess. Soon, I will be able to make the AI use python… wait is that the name? Thanks, From JSNAP"}]...
|
Title: MAI-UPY by @JSnap | Stardance
Devlogs:
MAI Title: MAI-UPY by @JSnap | Stardance
Devlogs:
MAI-UPY, we have contact! Devlog #1 So far I have been able to make requests to the AI using python, and the openrouter SDK! So far so good! Also, I stupidly created the installer script, before I made the actual app to install??? At least I now have a base for an installer script I guess. Soon, I will be able to make the AI use python… wait is that the name? Thanks, From JSNAP
UPY!!!!!!!!!!!!!!1 Devlog #2 Boom!!! The AI is successfully using python!!!! WAHEY! The AI now responds with python scripts, which the local computer can now run. This is done relatively basically as of current, just simply using a “exec(result)” function. However, I still need to add support for context, and then onto bigger and better things, like more tools!! Thanks for reading, JSnap
DEVLOG 3!!!! wahey, i finally got a major bulk of the work done. the whole app now has a functioning UI, written in pyside6 , and context fully works!!!. the only addition i need now is to finally fix and impliment the update checker, and we will be all gucci to ship. Thanks for your support, JSnap.
I got the app finally ship-ready!!!!
Ships:
I created MAI-UPY. This is a simply powerful AI, which is based on the Openrouter SDK, and PySide6. At its core, it is an application that allows AI models to answer more powerfully, and allows them to answer with better results, and less hallucinations. The most challanging part of this project was the UI, as I am extremely new to adding GUIs to Python Applications. I hope you enjoy it!!!...
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1793314282.8433871
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1793400682.8433871
|
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7323
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My awesome macropad! by @steelvult19 | Stardance
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steelvult19
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @steelvult19 | Star Title: My awesome macropad! by @steelvult19 | Stardance...
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1793137912.2318456
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1793742712.2318456
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7324
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Untitled project by @Youssef_Sawan | Stardance
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Youssef_Sawan
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0
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0.0
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0
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[]
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[]
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Title: Untitled project by @Youssef_Sawan | Starda Title: Untitled project by @Youssef_Sawan | Stardance...
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1793390183.0687413
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1793994983.0687413
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7325
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Dodge it by @Fisher | Stardance
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Fisher
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0
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3.33
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0
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[]
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[{"post_id": 3618, "ts": "2026 [{"post_id": 3618, "ts": "2026-06-06T16:54:15Z", "hours": 1.9033, "text": "Added coins and obstacles and so much more"}, {"post_id": 3504, "ts": "2026-06-06T13:59:49Z", "hours": 1.4317, "text": "Player movement done and some gameplay"}]...
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Title: Dodge it by @Fisher | Stardance
Devlogs:
P Title: Dodge it by @Fisher | Stardance
Devlogs:
Player movement done and some gameplay
Added coins and obstacles and so much more...
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1792766965.4223554
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1793371765.4223554
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7326
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python game by @Arham02 | Stardance
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Arham02
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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: python game by @Arham02 | Stardance
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1793382750.6462572
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1793987550.6462572
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7327
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Beach Builder by @tsarjosh | Stardance
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tsarjosh
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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: Beach Builder by @tsarjosh | Stardance
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1793282189.221715
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1793886989.221715
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7328
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My awesome macropad! by @NitroNitish | Stardance
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NitroNitish
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @NitroNitish | Star Title: My awesome macropad! by @NitroNitish | Stardance...
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1792698525.8243337
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1793303325.8243337
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7329
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My awesome macropad! by @abinjacobeee | Stardance
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abinjacobeee
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @abinjacobeee | Sta Title: My awesome macropad! by @abinjacobeee | Stardance...
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1793264078.1600728
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1793868878.1600728
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7330
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My first slack bot! by @Rivaan | Stardance
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Rivaan
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1
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6.34
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-07T08:17:08Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built SlackyBOT , an open-source AI-powered Slack assistant using Node.js, Slack Bolt, and Google Gemini AI. The bot supports multiple features including: Gemini AI chat ( /hbsc-gemini ) Weather reports ( /hbsc-weather ) Calculator commands Memes, jokes, and fun facts Coin flips Help and utility commands The most challenging part was integrating multiple APIs and debugging Slack permissions, payload handling, and external service responses. I also learned how to work with geocoding APIs since weather services require coordinates instead of city names. I’m most proud of successfully deploying the bot on Hack Club Nest and making it available for public testing through a live Slack workspace. How to Test Click Try Project . Join the demo Slack workspace. Open the #slackybot-demo-stardance channel. Run: /hbsc-help /hbsc-gemini explain recursion /hbsc-weather london /hbsc-meme The project includes a public GitHub repository, documentation, website, and a live deployment on NEST that remains online 24/7 for testing.", "repo": "https://github.com/Abhiudaymaurya/Slack-Bot", "demo": "https://hackclub.enterprise.slack.com/archives/C0BQZDSTC4S"}]...
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[{"post_id": 9741, "ts": "2026 [{"post_id": 9741, "ts": "2026-06-16T05:09:17Z", "hours": 1.3353, "text": "Final Update Upgraded the Slack bot according to the reviewer’s comments. Deleted the AI capabilities from the bot, and edited the README accordingly for the updated version of the project. Some additional minor changes have been done in the code as well."}, {"post_id": 4064, "ts": "2026-06-07T07:45:17Z", "hours": 1.9183, "text": "🤖 SlackyBOT — Project Complete After several iterations, SlackyBOT is now fully functional, deployed, and available for public testing. SlackyBOT is an open-source Slack assistant built with Node.js, Slack Bolt, and Google Gemini API. The bot combines AI assistance, weather reports, utility tools, calculators, and entertainment features directly inside Slack. ✅ Implemented Features /hbsc-help /hbsc-ping /hbsc-sum /hbsc-minus /hbsc-multiply /hbsc-divide /hbsc-joke /hbsc-funfact /hbsc-meme /hbsc-coinflip /hbsc-weather <city> /hbsc-gemini <question> 🛠 What I Built Google Gemini AI integration Real-time weather reports with geocoding Calculator utilities Meme, joke, and fun fact commands Slash command handling with Slack Bolt Public demo workspace Project website and documentation Deployment on Hack Club Nest 📚 What I Learned This project taught me much more than Slack bot development. Building backend applications with Node.js Working with multiple external APIs Debugging production issues Environment variable management Slack permissions and app configuration Error handling and API validation Deploying and maintaining a live service One of the most interesting challenges was the weather system. Since weather APIs typically require coordinates rather than city names, I implemented geocoding to convert user input into usable location data before fetching forecasts. 🌐 Live Demo & Testing A public demo workspace is available for testing SlackyBOT. Demo Website https://abhiudaymaurya.github.io/Slack-Bot/ How to Test Open the demo website. Click Join Demo Workspace . Join the Slack workspace using your Slack account. Open the #slackybot-demo-stardance channel. Try the available slash commands. SlackyBOT is deployed on Hack Club Nest and remains online for public testing. The project includes: Public GitHub repository Documentation and setup instructions Demo website Public Slack workspace for testing 🎯 Final Result What started as a simple experiment with Slack slash commands evolved into a complete AI-powered Slack assistant with multiple integrations, public deployment, and real users able to test it. Building SlackyBOT gave me valuable experience with APIs, backend development, debugging, deployment, and designing software that people can interact with directly inside Slack. 🚀 Ready for review and public testing."}, {"post_id": 3378, "ts": "2026-06-06T08:39:59Z", "hours": 1.6344, "text": "🤖 SlackyBOT Progress Update Today was a big milestone for SlackyBOT. What started as a simple Slack bot now supports calculator commands, fun commands, weather lookups, and Google Gemini AI. ✅ Features Completed /hbsc-help /hbsc-ping /hbsc-sum /hbsc-minus /hbsc-multiply /hbsc-divide /hbsc-joke /hbsc-funfact /hbsc-meme /hbsc-coinflip /hbsc-weather <city> /hbsc-gemini <question> 🛠 What I Learned Building slash commands with Slack Bolt Working with external APIs Managing environment variables and permissions Debugging API responses and payload issues Using geocoding APIs for weather lookups Integrating Google Gemini AI into Slack 🌤 Biggest Challenge The weather command was more challenging than I expected. Most weather APIs require latitude and longitude instead of a city name, so I added geocoding to convert user input into coordinates before requesting weather data. 🚀 Current Progress Gemini AI integration complete Weather command complete Fun commands complete Calculator commands complete Documentation complete Demo workspace available Public website available 🎯 Next Step Deploy SlackyBOT on Hack Club Nest so it can stay online 24/7 and be tested without running it locally. This project has been a great way to learn more about APIs, backend development, debugging, and building tools that people can use directly inside Slack."}, {"post_id": 2654, "ts": "2026-06-05T10:06:58Z", "hours": 0.7667, "text": "🤖 Gemini AI Integration Complete I just integrated Google Gemini AI into SlackyBOT. Now users can ask questions right from Slack. Get answers generated by AI. It was tougher than I thought to get this feature working. I faced issues with API configuration, accessing models, Slack permissions and a few bugs in my code.. After checking logs and documentation I got it working. ✅ Available Commands /hbsc-help /hbsc-ping /hbsc-joke /hbsc-sum /hbsc-gemini <question> 🎬 Gemini AI Demo 🛠 What I Learned Handling commands with Slack Bolt Integrating Google Gemini API Managing environment variables Debugging. Handling errors Configuring Slack. App settings 🎯 Next Steps I plan to deploy SlackyBOT on Hack Club Nest. This way it can stay online all the time. Be accessible, without needing to run locally. Credits Gemini Documentation Slack Documentation StarDance Beginner Guide"}, {"post_id": 2574, "ts": "2026-06-05T04:43:23Z", "hours": 0.5281, "text": "🤖 First Step in Building SlackyBOT Today I started building my own Slack bot and learned how Slack apps and slash commands work. After setting up Slack Bolt and reading through the documentation, I got my first commands working: /hbsc-ping /hbsc-help /hbsc-joke The joke command fetches jokes from an external API and sends them directly to Slack. ✅ What I Built Created the Slack app Set up Slack Bolt Added slash command handling Implemented a ping command Implemented a help command Implemented a joke command using an external API 🛠 What I Learned How Slack slash commands work How to process user commands in the backend Slack Bolt fundamentals Making API requests from a Slack bot 🎯 Next Steps Add calculator commands Integrate Gemini AI Add weather commands Deploy the bot for testing A small step, but SlackyBOT is finally taking shape. 🚀"}]...
|
Title: My first slack bot! by @Rivaan | Stardance
Title: My first slack bot! by @Rivaan | Stardance
Devlogs:
🤖 First Step in Building SlackyBOT Today I started building my own Slack bot and learned how Slack apps and slash commands work. After setting up Slack Bolt and reading through the documentation, I got my first commands working: /hbsc-ping /hbsc-help /hbsc-joke The joke command fetches jokes from an external API and sends them directly to Slack. ✅ What I Built Created the Slack app Set up Slack Bolt Added slash command handling Implemented a ping command Implemented a help command Implemented a joke command using an external API 🛠 What I Learned How Slack slash commands work How to process user commands in the backend Slack Bolt fundamentals Making API requests from a Slack bot 🎯 Next Steps Add calculator commands Integrate Gemini AI Add weather commands Deploy the bot for testing A small step, but SlackyBOT is finally taking shape. 🚀
🤖 Gemini AI Integration Complete I just integrated Google Gemini AI into SlackyBOT. Now users can ask questions right from Slack. Get answers generated by AI. It was tougher than I thought to get this feature working. I faced issues with API configuration, accessing models, Slack permissions and a few bugs in my code.. After checking logs and documentation I got it working. ✅ Available Commands /hbsc-help /hbsc-ping /hbsc-joke /hbsc-sum /hbsc-gemini <question> 🎬 Gemini AI Demo 🛠 What I Learned Handling commands with Slack Bolt Integrating Google Gemini API Managing environment variables Debugging. Handling errors Configuring Slack. App settings 🎯 Next Steps I plan to deploy SlackyBOT on Hack Club Nest. This way it can stay online all the time. Be accessible, without needing to run locally. Credits Gemini Documentation Slack Documentation StarDance Beginner Guide
🤖 SlackyBOT Progress Update Today was a big milestone for SlackyBOT. What started as a simple Slack bot now supports calculator commands, fun commands, weather lookups, and Google Gemini AI. ✅ Features Completed /hbsc-help /hbsc-ping /hbsc-sum /hbsc-minus /hbsc-multiply /hbsc-divide /hbsc-joke /hbsc-funfact /hbsc-meme /hbsc-coinflip /hbsc-weather <city> /hbsc-gemini <question> 🛠 What I Learned Building slash commands with Slack Bolt Working with external APIs Managing environment variables and permissions Debugging API responses and payload issues Using geocoding APIs for weather lookups Integrating Google Gemini AI into Slack 🌤 Biggest Challenge The weather command was more challenging than I expected. Most weather APIs require latitude and longitude instead of a city name, so I added geocoding to convert user input into coordinates before requesting weather data. 🚀 Current Progress Gemini AI integration complete Weather command complete Fun commands complete Calculator commands complete Documentation complete Demo workspace available Public website available 🎯 Next Step Deploy SlackyBOT on Hack Club Nest so it can stay online 24/7 and be tested without running it locally. This project has been a great way to learn more about APIs, backend development, debugging, and building tools that people can use directly inside Slack.
🤖 SlackyBOT — Project Complete After several iterations, SlackyBOT is now fully functional, deployed, and available for public testing. SlackyBOT is an open-source Slack assistant built with Node.js, Slack Bolt, and Google Gemini API. The bot combines AI assistance, weather reports, utility tools, calculators, and entertainment features directly inside Slack. ✅ Implemented Features /hbsc-help /hbsc-ping /hbsc-sum /hbsc-minus /hbsc-multiply /hbsc-divide /hbsc-joke /hbsc-funfact /hbsc-meme /hbsc-coinflip /hbsc-weather <city> /hbsc-gemini <question> 🛠 What I Built Google Gemini AI integration Real-time weather reports with geocoding Calculator utilities Meme, joke, and fun fact commands Slash command handling with Slack Bolt Public demo workspace Project website and documentation Deployment on Hack Club Nest 📚 What I Learned This project taught me much more than Slack bot development. Building backend applications with Node.js Working with multiple external APIs Debugging production issues Environment variable management Slack permissions and app configuration Error handling and API validation Deploying and maintaining a live service One of the most interesting challenges was the weather system. Since weather APIs typically require coordinates rather than city names, I implemented geocoding to convert user input into usable location data before fetching forecasts. 🌐 Live Demo & Testing A public demo workspace is available for testing SlackyBOT. Demo Website https://abhiudaymaurya.github.io/Slack-Bot/ How to Test Open the demo website. Click Join Demo Workspace . Join the Slack workspace using your Slack account. Open the #slackybot-demo-stardance channel. Try the available slash commands. SlackyBOT is deployed on Hack Club Nest and remains online for public testing. The project includes: Public GitHub repository Documentation and setup instructions Demo website Public Slack workspace for testing 🎯 Final Result What started as a simple experiment with Slack slash commands evolved into a complete AI-powered Slack assistant with multiple integrations, public deployment, and real users able to test it. Building SlackyBOT gave me valuable experience with APIs, backend development, debugging, deployment, and designing software that people can interact with directly inside Slack. 🚀 Ready for review and public testing.
Final Update Upgraded the Slack bot according to the reviewer’s comments. Deleted the AI capabilities from the bot, and edited the README accordingly for the updated version of the project. Some additional minor changes have been done in the code as well.
Ships:
I built SlackyBOT , an open-source AI-powered Slack assistant using Node.js, Slack Bolt, and Google Gemini AI. The bot supports multiple features including: Gemini AI chat ( /hbsc-gemini ) Weather reports ( /hbsc-weather ) Calculator commands Memes, jokes, and fun facts Coin flips Help and utility commands The most challenging part was integrating multiple APIs and debugging Slack permissions, payload handling, and external service responses. I also learned how to work with geocoding APIs since weather services require coordinates instead of city names. I’m most proud of successfully deploying the bot on Hack Club Nest and making it available for public testing through a live Slack workspace. How to Test Click Try Project . Join the demo Slack workspace. Open the #slackybot-demo-stardance channel. Run: /hbsc-help /hbsc-gemini explain recursion /hbsc-weather london /hbsc-meme The project includes a public GitHub repository, documentation, website, and a live deployment on NEST that remains online 24/7 for testing....
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Game site by @RalphBehar | Stardance
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RalphBehar
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Title: Game site by @RalphBehar | Stardance
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Untitled by @NitroNitish | Stardance
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NitroNitish
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Title: Untitled by @NitroNitish | Stardance
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Website by @robopugo | Stardance
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robopugo
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14.94
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[{"post_id": 8196, "ts": "2026 [{"post_id": 8196, "ts": "2026-06-13T17:16:50Z", "hours": 0.7256, "text": "Did some debugging And some styling"}, {"post_id": 7534, "ts": "2026-06-12T16:08:45Z", "hours": 1.1167, "text": "added ability to upload imgs as bgs and made contrast theme work better."}, {"post_id": 6995, "ts": "2026-06-11T19:02:03Z", "hours": 0.745, "text": "added a scrollbar and the option for no img when selecting a bg."}, {"post_id": 6966, "ts": "2026-06-11T17:59:32Z", "hours": 1.5217, "text": "added a BG selector and a clock"}, {"post_id": 6879, "ts": "2026-06-11T15:13:42Z", "hours": 1.0558, "text": "added a sidebar."}, {"post_id": 6579, "ts": "2026-06-11T01:43:51Z", "hours": 2.9075, "text": "Added custom Bg’s, also did a lot of bug fixing and organization."}, {"post_id": 5671, "ts": "2026-06-09T15:29:36Z", "hours": 2.0917, "text": "Added more settings, and way to change birb colors and a way to asses my web-os."}, {"post_id": 2511, "ts": "2026-06-05T01:18:38Z", "hours": 1.555, "text": "added custom color themes, with a color picker, also add a button to hide the main part and just see the birds."}, {"post_id": 2427, "ts": "2026-06-04T22:07:37Z", "hours": 3.2222, "text": "finished making the bird logic, looks a lot cooler on the site, were they move. The main thing was adding bias so they can switch movement and fly in patterens."}]...
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Title: Website by @robopugo | Stardance
Devlogs:
Title: Website by @robopugo | Stardance
Devlogs:
finished making the bird logic, looks a lot cooler on the site, were they move. The main thing was adding bias so they can switch movement and fly in patterens.
added custom color themes, with a color picker, also add a button to hide the main part and just see the birds.
Added more settings, and way to change birb colors and a way to asses my web-os.
Added custom Bg’s, also did a lot of bug fixing and organization.
added a sidebar.
added a BG selector and a clock
added a scrollbar and the option for no img when selecting a bg.
added ability to upload imgs as bgs and made contrast theme work better.
Did some debugging And some styling...
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1792792413.814371
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1793397213.814371
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7334
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Kira's Book review by @nkirukanndife10 | Stard Kira's Book review by @nkirukanndife10 | Stardance...
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nkirukanndife10
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0
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0.0
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Title: Kira's Book review by @nkirukanndife10 Title: Kira's Book review by @nkirukanndife10 | Stardance...
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1793188404.84415
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1793793204.84415
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7335
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My first slack bot! by @Argen | Stardance
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Argen
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0
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0.0
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0
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[]
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[]
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Title: My first slack bot! by @Argen | Stardance
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1793397279.208663
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7336
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VoidBoard by @AuraMonster | Stardance
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AuraMonster
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1
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4.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-11T14:49:37Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a macropad, so that it can do many things. The hardest part was the PCB designing because some parts were confusing.", "repo": "https://github.com/mdmutahhar24-pixel/VoidBoard", "demo": ""}]...
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[{"post_id": 6549, "ts": "2026 [{"post_id": 6549, "ts": "2026-06-11T00:13:41Z", "hours": 4.3, "text": "What Is Voidboard going to be used for? I am thinking of using VoidBoard for shortcuts, keyboard, and numpad. It may not be obvious, but it’s design coloring was influenced by Hollow Knight. Current Progress: Finished Schematic Finished PCB Finished CAD Finished Firmware Uploaded all necessary files to Github Repository"}]...
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Title: VoidBoard by @AuraMonster | Stardance
Devl Title: VoidBoard by @AuraMonster | Stardance
Devlogs:
What Is Voidboard going to be used for? I am thinking of using VoidBoard for shortcuts, keyboard, and numpad. It may not be obvious, but it’s design coloring was influenced by Hollow Knight. Current Progress: Finished Schematic Finished PCB Finished CAD Finished Firmware Uploaded all necessary files to Github Repository
Ships:
I made a macropad, so that it can do many things. The hardest part was the PCB designing because some parts were confusing....
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1793325247.4778106
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1793411647.4778106
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7337
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My awesome macropad! by @TheTank87 | Stardance
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TheTank87
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @TheTank87 | Starda Title: My awesome macropad! by @TheTank87 | Stardance...
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1793324861.2762043
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1793929661.2762043
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7338
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PC Stats by @dubbyy | Stardance
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dubbyy
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1
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38.0
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349
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-28T00:15:30Z", "hours": 38.0, "multiplier": 10.53, "payout": 349, "blessing": "neutral", "text": "Taken from my last devlog: … I’ve been making an app to track information about how I use my computer, and a companion website to display the data. Right now, it logs every click, as well as the positions and dimensions of apps every 5 minutes. The dashboard website then displays that data in a variety of interesting ways. The collection takes a long time and only works on Linux, so I’m using the dashboard as the demo. You can find the collector on the GithTub. The most challenging part was figuring out how to collect the data, especially the clicks, however I think I spent the most time on the dashboard. It was my first time using Javascript for something complex, so I’m pretty happy with how it turned out I hope you enjoy :)", "repo": "https://github.com/dubbyy1/pc-stats", "demo": "https://pc-stats.dubbyy.com/?db=https%3A%2F%2Fraw.githubusercontent.com%2Fdubbyy1%2Fpc-stats%2Fmain%2Fexamples%2Fstats.db"}]...
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[{"post_id": 17266, "ts": "202 [{"post_id": 17266, "ts": "2026-06-28T00:01:16Z", "hours": 2.095, "text": "FINISHED Its finally finished! If you don’t know, I’ve been making an app to track information about how I use my computer, and a companion website to display the data. Right now, it logs every click, as well as the positions and dimensions of apps every 5 minutes. The dashboard website then displays that data in a variety of interesting ways. The collector is now (in theory) compatible with the majority of Linux desktops (sorry Windows users, maybe next year). I also added a small config file. Right now this only stores the window-snapshot interval, which you can change through the UI. I originally planned on adding a list of apps to ignore, but there were too many problems. Primarily, I wasn’t sure how to reliably handle the focused app being blocked without making it null, which is very messy, and the whole thing seemed too complicated for a feature I’m don’t really plan on using. I also considered making it a frontend filter, but chose not to for a similar reason. Once again, you can try it yourself here with my data. If you want to collect your own data, you can download the collector here (note: you need to give your user input permissions for this to detect clicks, more details in the README). I’ve only tested this on my machine (KDE Wayland) so if you have a different setup, tell me how it goes! Afterword I had a lot of fun making this. This was my deepest dive into web development yet and I learned so much. This is also the first time I’ve shipped a project for public use, which was a has been a valuable experience. I could definitely do more with this (more config, more charts, more data), and I do plan on revisiting it in the future, but I think this is a good place to leave it for now. Thanks for reading, see you next project :)"}, {"post_id": 17047, "ts": "2026-06-27T17:53:20Z", "hours": 15.2803, "text": "Day ?? - New Features! After 15 hours (got a bit carried away) the next feature is (mostly) finished! You can now monitor and display window data. Every 5 minutes, the collector logs what apps are open and their positions on screen, which you can then visualize on the dashboard. I thought it would be interesting to combine the click data and the window data in some way, but I decided against it. The reason being that I technically don’t know what app the user clicked since it could have changed in the 5 minutes. To collect the data I had to run a separate KWin script to get around the restrictions, same as with the clicks. This script gave me the windows as JSON, which I then stored in 2 SQLite tables. One containing general info (one entry per snapshot), and the other containing info about specific windows. The second major change is the collector’s new UI. It was a relatively small addition, but it makes the whole experience a lot smoother. It also uses the same UI library I was already using to get the monitor configuration which was nice. Finally, the dashboard now stores the database in cache so everything is preserved when you reload. This change was mostly for me, because having to re-upload the file every time I changed the code got really annoying. What’s Next There’s a few finishing touches I need to add before shipping, Specifically: Compatibility (KDE only right now) Config options (Snapshot frequency, apps to ignore, etc) Possibly more window features yap I definitely could have done all this way faster but I spent a lot of time fiddling, trying to fully understand everything. Now between the KWin scripts and the dashboard I have a much deeper understanding of Javascript than before which will help in the future. Hopefully I can ship this today or tomorrow so I can start working on my next project"}, {"post_id": 10289, "ts": "2026-06-16T22:34:09Z", "hours": 6.7747, "text": "Days 5 + 6? Changes I added filters for time and button type to make it more interactive. I also added new charts, specifically pie charts for button and monitor usage, and bar charts for hourly and daily activity. I used chart.js to make the charts, because it makes the programming way simpler while still giving me full control. The final change was reworking the heatmap again. instead of each click being an individual element, they’re now drawn on a canvas which boosts performance significantly. Try it! What’s Next Now that the dashboard is mostly finished. I want to add some quality of life things (namely caching the database so I don’t have to reupload it every time) before adding the next feature. Speaking of, the next feature is going to track what applications are open at what times, which I think will make for some really interesting data."}, {"post_id": 4535, "ts": "2026-06-07T21:35:10Z", "hours": 5.6419, "text": "Day 4 - Cleanup Changes Cleaned up the UI a lot. I like the new heatmap visualization a lot, but it’s a bit slow so I’ll continue to experiment with it. I optimized the backend a lot, it used to block a full CPU core but now it sleeps properly when idling. I also expanded compatibility to other Linux environments. This was actually way simpler than I expected, I just happened to start with KDE which is really complex for some reason. Notes The dashboard is now live on my website , which you can test with this sample data . My aim right now is to get the project ship-ready, and then add features one by one."}, {"post_id": 3823, "ts": "2026-06-06T21:37:25Z", "hours": 3.3017, "text": "Day 3 - Dashboard Today I started making the dashboard, to present the data. I decided to make it a website and have the user upload their data. This makes demoing a lot easier, as well as being good for compatibility. Right now it’s a very bare bones prototype with only a heatmap, but all the set up for reading the data should be finished, which means I can focus on polishing the UI and adding features. I also fixed some bugs in the backend. Previously the code would fail if your mouse disconnected, but now it can handle disconnects and reconnects, as well as detect multiple mice at the same time."}, {"post_id": 2918, "ts": "2026-06-05T20:23:31Z", "hours": 3.0511, "text": "Day 2 Continuing work on my data collection project. Yesterday finished the core of the first feature — a click heatmap. Today was mostly polish and fixing the structure to make shipping easier when the time comes. Changes Organisation Instead of having everything in one big ugly python file, I created a module and separated all each part into it’s own file. This will make things much easier as I continue to add new features. As well as organising the python code, the project uses a JavaScript script to get the position of the mouse, and a bash script to run it. Neither of these can be packaged, so I updated the code to generate the JS file in the user’s share directory and run it directly from python. Compatibility The original code was highly specific to my setup, and couldn’t be shipped. The fix came in two parts. I previously had my exact model of mouse hard-coded, so I added the ability to detect what mouse the user has The code only worked for my specific Window Manager. This is still the case, but I added the structure to detect the WM and adjust for it. I plan on adding support for other’s in the coming days Storage All data is now stored persistently in an SQLite database. In the future this will be read and displayed by the dashboard program. What’s Next Create the dashboard to start displaying data Expand compatibility to other Linux systems (might take a while)"}, {"post_id": 2454, "ts": "2026-06-04T23:05:57Z", "hours": 2.2456, "text": "Day 1 Making an app to track a bunch of data about how i use my computer. Currently trying to make a heatmap of where i click the most. No UI yet because getting the mouse position on Wayland took wayyy too long to figure out"}]...
|
Title: PC Stats by @dubbyy | Stardance
Devlogs:
D Title: PC Stats by @dubbyy | Stardance
Devlogs:
Day 1 Making an app to track a bunch of data about how i use my computer. Currently trying to make a heatmap of where i click the most. No UI yet because getting the mouse position on Wayland took wayyy too long to figure out
Day 2 Continuing work on my data collection project. Yesterday finished the core of the first feature — a click heatmap. Today was mostly polish and fixing the structure to make shipping easier when the time comes. Changes Organisation Instead of having everything in one big ugly python file, I created a module and separated all each part into it’s own file. This will make things much easier as I continue to add new features. As well as organising the python code, the project uses a JavaScript script to get the position of the mouse, and a bash script to run it. Neither of these can be packaged, so I updated the code to generate the JS file in the user’s share directory and run it directly from python. Compatibility The original code was highly specific to my setup, and couldn’t be shipped. The fix came in two parts. I previously had my exact model of mouse hard-coded, so I added the ability to detect what mouse the user has The code only worked for my specific Window Manager. This is still the case, but I added the structure to detect the WM and adjust for it. I plan on adding support for other’s in the coming days Storage All data is now stored persistently in an SQLite database. In the future this will be read and displayed by the dashboard program. What’s Next Create the dashboard to start displaying data Expand compatibility to other Linux systems (might take a while)
Day 3 - Dashboard Today I started making the dashboard, to present the data. I decided to make it a website and have the user upload their data. This makes demoing a lot easier, as well as being good for compatibility. Right now it’s a very bare bones prototype with only a heatmap, but all the set up for reading the data should be finished, which means I can focus on polishing the UI and adding features. I also fixed some bugs in the backend. Previously the code would fail if your mouse disconnected, but now it can handle disconnects and reconnects, as well as detect multiple mice at the same time.
Day 4 - Cleanup Changes Cleaned up the UI a lot. I like the new heatmap visualization a lot, but it’s a bit slow so I’ll continue to experiment with it. I optimized the backend a lot, it used to block a full CPU core but now it sleeps properly when idling. I also expanded compatibility to other Linux environments. This was actually way simpler than I expected, I just happened to start with KDE which is really complex for some reason. Notes The dashboard is now live on my website , which you can test with this sample data . My aim right now is to get the project ship-ready, and then add features one by one.
Days 5 + 6? Changes I added filters for time and button type to make it more interactive. I also added new charts, specifically pie charts for button and monitor usage, and bar charts for hourly and daily activity. I used chart.js to make the charts, because it makes the programming way simpler while still giving me full control. The final change was reworking the heatmap again. instead of each click being an individual element, they’re now drawn on a canvas which boosts performance significantly. Try it! What’s Next Now that the dashboard is mostly finished. I want to add some quality of life things (namely caching the database so I don’t have to reupload it every time) before adding the next feature. Speaking of, the next feature is going to track what applications are open at what times, which I think will make for some really interesting data.
Day ?? - New Features! After 15 hours (got a bit carried away) the next feature is (mostly) finished! You can now monitor and display window data. Every 5 minutes, the collector logs what apps are open and their positions on screen, which you can then visualize on the dashboard. I thought it would be interesting to combine the click data and the window data in some way, but I decided against it. The reason being that I technically don’t know what app the user clicked since it could have changed in the 5 minutes. To collect the data I had to run a separate KWin script to get around the restrictions, same as with the clicks. This script gave me the windows as JSON, which I then stored in 2 SQLite tables. One containing general info (one entry per snapshot), and the other containing info about specific windows. The second major change is the collector’s new UI. It was a relatively small addition, but it makes the whole experience a lot smoother. It also uses the same UI library I was already using to get the monitor configuration which was nice. Finally, the dashboard now stores the database in cache so everything is preserved when you reload. This change was mostly for me, because having to re-upload the file every time I changed the code got really annoying. What’s Next There’s a few finishing touches I need to add before shipping, Specifically: Compatibility (KDE only right now) Config options (Snapshot frequency, apps to ignore, etc) Possibly more window features yap I definitely could have done all this way faster but I spent a lot of time fiddling, trying to fully understand everything. Now between the KWin scripts and the dashboard I have a much deeper understanding of Javascript than before which will help in the future. Hopefully I can ship this today or tomorrow so I can start working on my next project
FINISHED Its finally finished! If you don’t know, I’ve been making an app to track information about how I use my computer, and a companion website to display the data. Right now, it logs every click, as well as the positions and dimensions of apps every 5 minutes. The dashboard website then displays that data in a variety of interesting ways. The collector is now (in theory) compatible with the majority of Linux desktops (sorry Windows users, maybe next year). I also added a small config file. Right now this only stores the window-snapshot interval, which you can change through the UI. I originally planned on adding a list of apps to ignore, but there were too many problems. Primarily, I wasn’t sure how to reliably handle the focused app being blocked without making it null, which is very messy, and the whole thing seemed too complicated for a feature I’m don’t really plan on using. I also considered making it a frontend filter, but chose not to for a similar reason. Once again, you can try it yourself here with my data. If you want to collect your own data, you can download the collector here (note: you need to give your user input permissions for this to detect clicks, more details in the README). I’ve only tested this on my machine (KDE Wayland) so if you have a different setup, tell me how it goes! Afterword I had a lot of fun making this. This was my deepest dive into web development yet and I learned so much. This is also the first time I’ve shipped a project for public use, which was a has been a valuable experience. I could definitely do more with this (more config, more charts, more data), and I do plan on revisiting it in the future, but I think this is a good place to leave it for now. Thanks for reading, see you next project :)
Ships:
Taken from my last devlog: … I’ve been making an app to track information about how I use my computer, and a companion website to display the data. Right now, it logs every click, as well as the positions and dimensions of apps every 5 minutes. The dashboard website then displays that data in a variety of interesting ways. The collection takes a long time and only works on Linux, so I’m using the dashboard as the demo. You can find the collector on the GithTub. The most challenging part was figuring out how to collect the data, especially the clicks, however I think I spent the most time on the dashboard. It was my first time using Javascript for something complex, so I’m pretty happy with how it turned out I hope you enjoy :)...
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1793224415.9524486
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1793310815.9524486
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7339
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Super Mr. Bennet (SCHOOL VERSION - DEPRECATED) by Super Mr. Bennet (SCHOOL VERSION - DEPRECATED) by @openchanter | Stardance...
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openchanter
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1
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28.08
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-09T21:51:30Z", "hours": 14.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a web-based platformer game called Super Mr. Bennet! I made this mainly for my English final project, which was to reinterpret a part of one of the texts we read this year in a creative way. It features 4 levels as well as a level editor, all running in a web browser and using Vite as a bundler on the backend.", "repo": "https://github.com/OpEnchanter/en25-final-project", "demo": "https://bennet.tgreenhagen.com"}]...
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[{"post_id": 9018, "ts": "2026 [{"post_id": 9018, "ts": "2026-06-15T01:26:35Z", "hours": 3.7328, "text": "For this update, I worked a lot on cleaning up the code, making sure that there are now significantly less type-check errors present, and overall it’s easier to develop more features in the future. Onto things of actual substance I added though, there are now actual coins inside the lucky blocks scattered throughout the game as well as coins that can be placed directly in levels in the editor! Sometime soon I do plan to add some sort of asset caching system to the main game so that it isn’t trying to fetch assets as you are playing."}, {"post_id": 7157, "ts": "2026-06-11T23:11:01Z", "hours": 0.4333, "text": "I quickly added some hot air balloons, they aren’t in any of the campaign levels but they’re fun to play with in custom levels."}, {"post_id": 7083, "ts": "2026-06-11T21:17:11Z", "hours": 5.9783, "text": "I made some improvements to the UI, such as rounded button corners and a outline when hovering a button. I fixed some bugs with both the player and enemy movement and now the enemies are (a bit) more reliable. There’s also now grass that sways in the wind and interacts with the player in the game! Oh and I added a main menu screen. Also had to do some pretty major reworks to how the game loads levels, and I moved all of the code for that to a separate file where I can use it from both the normal levels and the main menu."}, {"post_id": 6644, "ts": "2026-06-11T04:05:32Z", "hours": 0.6953, "text": "Another quick devlog because I fixed some of the issues that existed after the previous one. I also made it so that anyone can enter the editor with any level loaded in it from any level and whenever you get to a new level in the campaign it saves your progress. I know this will cause issues with players not being able to replay the game so I will add a button on the title screen (whenever I get around to making that) for resetting save progress. Oh also I think most if not all of the bugs with movement getting stuck in a certain direction are fixed both in the editor and in game."}, {"post_id": 6617, "ts": "2026-06-11T03:14:20Z", "hours": 3.2364, "text": "I’ve decided to make the game and the editor feel more like one cohesive experience rather than two separate applications, so I’m adding a pause menu as well, and I’m changing the editor to be located at the website’s root rather than being a separate webpage. This will also hopefully make the experience playing the itch.io build of the game better. (note: none of these changes have been published on any public instance of the game yet because there are some unresolved issues with the editor however I have pushed my work from today to GitHub)"}, {"post_id": 5912, "ts": "2026-06-09T21:47:53Z", "hours": 0.6292, "text": "Apparently there was and issue with the level editor that caused it to not render the icons in the UI, so I fixed that. I also wrote the README for the project including information about the project such as the bundler it uses (vite), controls, and documentation on running the app."}, {"post_id": 5892, "ts": "2026-06-09T21:03:28Z", "hours": 3.8522, "text": "I did some behind the scenes work getting it to state where i could publish it on Itch.io and making sure that all the features were working as intended as well as making it automatically resize to maintain pixel size consistency as well as (again) making it work on Itch."}, {"post_id": 2212, "ts": "2026-06-04T16:20:56Z", "hours": 9.2106, "text": "So far I’ve written the engine for this project, which initializes and draws to a canvas element, as well as an editor ( https://bennet.tgreenhagen.com/editor/ ), some pieces that can be used to build levels and some of the campaign levels."}]...
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Title: Super Mr. Bennet (SCHOOL VERSION - DEPRECAT Title: Super Mr. Bennet (SCHOOL VERSION - DEPRECATED) by @openchanter | Stardance
Devlogs:
So far I’ve written the engine for this project, which initializes and draws to a canvas element, as well as an editor ( https://bennet.tgreenhagen.com/editor/ ), some pieces that can be used to build levels and some of the campaign levels.
I did some behind the scenes work getting it to state where i could publish it on Itch.io and making sure that all the features were working as intended as well as making it automatically resize to maintain pixel size consistency as well as (again) making it work on Itch.
Apparently there was and issue with the level editor that caused it to not render the icons in the UI, so I fixed that. I also wrote the README for the project including information about the project such as the bundler it uses (vite), controls, and documentation on running the app.
I’ve decided to make the game and the editor feel more like one cohesive experience rather than two separate applications, so I’m adding a pause menu as well, and I’m changing the editor to be located at the website’s root rather than being a separate webpage. This will also hopefully make the experience playing the itch.io build of the game better. (note: none of these changes have been published on any public instance of the game yet because there are some unresolved issues with the editor however I have pushed my work from today to GitHub)
Another quick devlog because I fixed some of the issues that existed after the previous one. I also made it so that anyone can enter the editor with any level loaded in it from any level and whenever you get to a new level in the campaign it saves your progress. I know this will cause issues with players not being able to replay the game so I will add a button on the title screen (whenever I get around to making that) for resetting save progress. Oh also I think most if not all of the bugs with movement getting stuck in a certain direction are fixed both in the editor and in game.
I made some improvements to the UI, such as rounded button corners and a outline when hovering a button. I fixed some bugs with both the player and enemy movement and now the enemies are (a bit) more reliable. There’s also now grass that sways in the wind and interacts with the player in the game! Oh and I added a main menu screen. Also had to do some pretty major reworks to how the game loads levels, and I moved all of the code for that to a separate file where I can use it from both the normal levels and the main menu.
I quickly added some hot air balloons, they aren’t in any of the campaign levels but they’re fun to play with in custom levels.
For this update, I worked a lot on cleaning up the code, making sure that there are now significantly less type-check errors present, and overall it’s easier to develop more features in the future. Onto things of actual substance I added though, there are now actual coins inside the lucky blocks scattered throughout the game as well as coins that can be placed directly in levels in the editor! Sometime soon I do plan to add some sort of asset caching system to the main game so that it isn’t trying to fetch assets as you are playing.
Ships:
I made a web-based platformer game called Super Mr. Bennet! I made this mainly for my English final project, which was to reinterpret a part of one of the texts we read this year in a creative way. It features 4 levels as well as a level editor, all running in a web browser and using Vite as a bundler on the backend....
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1793260346.7906454
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1793346746.7906454
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7340
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Untitled by @J_U_ilakkiyan | Stardance
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J_U_ilakkiyan
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0
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0.0
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0
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[]
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[]
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Title: Untitled by @J_U_ilakkiyan | Stardance
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1793310462.9286196
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1793915262.9286196
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7341
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My awesome macropad! by @J_U_ilakkiyan | Stardance
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J_U_ilakkiyan
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @J_U_ilakkiyan | St Title: My awesome macropad! by @J_U_ilakkiyan | Stardance...
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1793173854.7205522
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1793778654.7205522
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7342
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My first slack bot! by @summywummy | Stardance
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summywummy
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0
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0.0
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0
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[]
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[]
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Title: My first slack bot! by @summywummy | Starda Title: My first slack bot! by @summywummy | Stardance...
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1792943419.0739264
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1793807419.0739264
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7343
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New to Stardance by @Hanzora | Stardance
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Hanzora
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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: New to Stardance by @Hanzora | Stardance
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1793231466.5980036
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1793836266.5980036
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7344
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Untitled project by @KTrix_07 | Stardance
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KTrix_07
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0
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0.0
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0
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[]
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[]
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Title: Untitled project by @KTrix_07 | Stardance
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1793227924.2080424
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1793832724.2080424
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7345
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My first slack bot! by @nabeel | Stardance
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nabeel
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0
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0.0
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0
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[]
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[]
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Title: My first slack bot! by @nabeel | Stardance
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1792705658.9313183
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1793310458.9313183
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7346
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My Portfolio by @maanvikpoddar | Stardance
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maanvikpoddar
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0
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0.0
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0
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[]
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[]
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Title: My Portfolio by @maanvikpoddar | Stardance
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1793332301.2821739
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1793937101.2821739
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7347
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Mouton Laser Tag. by @Lol123rl | Stardance
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Lol123rl
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1
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16.0
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197
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-17T05:01:59Z", "hours": 16.0, "multiplier": 12.05, "payout": 197, "blessing": "neutral", "text": "I made a 3D mountain laser tag game where the player fights against Red team enemies with Blue team allies. The game has multiple modes, including Team Elimination, Capture the Flag, Manhunt, Commander, King of the Hill, and a Final Boss battle. Players can earn money, buy upgrades, unlock achievements, and improve their character over time. I also added a main menu, mission briefs, save progress, reset options, and an ending screen. Overall, I built a full action game with combat, objectives, progression, and a final challenge.", "repo": "https://github.com/Lol123rl/hi", "demo": "https://majestic-douhua-9e1892.netlify.app/"}]...
|
[{"post_id": 10268, "ts": "202 [{"post_id": 10268, "ts": "2026-06-16T22:17:23Z", "hours": 4.7183, "text": "Dev Log — Mountain Laser Tag Update Since my last dev log, I focused on making Mountain Laser Tag feel more like a complete game instead of just a battle demo. I worked on the final boss ending, the save system, achievements, money rewards, the main menu, and overall game polish. One of the biggest changes was the final boss completion flow. After beating the final boss, the game now shows an ending credits screen instead of just ending suddenly. I added a SAVE & FINISH button that saves the player’s completion reward, fades out the audio, and moves into a final black “game saved” ending screen. This works better for a web game because browsers do not always allow a game to close the tab automatically. The final boss reward now saves a completed-game state, including overpowered mode with near-infinite ammo, very fast firing, huge stamina, fast reload, and maxed upgrades. I also fixed the reset system. Before, if the player beat the final boss and then reset their progress, the reward power mode could still remain active. Now reset clears money, upgrades, achievements, lifetime stats, boss unlocks, and final boss reward mode. That makes the reset button actually behave like a full fresh start. Another major update was fixing how eliminations count. I noticed that CPU eliminations were counting as the player’s eliminations, which meant the player could unlock achievements without actually doing anything. I changed the logic so CPU kills only help the team score, while player kills are the only ones that count toward personal elimination stats, money, and player achievements. I also changed the money system so different game modes reward the player differently. Team Elimination still rewards the player for eliminations and headshots, but Manhunt now works differently. If the player is hunted, they can earn money for surviving and escaping over time. If the player is hunting, they can earn money for finding the target quickly. Other modes now have smaller mode-specific rewards, such as Capture the Flag defense rewards, Commander eliminations, and King of the Hill rewards. I added more achievements to make the game feel like it has long-term goals. These include achievements for 100 lifetime eliminations, 500 lifetime eliminations, 25 Team Elimination knockouts, earning money while escaping in Manhunt, winning a fast Manhunt as the hunter, winning Capture the Flag, and winning King of the Hill. This gives players more reasons to try multiple modes instead of only playing one mode. I also worked on the title screen and mission brief system. The main menu has a larger mountain-themed command box with buttons for Deploy, Upgrade Shop, Achievements, Reset Save, Mission Brief, Mode Select, and Quit. I experimented with different mission brief layouts and then adjusted the system so the mission brief can be shown from the main screen without feeling like a completely separate menu. The mission brief explains the current mode’s objective so the player understands what to do before deploying. For performance, I made several smoothing changes. I reduced active CPU load, slowed down some repeated cleanup and UI update tasks, reduced how often the minimap redraws, and throttled some boss UI updates. I also experimented with edge fog, but it caused too much lag, so I rolled that back to keep the game running smoother. This was a useful lesson: not every cool visual effect is worth keeping if it hurts the actual gameplay experience. Overall, this update made the game more complete. It now has better save behavior, clearer progression, fairer achievements, better mode rewards, a more polished ending, and a cleaner main menu. The game still needs more testing, especially in a browser build, but it is much closer to being ready to ship for Stardance."}, {"post_id": 5937, "ts": "2026-06-09T22:37:53Z", "hours": 0.9497, "text": "added more gamemodes and added a title screen. Just started molti player"}, {"post_id": 5660, "ts": "2026-06-09T15:15:24Z", "hours": 2.7072, "text": "HELLCOPTER"}, {"post_id": 4876, "ts": "2026-06-08T13:14:21Z", "hours": 7.1797, "text": "Over 8-hours,, I built a fully functional, large-scale 3D first-person sci-fi game from scratch in Godot. The project focuses on a massive 50-player laser tag concept, splitting the battlefield into two teams of 25 (the player’s team versus smart enemies). Because the map is quite big, matches currently run long. However, completing a working first-person shooter loop with working AI, atmosphere, and custom health mechanics in a single day is a major technical milestone. Features Implemented Translucent Fog SystemTo solve the visual emptiness of a large map and add atmosphere, I implemented a translucent white fog effect.Purpose: It blocks long-range vision, forcing players to navigate carefully.Impact: It turns the massive arena into a high-stakes environment where enemies suddenly appear out of the white mist. Laser Gun MechanicsI coded and integrated a functional laser gun weapon system. It handles first-person aiming and registers fast, accurate sci-fi shots across the battlefield, complete with laser visuals that slice through the fog. 50-Player Smart AI Infrastructure. The biggest achievement of this 8-hour time was setting up 50 entities on the field that spond over time. Teammates: 24 AI allies that fight alongside the player.Smart Enemies: 25 aggressive AI units programmed to hunt down opponents and eliminate the player’s team. Optimization: Balancing 50 moving, targeting characters in a 3D Godot environment while keeping the game playable required clean, fast logic loops. Combat Logic & Dual-Zone Health to make the laser tag gameplay tactical, I designed and coded a specific combat system that rewards headshots:Instant Elimination Headshots: If you or an enemy take a direct laser hit to the head, it results in an immediate elimination.2-Life Body Armor: To balance the difficulty, shooting the body is more forgiving. Players and AI have exactly 2 lives for their body armor before being removed from the match. Future Milestones & Next StepsWith the core gameplay loop completed in one day, my next goal is to add more traditional laser tag elements to fill out the large map and speed up match times.Bunkers: Placing sci-fi structures across the open terrain to provide tactical cover.Targets: Adding shootable targets around the map for extra objectives.Pacing Tweaks: Adjusting player movement or AI paths to bring the 50 players together faster. Conclusion Developing a smart AI system, a dual-zone health mechanic, custom fog, and a working laser weapon in just 8 hours taught me a lot about rapid prototyping in Godot. The game is already fun to play, and the foundation is ready for a major arena expansion."}, {"post_id": 2215, "ts": "2026-06-04T16:25:49Z", "hours": 0.7517, "text": "Finly got working in godot 4.0"}]...
|
Title: Mouton Laser Tag. by @Lol123rl | Stardance
Title: Mouton Laser Tag. by @Lol123rl | Stardance
Devlogs:
Finly got working in godot 4.0
Over 8-hours,, I built a fully functional, large-scale 3D first-person sci-fi game from scratch in Godot. The project focuses on a massive 50-player laser tag concept, splitting the battlefield into two teams of 25 (the player’s team versus smart enemies). Because the map is quite big, matches currently run long. However, completing a working first-person shooter loop with working AI, atmosphere, and custom health mechanics in a single day is a major technical milestone. Features Implemented Translucent Fog SystemTo solve the visual emptiness of a large map and add atmosphere, I implemented a translucent white fog effect.Purpose: It blocks long-range vision, forcing players to navigate carefully.Impact: It turns the massive arena into a high-stakes environment where enemies suddenly appear out of the white mist. Laser Gun MechanicsI coded and integrated a functional laser gun weapon system. It handles first-person aiming and registers fast, accurate sci-fi shots across the battlefield, complete with laser visuals that slice through the fog. 50-Player Smart AI Infrastructure. The biggest achievement of this 8-hour time was setting up 50 entities on the field that spond over time. Teammates: 24 AI allies that fight alongside the player.Smart Enemies: 25 aggressive AI units programmed to hunt down opponents and eliminate the player’s team. Optimization: Balancing 50 moving, targeting characters in a 3D Godot environment while keeping the game playable required clean, fast logic loops. Combat Logic & Dual-Zone Health to make the laser tag gameplay tactical, I designed and coded a specific combat system that rewards headshots:Instant Elimination Headshots: If you or an enemy take a direct laser hit to the head, it results in an immediate elimination.2-Life Body Armor: To balance the difficulty, shooting the body is more forgiving. Players and AI have exactly 2 lives for their body armor before being removed from the match. Future Milestones & Next StepsWith the core gameplay loop completed in one day, my next goal is to add more traditional laser tag elements to fill out the large map and speed up match times.Bunkers: Placing sci-fi structures across the open terrain to provide tactical cover.Targets: Adding shootable targets around the map for extra objectives.Pacing Tweaks: Adjusting player movement or AI paths to bring the 50 players together faster. Conclusion Developing a smart AI system, a dual-zone health mechanic, custom fog, and a working laser weapon in just 8 hours taught me a lot about rapid prototyping in Godot. The game is already fun to play, and the foundation is ready for a major arena expansion.
HELLCOPTER
added more gamemodes and added a title screen. Just started molti player
Dev Log — Mountain Laser Tag Update Since my last dev log, I focused on making Mountain Laser Tag feel more like a complete game instead of just a battle demo. I worked on the final boss ending, the save system, achievements, money rewards, the main menu, and overall game polish. One of the biggest changes was the final boss completion flow. After beating the final boss, the game now shows an ending credits screen instead of just ending suddenly. I added a SAVE & FINISH button that saves the player’s completion reward, fades out the audio, and moves into a final black “game saved” ending screen. This works better for a web game because browsers do not always allow a game to close the tab automatically. The final boss reward now saves a completed-game state, including overpowered mode with near-infinite ammo, very fast firing, huge stamina, fast reload, and maxed upgrades. I also fixed the reset system. Before, if the player beat the final boss and then reset their progress, the reward power mode could still remain active. Now reset clears money, upgrades, achievements, lifetime stats, boss unlocks, and final boss reward mode. That makes the reset button actually behave like a full fresh start. Another major update was fixing how eliminations count. I noticed that CPU eliminations were counting as the player’s eliminations, which meant the player could unlock achievements without actually doing anything. I changed the logic so CPU kills only help the team score, while player kills are the only ones that count toward personal elimination stats, money, and player achievements. I also changed the money system so different game modes reward the player differently. Team Elimination still rewards the player for eliminations and headshots, but Manhunt now works differently. If the player is hunted, they can earn money for surviving and escaping over time. If the player is hunting, they can earn money for finding the target quickly. Other modes now have smaller mode-specific rewards, such as Capture the Flag defense rewards, Commander eliminations, and King of the Hill rewards. I added more achievements to make the game feel like it has long-term goals. These include achievements for 100 lifetime eliminations, 500 lifetime eliminations, 25 Team Elimination knockouts, earning money while escaping in Manhunt, winning a fast Manhunt as the hunter, winning Capture the Flag, and winning King of the Hill. This gives players more reasons to try multiple modes instead of only playing one mode. I also worked on the title screen and mission brief system. The main menu has a larger mountain-themed command box with buttons for Deploy, Upgrade Shop, Achievements, Reset Save, Mission Brief, Mode Select, and Quit. I experimented with different mission brief layouts and then adjusted the system so the mission brief can be shown from the main screen without feeling like a completely separate menu. The mission brief explains the current mode’s objective so the player understands what to do before deploying. For performance, I made several smoothing changes. I reduced active CPU load, slowed down some repeated cleanup and UI update tasks, reduced how often the minimap redraws, and throttled some boss UI updates. I also experimented with edge fog, but it caused too much lag, so I rolled that back to keep the game running smoother. This was a useful lesson: not every cool visual effect is worth keeping if it hurts the actual gameplay experience. Overall, this update made the game more complete. It now has better save behavior, clearer progression, fairer achievements, better mode rewards, a more polished ending, and a cleaner main menu. The game still needs more testing, especially in a browser build, but it is much closer to being ready to ship for Stardance.
Ships:
I made a 3D mountain laser tag game where the player fights against Red team enemies with Blue team allies. The game has multiple modes, including Team Elimination, Capture the Flag, Manhunt, Commander, King of the Hill, and a Final Boss battle. Players can earn money, buy upgrades, unlock achievements, and improve their character over time. I also added a main menu, mission briefs, save progress, reset options, and an ending screen. Overall, I built a full action game with combat, objectives, progression, and a final challenge....
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1793256465.2650983
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1793342865.2650983
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7348
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HPA-Axis-PFAS-Stress-Model by @devanshmalhotra17 | HPA-Axis-PFAS-Stress-Model by @devanshmalhotra17 | Stardance...
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devanshmalhotra17
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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: HPA-Axis-PFAS-Stress-Model by @devanshmalho Title: HPA-Axis-PFAS-Stress-Model by @devanshmalhotra17 | Stardance...
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1792745426.1063528
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1793350226.1063528
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7349
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My awesome macropad! by @UnWubed | Stardance
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UnWubed
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @UnWubed | Stardanc Title: My awesome macropad! by @UnWubed | Stardance...
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1793173660.0109873
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1793778460.0109873
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7350
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Untitled project by @HARDIK | Stardance
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HARDIK
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0
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0.0
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0
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[]
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[]
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Title: Untitled project by @HARDIK | Stardance
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1792713029.9101734
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1793317829.9101734
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