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14051
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My first slack bot! by @austinjoshua663 | Stardanc My first slack bot! by @austinjoshua663 | Stardance...
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austinjoshua663
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Title: My first slack bot! by @austinjoshua663 | S Title: My first slack bot! by @austinjoshua663 | Stardance...
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1793436894.9799578
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1794041694.9799578
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14052
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lunar-traversal by @whosabhiraj | Stardance
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whosabhiraj
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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: lunar-traversal by @whosabhiraj | Stardance
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1793235208.9356403
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1793840008.9356403
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14053
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Hackatime extension easy eda by @Kosmas | Stardanc Hackatime extension easy eda by @Kosmas | Stardance...
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Kosmas
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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: Hackatime extension easy eda by @Kosmas | S Title: Hackatime extension easy eda by @Kosmas | Stardance...
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1793364608.505787
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1793969408.505787
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14054
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MYSTERY FILES by @SK | Stardance
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SK
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0
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2.29
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0
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[]
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[{"post_id": 6069, "ts": "2026 [{"post_id": 6069, "ts": "2026-06-10T06:13:11Z", "hours": 1.1567, "text": "DevLog #2 — Bringing the Archive to Life Progress Update This development phase focused on transforming the initial concept of Mystery Files into a fully navigable investigation archive. The core desktop environment is now complete, featuring draggable windows, a live system clock, and dedicated modules for Case Files, Suspects, Evidence, and Timeline. Building the Investigation The first case, The Midnight Ledger, has been established as the foundation of the project. Suspects, clues, and timeline events have been organized into separate investigation modules, allowing users to explore the mystery piece by piece rather than through a traditional linear story. Design Direction A major focus was creating an atmosphere that feels authentic and immersive. The dark visual theme, floating windows, and case-management layout were designed to make the experience resemble a real investigative database rather than a conventional website. Current State The project now functions as a complete detective-themed desktop application with a clear structure, consistent design language, and a working investigation system. While the mystery itself is only beginning to unfold, the archive is now ready for future expansion and interactive features. Looking Ahead The next phase will focus on deeper interactivity, stronger connections between evidence and suspects, and additional case content. With the foundation now in place, the goal is to evolve Mystery Files from a static archive into a true investigative experience. Main charachter - JUNE MERCER"}, {"post_id": 6033, "ts": "2026-06-10T03:52:24Z", "hours": 1.1375, "text": "DevLog #1 — The Beginning of Mystery Files Why I Started This Project When I first began building my personalOS project, I considered creating a traditional portfolio-style experience. While that approach would have worked, it didn’t feel particularly memorable. I wanted to build something that people would want to explore. Something that felt less like a website and more like stepping into a story. That idea eventually became Mystery Files — a fictional detective archive where users investigate clues, examine evidence, review suspects, and reconstruct events surrounding an unsolved case known as The Midnight Ledger. The Vision My goal is not simply to create a collection of web pages. I want the project to feel like a real investigative system. When someone opens the site, I want them to feel as though they have been granted access to a restricted detective database. Every window, every piece of evidence, every suspect profile, and every timeline entry should contribute to a larger mystery waiting to be solved. Rather than telling users a story directly, I want them to uncover it themselves. Building the Foundation This development phase focused on creating the core structure that everything else will be built upon. The operating-system style interface is now functional and serves as the central hub for the investigation. Current features include: ✓ Desktop-style environment ✓ Draggable application windows ✓ Open and close window controls ✓ Investigation-themed navigation ✓ Live system clock ✓ Multi-window workflow ✓ Responsive information panels The Midnight Ledger To give the project a strong narrative foundation, I created the first case file: The Midnight Ledger. The case revolves around the mysterious disappearance of an important museum ledger during a stormy night. At first glance, the crime appears simple. However, as evidence accumulates and timelines begin to overlap, multiple suspects emerge, each with motives, opportunities, and secrets of their own. The truth remains hidden somewhere within the investigation. Investigation Modules To organize information, I introduced several dedicated sections: 📁 Case Files The central location for case briefings, background information, and investigation summaries. 🧾 Suspects Profiles containing motives, alibis, and relationships to the case. 🔍 Evidence Collected clues and physical items connected to the investigation. ⏱️ Timeline A chronological reconstruction of important events leading up to the crime. Design Direction A large amount of time was spent shaping the atmosphere of the project. I wanted the interface to feel professional, mysterious, and immersive. The dark color palette, floating windows, information cards, and investigation-focused layout were all chosen to support that goal. Every design decision was made with one question in mind: “Does this feel like a real detective system?” Challenges Along the Way One of the biggest challenges was finding the balance between storytelling and usability. A mystery is only interesting if information is revealed gradually, but a website must still be easy to navigate. Designing separate investigative windows proved to be an effective solution, allowing information to remain organized while preserving the feeling of exploring a case file. Looking Ahead Although this is only the first development log, the foundation is now in place. For now, Mystery Files exists as the opening chapter of a much larger story. The archive has been created. The evidence has been collected. The suspects have been identified. The only thing missing is the truth."}]...
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Title: MYSTERY FILES by @SK | Stardance
Devlogs:
Title: MYSTERY FILES by @SK | Stardance
Devlogs:
DevLog #1 — The Beginning of Mystery Files Why I Started This Project When I first began building my personalOS project, I considered creating a traditional portfolio-style experience. While that approach would have worked, it didn’t feel particularly memorable. I wanted to build something that people would want to explore. Something that felt less like a website and more like stepping into a story. That idea eventually became Mystery Files — a fictional detective archive where users investigate clues, examine evidence, review suspects, and reconstruct events surrounding an unsolved case known as The Midnight Ledger. The Vision My goal is not simply to create a collection of web pages. I want the project to feel like a real investigative system. When someone opens the site, I want them to feel as though they have been granted access to a restricted detective database. Every window, every piece of evidence, every suspect profile, and every timeline entry should contribute to a larger mystery waiting to be solved. Rather than telling users a story directly, I want them to uncover it themselves. Building the Foundation This development phase focused on creating the core structure that everything else will be built upon. The operating-system style interface is now functional and serves as the central hub for the investigation. Current features include: ✓ Desktop-style environment ✓ Draggable application windows ✓ Open and close window controls ✓ Investigation-themed navigation ✓ Live system clock ✓ Multi-window workflow ✓ Responsive information panels The Midnight Ledger To give the project a strong narrative foundation, I created the first case file: The Midnight Ledger. The case revolves around the mysterious disappearance of an important museum ledger during a stormy night. At first glance, the crime appears simple. However, as evidence accumulates and timelines begin to overlap, multiple suspects emerge, each with motives, opportunities, and secrets of their own. The truth remains hidden somewhere within the investigation. Investigation Modules To organize information, I introduced several dedicated sections: 📁 Case Files The central location for case briefings, background information, and investigation summaries. 🧾 Suspects Profiles containing motives, alibis, and relationships to the case. 🔍 Evidence Collected clues and physical items connected to the investigation. ⏱️ Timeline A chronological reconstruction of important events leading up to the crime. Design Direction A large amount of time was spent shaping the atmosphere of the project. I wanted the interface to feel professional, mysterious, and immersive. The dark color palette, floating windows, information cards, and investigation-focused layout were all chosen to support that goal. Every design decision was made with one question in mind: “Does this feel like a real detective system?” Challenges Along the Way One of the biggest challenges was finding the balance between storytelling and usability. A mystery is only interesting if information is revealed gradually, but a website must still be easy to navigate. Designing separate investigative windows proved to be an effective solution, allowing information to remain organized while preserving the feeling of exploring a case file. Looking Ahead Although this is only the first development log, the foundation is now in place. For now, Mystery Files exists as the opening chapter of a much larger story. The archive has been created. The evidence has been collected. The suspects have been identified. The only thing missing is the truth.
DevLog #2 — Bringing the Archive to Life Progress Update This development phase focused on transforming the initial concept of Mystery Files into a fully navigable investigation archive. The core desktop environment is now complete, featuring draggable windows, a live system clock, and dedicated modules for Case Files, Suspects, Evidence, and Timeline. Building the Investigation The first case, The Midnight Ledger, has been established as the foundation of the project. Suspects, clues, and timeline events have been organized into separate investigation modules, allowing users to explore the mystery piece by piece rather than through a traditional linear story. Design Direction A major focus was creating an atmosphere that feels authentic and immersive. The dark visual theme, floating windows, and case-management layout were designed to make the experience resemble a real investigative database rather than a conventional website. Current State The project now functions as a complete detective-themed desktop application with a clear structure, consistent design language, and a working investigation system. While the mystery itself is only beginning to unfold, the archive is now ready for future expansion and interactive features. Looking Ahead The next phase will focus on deeper interactivity, stronger connections between evidence and suspects, and additional case content. With the foundation now in place, the goal is to evolve Mystery Files from a static archive into a true investigative experience. Main charachter - JUNE MERCER...
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1793454730.2394922
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1794059530.2394922
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A friendlt hacking software by @akuratialsrao | St A friendlt hacking software by @akuratialsrao | Stardance...
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akuratialsrao
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0
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0
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Title: A friendlt hacking software by @akuratialsr Title: A friendlt hacking software by @akuratialsrao | Stardance...
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1793210185.214711
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1793814985.214711
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14056
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WIFI Fence by @Vihaan_Pandya | Stardance
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Vihaan_Pandya
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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: WIFI Fence by @Vihaan_Pandya | Stardance
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1793145135.764686
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1793749935.764686
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14057
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Untitled by @Prentz | Stardance
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Prentz
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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 @Prentz | Stardance
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1793437018.9677484
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1794041818.9677484
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14058
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Danny space by @danvirjs | Stardance
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danvirjs
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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: Danny space by @danvirjs | Stardance
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1793238789.2021563
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1793843589.2021563
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14059
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My awesome macropad! by @Scruffyaphid | Stardance
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Scruffyaphid
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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 @Scruffyaphid | Sta Title: My awesome macropad! by @Scruffyaphid | Stardance...
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1793443861.859004
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1794048661.859004
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14060
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Untitled project by @avnipaka12 | Stardance
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avnipaka12
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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 @avnipaka12 | Stardance
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1793458109.5704496
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1794062909.5704496
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14061
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My awesome macropad! by @Robodog81 | Stardance
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Robodog81
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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 @Robodog81 | Starda Title: My awesome macropad! by @Robodog81 | Stardance...
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1792903769.8582325
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1793767769.8582325
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14062
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My first macropad in my life by @wuff | Stardance
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wuff
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0
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1.92
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0
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[]
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[{"post_id": 5851, "ts": "2026 [{"post_id": 5851, "ts": "2026-06-09T19:58:56Z", "hours": 1.915, "text": "Devlog 1: Hi, today for the first time in a while I decided to do something not related to networking, so I found the perfect project: Hackpad. In this devlog I’ll show a picture of my progress so far while creating the schematic, which I honestly don’t even know if it works yet (if you have any feedback, feel free to leave a comment). I wanted to build a macropad with 9 buttons, which in my future firmware will be used to open programs and automate certain actions on my computer. As for the OLED display, I’m not really sure yet what it will show, but I might use it to display CPU, GPU, and RAM usage. The rotary encoder also doesn’t have a defined function yet. It’s starting to look interesting. See you next time!!! P.S. This is not my main project, so I’m not sure how often new devlogs will appear."}]...
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Title: My first macropad in my life by @wuff | Sta Title: My first macropad in my life by @wuff | Stardance
Devlogs:
Devlog 1: Hi, today for the first time in a while I decided to do something not related to networking, so I found the perfect project: Hackpad. In this devlog I’ll show a picture of my progress so far while creating the schematic, which I honestly don’t even know if it works yet (if you have any feedback, feel free to leave a comment). I wanted to build a macropad with 9 buttons, which in my future firmware will be used to open programs and automate certain actions on my computer. As for the OLED display, I’m not really sure yet what it will show, but I might use it to display CPU, GPU, and RAM usage. The rotary encoder also doesn’t have a defined function yet. It’s starting to look interesting. See you next time!!! P.S. This is not my main project, so I’m not sure how often new devlogs will appear....
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1793447351.0183363
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1794052151.0183363
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14063
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istilaa by @istila | Stardance
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istila
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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: istilaa by @istila | Stardance
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1793530204.2049384
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1794135004.2049384
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14064
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My very own WebOS by @mansha | Stardance
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mansha
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0
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0.0
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0
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[]
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[]
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Title: My very own WebOS by @mansha | Stardance
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1793432990.0011497
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1794037790.0011497
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14065
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Untitled project by @Ytmk12 | Stardance
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Ytmk12
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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 @Ytmk12 | Stardance
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1793202751.1363523
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1793807551.1363523
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14066
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Janitor Space Program (J.S.P.) by @aloyak | Starda Janitor Space Program (J.S.P.) by @aloyak | Stardance...
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aloyak
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2
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160.0
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3078
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-17T13:40:57Z", "hours": 55.0, "multiplier": 18.95, "payout": 1041, "blessing": "neutral", "text": "This is my 3D exploration-sandbox game that I built with my custom game engine! I’ve added quite a lot of stuff like a simple exploration game mode that allows you to move around a hand-crafted solar system i called “Halcyon”. there are also a lot of other game modes you can try and have fun with before I finally add the campaign game mode for the final version! In the picture you can see an in-game screenshot of the player walking around the surface of the earth-like planet “Gaia”, hope you like my game! With <3, 4loyak!", "repo": "https://github.com/aloyak/jsp", "demo": "https://aloyak.itch.io/jsp"}, {"ship_num": 2, "ts": "2026-07-16T13:34:38Z", "hours": 105.0, "multiplier": 19.52, "payout": 2037, "blessing": "neutral", "text": "This is my 3D game about space exploration and kessler cascades, it has a campaign mode coming up but i havent finished that yet, for now enjoy the 3 game modes! i built this on top of my custom engine so its been a lot of hard work, please try it out!!!!", "repo": "https://github.com/aloyak/jsp", "demo": "https://aloyak.itch.io/jsp"}]...
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[{"post_id": 48889, "ts": "202 [{"post_id": 48889, "ts": "2026-08-17T13:35:52Z", "hours": 3.9133, "text": "JSP! I’m back! and I finally have a new decent version that im probably gonna ship shortly after I publish this devlog. Its been so long since the last devlog because a number of factors, I had some vacations, my main pc is now just a steam deck connected to a monitor and also I’m kind of struggling to continue this project, I hope this isnt the last version but working on the project and adding or fixing things is very complicated and requires a lot of research to do it right, and it is exhausting What was added?? Included the new planet models to the halcyon system, you can now correctly explore them by using the new terrain system I added to the engine! Added some small help windows/hints for the new stuff before shipping! Fixed some audio bugs and added a sound effect for when you close a window Fixed the in-helmet HUD UI, the input vectors now correctly show the direction the thrust is being applied to, kinda like in Outer Wilds!! I’m most likely to be focusing on continuing the engine for a little bit, it really really does require some refactoring and I also need to clean some likely dead code or at least re-understand the code i wrote as it has lines from almost a 10 months ago! Hopefully someone could help and contribute to the project maybe or make something new out of it too! Im still planing on continuing to develop it but not at this pace considering im about to start college :))"}, {"post_id": 41224, "ts": "2026-08-05T09:35:20Z", "hours": 6.8169, "text": "J.S.P. Very exciting changes to the exploration mode yay !! I’ve been working on precisely TWO (2) things but one of them is way too early for me to be able to show you anything, more on that in the end Whats new? I’ve create a custom blender addon that lets me create procedural noise-based planets! It is really powerful and it gets you really good results for how simple it is really. In a way, its nothing but a vertex shader but coded in python lol It generates 3D spherical noise and applies it into an icosphere with a variety of parameters. Some of them arent precisely working but they are fine for now (specially the “ridged” option) You can try it yourself, its open source too! https://github.com/aloyak/JSP/blob/main/assets_src/blender/addons/planet_generator.py Terrain System I’m developing a way for the player to correctly collide with the geometry of these planets, but this is mostly engine-sided changes and I’m not very deep into it yet. I’m currently researching how to handle multi-threading async functions… more information about this in my latest engine’s devlog: https://stardance.hackclub.com/projects/1029/devlogs/34738 Known issues These are not really important right now, but for some reason I’ve realized that the splash screen takes different amounts of time depending on where you run the game?? what? A steam deck is around 3 seconds, my computer (the intended duration) is 4 seconds and in a friend’s laptop it is ~0.5 seconds"}, {"post_id": 39548, "ts": "2026-08-02T15:55:39Z", "hours": 7.1231, "text": "JSP We are SO back! I thought it would take me weeks to solve this issue but it wasnt that hard, thanks claude lol for helping. It’s not perfect just yet but its honestly crazy how my own engine managed to handle what im about to explain What took soo long The game now handles a transition from a global physics world to a new extra physics world that lives locally when the player enters a new planet (the origin of the new physics world would be the planet’s center), this means that you can perfectly walk on the surface of all the planets while they move around in the orbits without any weird behaviors This took a good amount of engine refactoring and a few changes to some systems (specially the floating origin) I need to fix a couple things like the drag when you are entering a planet, but that should be handled later on when you actually use a spaceship to enter and not just yourself with your spacesuit Other stuff that is cool Added a helmet overlay! (very inspired by outer wilds, id like some suggestions to make it more original honestly, but right now it decent). It is currently work in progress tho, and theres a lot of information missing… Small UI improvements: rounded borders, removed window’s transparency, added window close sound effects (need to find a better one tho), little better controller support… I just this idea to have vehicles but that will take super long, its added to the ideas file but thats certainty not being considered for short term, Any suggestions are welcome tho PD: video is very bad res bc i had to compress it unfortunately"}, {"post_id": 35908, "ts": "2026-07-27T17:18:56Z", "hours": 5.9792, "text": "JSP! I’ve finished porting the game to the new action based input system, its not great yet, theres a lot to polish but at least you can play 80% of the game just as good as with a keyboard/mouse (even better sometimes!) What’s the new input system? The game now asks for “actions” callbacks instead of directly asking for raw input. This new layer in the middle allows to make different devices have their own way to control each actions, so it now supports all the gamepads you probably have: xbox, playstation, steam, nintendo, generic ones too It is almost steam deck ready! Ive been playing this game on my steam deck and it works great! (you can get around 900 fps when unrestricted) Playing the game with a controller plus a little help from the little mouse trackpad really makes this game fun to play (100% coverage with this setup) Now i will finally start doing the boring physics stuff that will hopefully not take so long but idk, we’ll have to see Other stuff that was added Improved a bit the gravity based movement mode, it now adds the atmosphere’s drag gradually depending on its density, being the density higher the closer you are to the surface, this makes entering planets feel better Fixed some messed up formatting style in my code I dont know if start a new project for no more than 2 weeks and then go back, ive been having some cool new ideas but for now ill stick to this project PD: the picture is an old version (0.12.1), latest version with good controller support is 0.14.0"}, {"post_id": 34767, "ts": "2026-07-25T19:07:39Z", "hours": 8.6764, "text": "JSP Omg i need a break! just one more change bro and i will start doing the hard and boring stuff, just one more i swear! This sums up everything ive done for the past few hours, although the new improvements are actually quite important, i feel like im somewhat rushing them instead of focusing on the exploration mode New things!! Simple LOD system for planets, there wasnt a big performance change, but the model swap is very unnoticeable and nice so thats great! Added a simple spoiler warning to the exploration mode, the original idea was that you should unlock it after playing the campaign but i guess its fine lol I FIXED THE DEPTH BUFFER PRECISION ISSUE!!!! it was such a small change omg, i just dynamically changed the near plane of the camera based on how far you are to a planet, pretty nice WIP Work in progress: I’m porting the whole game to the new action-based input system so that the game supports controllers natively without any kind of steam layer on top, this is till very early and i still dont know how to make some stuff be fun to use with a controller…. I finish this, finish the two major things on the exploration mode that are 100% gonna be quick, make some decent amount of content for it, add the custom spaceship controller and launch system, make the first ~5 minutes of the campaign mode, and then SHIP THIS PROJECT (this will surely go as planned) PD: the video u see is completely controlled with my gamepad, not the best controls yet but its better than nothing!"}, {"post_id": 33389, "ts": "2026-07-23T09:24:10Z", "hours": 5.8975, "text": "JSP Worked on so many things before getting started with the complicated stuff, ill tell more about that in the bottom section, but for now, im pretty happy with what ive just added, even tho progress is pretty slow!!! What have i added? Full/complete atmospheric effect , it now not only looks good from outside, now from the inside too!!! Its a small trick but when the camera gets close enough to a planet, its atmosphere’s density scales up making the sky blue like here on earth or greatly improving the sunrises and sunsets , they do look beatiful Added floating origin: double precision was not enough so ive added a system that teleports all the entities in the scene when the player gets too far from the origin, this works surprisingly good and it was very simple to do, hopefully it wont break physics later on, but so far its great! This allows the solar system to go from ~10000 units wide to over ~3000000!! that is great! This was a engine-level change mostly tho You can finally use the planets you discover in the campaign mode in the sandbox mode Dynamic settings!!! I made it so that when you first load into the game, the UI scales to your resolution and your target fps are set to your monitor’s refresh rate, might not look like something important but this is actually HUGE Whats cooking up currently! Need a system to allow the player to be placed on top of moving planets (it currently works but breaks sometimes), and also to allow those planets to rotate. This will be achieved with a completely new physics world that will live localy on the closest planet the player is to Chunked mesh collider system i really dont know how to this, because of the terrain of my planets (TODO), collisions will be complicated to calculate, if you know about anything that could help, please send it!!! PD: I wish i could spend more time actually coding than thinking, if that were to be the case id have 300 hours+ in this project already"}, {"post_id": 32263, "ts": "2026-07-21T10:11:59Z", "hours": 8.1467, "text": "JSP This is one of the most exiting devlogs so far!! I’ve managed to get a very basic “solar system working, not all the time and of course it isnt perfect but it is really cool, heres its lore: (note that planets are placeholders right now, and distances/scale should be a lot bigger in the future) The “Halcyon” System Somewhere very very far from our current home, humanity has managed to establish a multi-planetary life in a new system after traveling for generations in their own space station The Halcyon system is composed of 5 planets (maybe more in the future) that orbit around a massive black hole (it doesnt have a name yet) “Gaia” is the earth-like planet whose own satellite, “Vesta”, is a red dwarf star that provides just enough light and heat in order to live (seen in the demo video) “Ying” and “Yan” (names will probably change), are two tiny planets that follow exact opposite orbits around the black hole, when one of them is at the perihelion, the other ones at the aphelion “Kepler” is a huge rocky planet at the outskirts of the system where small human colonies currently live Note that the campaign will be linear and happen entirely inside this place, but you will also have a “exploration” game mode that will allow you to find and see new secrets hidden… :)) Technical stuff (i.e. what was added) Created the base for the Halcyon System, planets follow a predetermined elliptical orbit in real-time. Note that for debugging, scale is around 10 to 100 times less! Added a simple physics based player controller, this took a lot of engine refactoring too. The player is affected by the gravity of the near planets and, when close enough to a planet’s surface, it is automatically aligned with the gravity vector and its also affected by the atmosphere’s drag (if theres any), this was by far the most difficult thing to do Added a little Free Camera controller as well What will be added in the future This is only the start . Theres still a few complicated things to do: Add double precision and floating origin to solve the problems that will appear when distances become as big as id like them to be Add a chunked collision mesh system for planets with complex geometry, like mountains or things like that. Right now they are all controlled by a simple kinematic sphere collider This system currently breaks the player movement when planets are moving, this is why i set “time scale” to 0. To fix this ive been thinking of creating a local physics world that sets the planet you are on to be the origin of the physics, making it look like if the planet was static, this will by by far what will take the most amount of work probably i also wanna update the atmospheric shader as it is by far the thing worsening the game’s performance, and id like to make the sky fully tint when your inside it PD: Thank you so much for all the people that support/follow this project, it already has 21 followers . thank you, really!"}, {"post_id": 30589, "ts": "2026-07-18T09:11:03Z", "hours": 8.3614, "text": "JSP I want to dedicate this devlog to @Rupnil as he always says that devlogs need to be 3-4 hours max, so i can explain why thats not always possible. Out of the 8 hours i devlog today, around 7.5 of them were spent ONLY debugging ONE SINGLE BUG for 2 whole days. I started losing my mind lmfao the bug: All the built-in and embedded textures became completely broken and ONLY on super specific conditions on certain parts and game modes. But the worst part was that rolling back to a version from days ago DID NOT solve the issue at all . I even considered that my GPU gave up on my and it was just showing gpu artifact slop in my screen the fix: Apparently there was a small bug with gpu memory allocation in the backend of dear imgui (apparently ONLY in the SDL2-OpenGL backend lmfao) and only for the docking branch of the repo. Rolling back to an old dear imgui version from the main branch solved the issue but damn. Ive also reported the issue as much as i could in the official repo. Pretty much, updating the engine to the latest version automatically updated its dependencies and thus leaked the bug to my game Appart from that I’ve spent a little bit on starting to develop the open-universe system where you can travel around planets! More on that in the next devlog probably. I already have though about the planet’s names, positions and stuff! pretty exiting!! PD: In the mean time ive also being updating the engine at the same time to improve the physics system, which is a lot better right now!"}, {"post_id": 29477, "ts": "2026-07-16T13:30:28Z", "hours": 4.3869, "text": "JSP Pre-ship checklist is complete! I’m so ready to ship the first version and start developing the campaign, which is the main thing of this game. I’ve actually started it a little bit, it now has an interior level system completely different to the gamemode system i had for the rest of the game, this is pretty exiting! stuff that ive done before shipping Built the game for windows, took a little bit but performance is 1:1 and everything works perfectly, the only thing was that i had to change the backend of the audio engine to use something else but that was fairly quick! Reduced the size of the game MASSIVELY , it went from around 350MB to ~35MB , thats literally 10 times less!! managed to do this by compressing the audio files, although the change is almost unnoticeable, and also making the engine bake some textures on build time, just like real fancy engines do! Changed a bit the main menu/ campaing mode but for now it is all a placeholder Created a new itch.io banner Made the HELP menu show up by default, i dont really like this but i think its probably the best for people to rate it nicely, wont be in the final version… Added a input mode (another one) to the spaceship building mode that allows you to hover the attachment points and it will tell you with a little popup what category of part can go there If you are rating my project, please ishowspeed i need this now in all fairness i hope people like my game! im not even close to finishing it lol Right after this first ship i will work on updating the engine to support new features that the campaign mode will certainty need 100%, like a working physics engine, ive thought of porting what i currently have to use a new one i found and that is getting very popular called “Box3D”, we’ll see, byeeeeeee"}, {"post_id": 27751, "ts": "2026-07-13T16:07:37Z", "hours": 7.2142, "text": "JSP https://github.com/aloyak/JSP https://aloyak.itch.io/jsp?secret=nkYXIEVo8woJvblBQRYMIrWSFc I feel like im getting very close to a first ever release and finally start with the campaign mode! I finished some polishing stuff and fixed a bit, i dont think the spacecraft builder mode is ready 100% but ill use it in the campaing mode either way so ill have to update it regardless I’ve officially published the github repository where you can check out the huge amount of code this project already has lol. I’ve also created a new itchio page, this is the secret link (for feedback): https://aloyak.itch.io/jsp?secret=nkYXIEVo8woJvblBQRYMIrWSFc added things: Published the github repo and the itchio page! With a lot of new screenshots and art. I’ve also added the source files of the textures (.xfc gimp files, including the itchio banners) as well as the 3D models I’ve made (in blender) which can all be found in the assets_src/ folder Added a way to delete different parts in the spaceship building mode Added a few new parts to the spaceship building mode, refactored the whole system to make it “easier” (not really) to add new parts and things Added a full README + LICENSE to the repo Added a new shader , it is the small fog that you see in the vide when building a spaceship in order to hide the lack of detail in the exterior, the shader fades out the more you look up so you can see the beautiful skybox Added load/saving to the spacecraft building game mode, you can now save your ship’s to load them later just like with planets and sandboxes Fix some memory management problems where i forgot to delete some pointers => no memory leaks or crashes! I dont think this will be the last devlog before the first ship, but maybe, who knows right? Looking forward to you all trying my game! (the part that is done) PD: 100 hours"}, {"post_id": 25218, "ts": "2026-07-09T10:34:55Z", "hours": 3.7989, "text": "JSP Can’t really express enough how much I enjoy making shaders, the look really good. i might make a video about it with the new hackclub video challenge, we might see, I’m kinda shy for these sort of things :)) Today’s devlog is pretty much to show only one thing. I’ve been doing some really small changes to UI, a few bug fixes but the important thing is the new Central Body system for the sandbox mode (the code is pretty rough right now but hopefully ill improve it), this now allows you to choose the central body that your planets will orbit around So now, instead of having only the sun in the middle you can now select a BLACK HOLE instead, which i think its a lot cooler. Note that the whole black hole is completely done by a single glsl fragment shader, how cool is that? I’ve reused a small amount of code from the atmosphere shader and then researched a bit on similar projects Apart from this I’ve also added a new “extra” option to allow the player to change the tint of the skybox, so you can create even weirder solar systems, any new suggestions on what else to add are welcome! After this im gonna do a small refactoring change that is really stupid and needs to be changed in the entire code base, its just a small thing with the new language system"}, {"post_id": 24594, "ts": "2026-07-08T09:29:46Z", "hours": 8.8931, "text": "JSP Worked on polishing and improving a few quality of life features and overall stability, also I took my time to translate every single text in the game to spanish, although the new dynamic language system should work for adding any new language fairly quickly. this is a very important change because doing this after the campaign would be a nightmare. language is also saved to settings new stuff Added a dynamic language system and support for playing the game in spanish, if you want any new languages or help translate and thus be added to the credits please reach out Added a full credits panel where it shows all the licenses and 3rd party code/art used, AI disclosure and other stuff Fixed some weird seg faults when going back to main menu from the blueprint view Updated all icons, all of them were used in the sandbox game mode Added some new settings to the blueprint view inside the spaceship building game mode What I wanna do now is to finally finish the spaceship sandbox finally but its taking longer than expected and it requires a lot of brainpower that many times is less appealing to do compared to playing persona 5 royal lmao. Note: once the source code is published, sending feedback, playtesting or translating would maybe mean that i put you in the credits! fr i might need some help tho"}, {"post_id": 22329, "ts": "2026-07-04T19:06:08Z", "hours": 7.0856, "text": "JSP I really enjoy creating and coding shaders and so i started adding some cool effects to the spacecraft editor, didnt really add any new parts but i think that what i added was pretty interesting. I’ve also been working on improving a bit the user experience and making things obvious to use without explaining anything, this is probably the most fun i had doing this project in a while :) what was added Added “Blueprint” view for your spaceship, watch the video to see what it is! currently very early version tho Added a help window that changes based on the gamemode Added geometry center (blue) and center of mass (yellow) to the spaceship Small fixes to transition between movesets Added a border shader to mark the bounds of the building workspace Added a few icons that really need some improvement The idea of the blueprint mode is to edit different things from the spaceship, and also to see the different stages of your little ship! more on this later, im not specially creative enough to write a lot today lol Ill also probably add a dynamic cursor system but idk"}, {"post_id": 20638, "ts": "2026-07-02T08:56:03Z", "hours": 6.5689, "text": "JSP Been working on the spaceship builder gamemode and its pretty fun! right now the system is very simple but solid. i had to model a couple test things and fix many bugs but it is going quite fast. The current system is a simple attachment-part system where each attachment holds up information about allowed part’s categories to attach and the normal vector of the attachment. Unfortunately removing parts is not really an option yet cuz i need to see how i will make that possible later on summary on new features: started the actual spaceship building gamemode, currently it features just basic part placement logic small changes to sound effects and music (not shown in the video) Apart from obvious structural changes, id also want to add some sort of customization to your spaceships, with different colors, flags, sigils idk. I dont want to make building a spaceship something hard but just a simple thing you do to have your own individual experience, obviously you wont be able to make some cursed stuff as it wont just fly into space without an engine, but the idea is that everything with enough parts should work"}, {"post_id": 18642, "ts": "2026-06-29T20:39:49Z", "hours": 3.7319, "text": "JSP Unfortunately hackatime doesnt support blender so the ~2.5 hours i spent modeling the assembly building for the spacecraft editor sandbox will not count but its fine. I’ve also done some deep debugging to the engine as it now supports embedded materials even when they dont have any texture, before this change everything looked like a wierd artifact in black/purple colors (check out the second image if ud like to see it, its pretty in a way) what was added/changed Created a not-final but decent model for the assembly building you will be creating your custom spaceship in Added first person camera control, that is used by this gamemode to get a different “perspective” on your awesome creation. you can toggle between the normal orbital view and the fp view some engine-level optimizations This now means im FREE… to actually start developing the spacecraft building sandbox, so we are back to it lol. im hoping it doesnt take me that much but i still need to finish to understand how exactly i want this to be as this is probably the only shared code that the campaign game mode will use, so i better make it good as it “counts” double PD: already said this, but the second screenshot is just so you comprehend what ive been struggling with for the past 48 hours :("}, {"post_id": 17110, "ts": "2026-06-27T19:42:28Z", "hours": 9.6172, "text": "JSP Huge progress!! (yes, really) I’ve made some cool stuff an this game now looks a lot more professional, these last changes we’re surprisingly fast and fun to do (finally for once lmao), although the following changes, most of them, are still work in progress. I’ve officially decided that I’m not gonna be updating the engine’s repository solely for this project as im a bit more focused on making my game work rather than making the engine reliable and well-structured for any usecase, even tho the engine will still recieve updates any way cuz i really need them for the game, but the main focus is to not suffocate the engine with specific jsp stuff. new stuff audio system: custom imgui wrapper that lets me make sound effects for buttons on hover and press + background music system that lets me control simple fade out and transition to other songs, currently only in the main menu user settings: instead of making the same json slop ive made for the rest of the load/saving stuff, i made a fancy system that lives in the engine’s core and that lets you save any kind of settings a lot easier. user settings are now correctly saved when changed on user/settings.json created a simple intro text for the first run that explains a some information made the settings window accessible from anywhere, not tied to the main menu anymore FANCY TRANSITIONS between gamemodes, it now fades in/out to black with a little loading icon in the bottom right corner, this took longer than id like to explain unfortunately added a color history for the paint tool in the planet sandbox improved atmosphere UI controls in the planet sandbox fix water shader sometimes rendering on top of an atmosphere As you might be able to guess, some of these changes weren’t really necessary but im sort of procrastinating so that i dont have to model the assembly building for the next game mode cuz i really suck at it and will be painful most likely I’ve though of adding a “first person view” move mode to the spacecraft sandbox as it would be cool to see your creation from an engineer’s point of view and also because that way i already will have coded the controls for the campaign :))"}, {"post_id": 15575, "ts": "2026-06-25T10:26:14Z", "hours": 5.6989, "text": "JSP Currently finishing the gravity sandbox gamemode! I still need to make quite a big change as im thinking of unifying the “gravity body” struct i use in the sandbox with the “planet component” i use in the rest of the game, so this will probably take a while but, for now, the sandbox game mode seems to be the next thing to be finished! new stuff! the gravity sandbox now has gravity!!!! note that it is not super realistic nasa-level simulation, i was thinking of something a lot more arcade. this is very well reflected in the fictional scale (its around 1:100000), because games must be fun first, then realistic if possible separated the gravity sandbox file to hold the built-in planet’s registry in a different file (its around ~1300 lines of code rn lol, after the simplification…) added a nice destroy animation for the planets, improved the velocity tool and made the selection tool follow the planets the intro animation now locks into the sun, which is now the origin of the scene + changes to the style of the sun added trails to the planets in the simulation (that you can toggle, of course) small UI improvements Whats next u say? applying the same load/save system that i used in the planet builder sandbox, only that now i wont have to create a vertex data to file system (yay) Im also starting to 3d model in blender the “assembly building” where you will be able to build your spaceships in the other game mode, but im really bad at it so ill leave it for later, once the spacecraft builder game mode is finished i will probably ship the first version"}, {"post_id": 13151, "ts": "2026-06-21T14:56:42Z", "hours": 10.1961, "text": "JSP I’ve officially finished the planet builder sandbox gamemode finally, probably will tweak a lot of things but the main stuff is done. i spent quite a lot trying to fix a problem with the depth texture that isnt even fixed right now lmao, quick explanation: distances are huge and so the depth texture loses a lot of precision, to combat this i decide to add reverse-z to the engine’s renderer but this didnt really solve the issue as it probably needs even more work adding an inifinite “far” plane or logarithmic depth but i think its fine for now, ill explain this more in depth with the next devlog on the origin engine. new features added oceans to the planet builder, very simple for now but as a first version i think it works just fine, i spent at least 8 hours with this already lol, added basic controls to the ui to modify the shader’s uniforms and hopefully its good enough added loading/saving to the planet builder and to the sandbox, you can now save your projects using json serialization, a geometry-to-file algorithm and a texture-to file algorithm. note that the planets you create in the planet builder can also be used in the gravity sandbox added the terrain tool so you can now modify the geometry of your planet as you like, creating mountains, valleys or oceans Next up is to finish the gravity sandbox gamemode, hopefully that should be a lot quicker as most of it is already done, but you know how this usually goes HELP: if you have any ideas on how to make the depth texture more precise given the huge distances please let me know, theres not a lot of information out there"}, {"post_id": 11875, "ts": "2026-06-19T10:45:42Z", "hours": 5.4583, "text": "JSP I’ve been stuck with a super upsetting bug with the engine’s render class and the ownership of the output buffer that made the engine’s sandbox editor be completely unusable for however long this “postprocessing pipeline update” lasted. it is now fixed and i could continue developing this game finally. As the engine now supports adding many layers of postprocessing on top of the main render pipeline, i started cooking up atmospheric and star shaders, although only the first one is finished. i ported the atmosphere shader from a tutorial posted by nvidia on atmospheric scattering from a many years ago but the end result is honestly amazing, way better than what i had in mind. This is supposed to give the same feeling as the atmospheres from outer wilds, which is part of my inspiration for this project (and also my fav game in general) new features add “Has atmosphere” option to the planet builder mode, with a lot of options and parameters to control and make your own planets, showcased in the video… made all entities with the planet component now have an option to show an atmosphere, although it is disabled by default. this results on the earth shown in the main menu to now also have a atmosphere I will be focusing on finishing the planet builder game mode first, as it is ~60% done (probably less), i just need to add the entire terrain tool and save the planet settings to a file to be able to use it later or use it in the gravity sandbox PD: i know it seems like im focusing too much into the small/extra gamemodes but this is supposed to function as a base for the campaign mode, which i dont think will be released in the first public version unfortunately"}, {"post_id": 10582, "ts": "2026-06-17T12:03:21Z", "hours": 4.9575, "text": "JSP Good but slow progress (im not finishing this game before stardance ends probably) I want to focus on having the 4 main gamemodes ready to have a good base for the camping, which is gonna be epic! new features/changes: wrote the story for the campaign mode, yet to be showcased, but it is pretty cool, more on that later removed the explore mode, this was a thing i had in mind at the very beginning of the development but it doesnt really fit my view right now, will make a comeback at some point, but the previous implementation was just a bunch of dead code created a simple spaceship building scene, wip as you can see in the video added a very simple splash screen improved the planet creation sandbox, now with a paint tool (a bit buggy, for now) that lets you generate a real-time texture and save it to a png file, biggest progress here was made in the engine itself actually. This took so much time fighting with translation of screen-space coords to world-space coords to UV coords, im actually impressed it even works lmao. this was almost gonna get scrapped till i realized the UV unwrapping of the sphere was a cubic projection and that was messing everything up I am struggling so much with blender and my sandbox, it looks like they hate each other, also WHY DOES BLENDER USE Z+ UP, anyway, stay tuned! Its hard to make devlogs when progress is so slow but i hope you like it PD: I just fixed the colors looking like confetti (look at the color of the blue paint brush), apparently i was multiplying the alpha channel by 255 in the texture class because of a previous implementation and that was causing some sort of overflow in the shaders, thus the weird colors, so paint tool is officially finished, hopefully"}, {"post_id": 9425, "ts": "2026-06-15T19:45:20Z", "hours": 8.1431, "text": "J.S.P. I’ve been making some progress in every direction while i find out exactly what i want this game to be. ive started writing the story for the campaign mode that i hope is about 3 to 4 hours. Overall the main progress of this devlog is summarized in a finished early version of the sandbox, although theres a lot to fix in it, the main stuff is done. Ive also started with the planet creation sandbox and focused on working into instancing even though it is not quite there yet (im thinking of removing the explore mode entirely or do it completely different) new features: improved sandbox mode with actual simulation (very early), a new intro animation, different tools to select, move and change the starting velocity of each planet set a base for both the planet and spacecraft creation sandboxes as these mechanics will make the development of the campaign a bit easier, hopefully created a simple logo, probably to be changed, i dont really like it but id appreciate feedback refactored the scale system to make working with different distances and planet’s radius a lot easier, this new system is so clean i actually love it As you can see progress is extremely slow, i want to make this right and also make sure that the project is well structured enough to hold up. Also did a simple check on performance and after a couple tweaks, average fps sit around 3000, fr, on my little rtx 3060 so thats great"}, {"post_id": 7522, "ts": "2026-06-12T15:45:45Z", "hours": 5.6847, "text": "JSP Today’s devlog is not so much focus into the progress but into some design decisions that made me had to restructure the project a quite a lot, ive got a new view of the project that i think will make it a lot more fun gamemodes: campaign: top secret for now explore: you can explore, find, filter and search up real-life satellites at their real position, this is mostly done already but i need to work on adding instancing to the engine because rendering ~14000 satellites is not something my little tiny engine can really handle right now, performance drops from ~1700 fps to 9 fps lol sandbox: no more real life stuff, distances are too big and not fun to play with, this is the main change. this means that the idea is to now not only allow to play around with 3d gravity and make solar systems, but also to create and design custom planets and spacecrafts (and save/load them to a custom json file that you can share or reuse) new features I want to showcase how the current sandbox mode is like right now, this is only a part of the final sandbox mode tho (read the previous paragraph for more info). I added this cool animation from the main menu, simple movement that scales with distance, and a placing-editing system that took way too long (i had to do matrix calculations lol, math does be useful sometimes), right now the only object you can place is the Earth, but you will be able to place pretty much anything and modify their mass, velocity or anything really I will now start with making instancing something real and not just a dead branch in the engine’s repo, but this means im gonna have to read some opengl documentation :( PD: the visual bug in the video is completely intentional"}, {"post_id": 6769, "ts": "2026-06-11T10:36:15Z", "hours": 7.2383, "text": "JSP I’ve been working on a lot of things and the project is taking a really nice shape! ive organized the game into different game modes that independently manage their needs in an organized way. Also ive made some progress with the real life satellites and made some nice main menu! new features: WIP: explore real time satellites and see them move as they are in real life, with custom orbit calculations, still in the works, getting fetched directly from the internet and cached every 24 hours Added a main menu, as the engine doesnt have any in-house UI system, Im using a modified dear imgui version that is holding up nicely, also added some placeholders for settings etc… Started a new gamemode: gravity sandbox, where you can play around with custom objects and real life planets and their gravitational interactions I also had to update the engine a bit to make it be able to handle quads and their operations. the idea is to finalize a working sandbox gamemode as that would set the base for many more complex features incoming"}, {"post_id": 6120, "ts": "2026-06-10T09:09:05Z", "hours": 6.2383, "text": "JSP A 3D pixelart videogame about space exploration where you have to save humanity from the Kessler effect, currently working on the “exploration” mode where you can find and explore all the satellites of earth (and later on the solar system) at their real time location. Current Features! I’ve made a simple system that gets the real life data of these satellites from CelesTrak’s Public TLE Text Files, which than caches them and are refreshed every 24 hours, so you can see the real-life position of, for example, the ISS Built using my own custom engine, actually been updating the engine while creating this because, lets say the engine isnt very “mature” yet, but its holding up nicely! Check out the ORIGIN engine at: https://origin.aloyak.dev The game will feature this little 3d pixel art style that i really like honestly. The hardest thing to do so far was to setup a fork of the engine so that i could work on the game without actually contributing to the engine itself at all. All these models used currently are from NASA themselves, so they should be pretty accurate! I’m thinking of maybe adding a web build but the more i try to make it work the more it breaks lol :( 🚀🚀"}]...
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Title: Janitor Space Program (J.S.P.) by @aloyak | Title: Janitor Space Program (J.S.P.) by @aloyak | Stardance
Devlogs:
JSP A 3D pixelart videogame about space exploration where you have to save humanity from the Kessler effect, currently working on the “exploration” mode where you can find and explore all the satellites of earth (and later on the solar system) at their real time location. Current Features! I’ve made a simple system that gets the real life data of these satellites from CelesTrak’s Public TLE Text Files, which than caches them and are refreshed every 24 hours, so you can see the real-life position of, for example, the ISS Built using my own custom engine, actually been updating the engine while creating this because, lets say the engine isnt very “mature” yet, but its holding up nicely! Check out the ORIGIN engine at: https://origin.aloyak.dev The game will feature this little 3d pixel art style that i really like honestly. The hardest thing to do so far was to setup a fork of the engine so that i could work on the game without actually contributing to the engine itself at all. All these models used currently are from NASA themselves, so they should be pretty accurate! I’m thinking of maybe adding a web build but the more i try to make it work the more it breaks lol :( 🚀🚀
JSP I’ve been working on a lot of things and the project is taking a really nice shape! ive organized the game into different game modes that independently manage their needs in an organized way. Also ive made some progress with the real life satellites and made some nice main menu! new features: WIP: explore real time satellites and see them move as they are in real life, with custom orbit calculations, still in the works, getting fetched directly from the internet and cached every 24 hours Added a main menu, as the engine doesnt have any in-house UI system, Im using a modified dear imgui version that is holding up nicely, also added some placeholders for settings etc… Started a new gamemode: gravity sandbox, where you can play around with custom objects and real life planets and their gravitational interactions I also had to update the engine a bit to make it be able to handle quads and their operations. the idea is to finalize a working sandbox gamemode as that would set the base for many more complex features incoming
JSP Today’s devlog is not so much focus into the progress but into some design decisions that made me had to restructure the project a quite a lot, ive got a new view of the project that i think will make it a lot more fun gamemodes: campaign: top secret for now explore: you can explore, find, filter and search up real-life satellites at their real position, this is mostly done already but i need to work on adding instancing to the engine because rendering ~14000 satellites is not something my little tiny engine can really handle right now, performance drops from ~1700 fps to 9 fps lol sandbox: no more real life stuff, distances are too big and not fun to play with, this is the main change. this means that the idea is to now not only allow to play around with 3d gravity and make solar systems, but also to create and design custom planets and spacecrafts (and save/load them to a custom json file that you can share or reuse) new features I want to showcase how the current sandbox mode is like right now, this is only a part of the final sandbox mode tho (read the previous paragraph for more info). I added this cool animation from the main menu, simple movement that scales with distance, and a placing-editing system that took way too long (i had to do matrix calculations lol, math does be useful sometimes), right now the only object you can place is the Earth, but you will be able to place pretty much anything and modify their mass, velocity or anything really I will now start with making instancing something real and not just a dead branch in the engine’s repo, but this means im gonna have to read some opengl documentation :( PD: the visual bug in the video is completely intentional
J.S.P. I’ve been making some progress in every direction while i find out exactly what i want this game to be. ive started writing the story for the campaign mode that i hope is about 3 to 4 hours. Overall the main progress of this devlog is summarized in a finished early version of the sandbox, although theres a lot to fix in it, the main stuff is done. Ive also started with the planet creation sandbox and focused on working into instancing even though it is not quite there yet (im thinking of removing the explore mode entirely or do it completely different) new features: improved sandbox mode with actual simulation (very early), a new intro animation, different tools to select, move and change the starting velocity of each planet set a base for both the planet and spacecraft creation sandboxes as these mechanics will make the development of the campaign a bit easier, hopefully created a simple logo, probably to be changed, i dont really like it but id appreciate feedback refactored the scale system to make working with different distances and planet’s radius a lot easier, this new system is so clean i actually love it As you can see progress is extremely slow, i want to make this right and also make sure that the project is well structured enough to hold up. Also did a simple check on performance and after a couple tweaks, average fps sit around 3000, fr, on my little rtx 3060 so thats great
JSP Good but slow progress (im not finishing this game before stardance ends probably) I want to focus on having the 4 main gamemodes ready to have a good base for the camping, which is gonna be epic! new features/changes: wrote the story for the campaign mode, yet to be showcased, but it is pretty cool, more on that later removed the explore mode, this was a thing i had in mind at the very beginning of the development but it doesnt really fit my view right now, will make a comeback at some point, but the previous implementation was just a bunch of dead code created a simple spaceship building scene, wip as you can see in the video added a very simple splash screen improved the planet creation sandbox, now with a paint tool (a bit buggy, for now) that lets you generate a real-time texture and save it to a png file, biggest progress here was made in the engine itself actually. This took so much time fighting with translation of screen-space coords to world-space coords to UV coords, im actually impressed it even works lmao. this was almost gonna get scrapped till i realized the UV unwrapping of the sphere was a cubic projection and that was messing everything up I am struggling so much with blender and my sandbox, it looks like they hate each other, also WHY DOES BLENDER USE Z+ UP, anyway, stay tuned! Its hard to make devlogs when progress is so slow but i hope you like it PD: I just fixed the colors looking like confetti (look at the color of the blue paint brush), apparently i was multiplying the alpha channel by 255 in the texture class because of a previous implementation and that was causing some sort of overflow in the shaders, thus the weird colors, so paint tool is officially finished, hopefully
JSP I’ve been stuck with a super upsetting bug with the engine’s render class and the ownership of the output buffer that made the engine’s sandbox editor be completely unusable for however long this “postprocessing pipeline update” lasted. it is now fixed and i could continue developing this game finally. As the engine now supports adding many layers of postprocessing on top of the main render pipeline, i started cooking up atmospheric and star shaders, although only the first one is finished. i ported the atmosphere shader from a tutorial posted by nvidia on atmospheric scattering from a many years ago but the end result is honestly amazing, way better than what i had in mind. This is supposed to give the same feeling as the atmospheres from outer wilds, which is part of my inspiration for this project (and also my fav game in general) new features add “Has atmosphere” option to the planet builder mode, with a lot of options and parameters to control and make your own planets, showcased in the video… made all entities with the planet component now have an option to show an atmosphere, although it is disabled by default. this results on the earth shown in the main menu to now also have a atmosphere I will be focusing on finishing the planet builder game mode first, as it is ~60% done (probably less), i just need to add the entire terrain tool and save the planet settings to a file to be able to use it later or use it in the gravity sandbox PD: i know it seems like im focusing too much into the small/extra gamemodes but this is supposed to function as a base for the campaign mode, which i dont think will be released in the first public version unfortunately
JSP I’ve officially finished the planet builder sandbox gamemode finally, probably will tweak a lot of things but the main stuff is done. i spent quite a lot trying to fix a problem with the depth texture that isnt even fixed right now lmao, quick explanation: distances are huge and so the depth texture loses a lot of precision, to combat this i decide to add reverse-z to the engine’s renderer but this didnt really solve the issue as it probably needs even more work adding an inifinite “far” plane or logarithmic depth but i think its fine for now, ill explain this more in depth with the next devlog on the origin engine. new features added oceans to the planet builder, very simple for now but as a first version i think it works just fine, i spent at least 8 hours with this already lol, added basic controls to the ui to modify the shader’s uniforms and hopefully its good enough added loading/saving to the planet builder and to the sandbox, you can now save your projects using json serialization, a geometry-to-file algorithm and a texture-to file algorithm. note that the planets you create in the planet builder can also be used in the gravity sandbox added the terrain tool so you can now modify the geometry of your planet as you like, creating mountains, valleys or oceans Next up is to finish the gravity sandbox gamemode, hopefully that should be a lot quicker as most of it is already done, but you know how this usually goes HELP: if you have any ideas on how to make the depth texture more precise given the huge distances please let me know, theres not a lot of information out there
JSP Currently finishing the gravity sandbox gamemode! I still need to make quite a big change as im thinking of unifying the “gravity body” struct i use in the sandbox with the “planet component” i use in the rest of the game, so this will probably take a while but, for now, the sandbox game mode seems to be the next thing to be finished! new stuff! the gravity sandbox now has gravity!!!! note that it is not super realistic nasa-level simulation, i was thinking of something a lot more arcade. this is very well reflected in the fictional scale (its around 1:100000), because games must be fun first, then realistic if possible separated the gravity sandbox file to hold the built-in planet’s registry in a different file (its around ~1300 lines of code rn lol, after the simplification…) added a nice destroy animation for the planets, improved the velocity tool and made the selection tool follow the planets the intro animation now locks into the sun, which is now the origin of the scene + changes to the style of the sun added trails to the planets in the simulation (that you can toggle, of course) small UI improvements Whats next u say? applying the same load/save system that i used in the planet builder sandbox, only that now i wont have to create a vertex data to file system (yay) Im also starting to 3d model in blender the “assembly building” where you will be able to build your spaceships in the other game mode, but im really bad at it so ill leave it for later, once the spacecraft builder game mode is finished i will probably ship the first version
JSP Huge progress!! (yes, really) I’ve made some cool stuff an this game now looks a lot more professional, these last changes we’re surprisingly fast and fun to do (finally for once lmao), although the following changes, most of them, are still work in progress. I’ve officially decided that I’m not gonna be updating the engine’s repository solely for this project as im a bit more focused on making my game work rather than making the engine reliable and well-structured for any usecase, even tho the engine will still recieve updates any way cuz i really need them for the game, but the main focus is to not suffocate the engine with specific jsp stuff. new stuff audio system: custom imgui wrapper that lets me make sound effects for buttons on hover and press + background music system that lets me control simple fade out and transition to other songs, currently only in the main menu user settings: instead of making the same json slop ive made for the rest of the load/saving stuff, i made a fancy system that lives in the engine’s core and that lets you save any kind of settings a lot easier. user settings are now correctly saved when changed on user/settings.json created a simple intro text for the first run that explains a some information made the settings window accessible from anywhere, not tied to the main menu anymore FANCY TRANSITIONS between gamemodes, it now fades in/out to black with a little loading icon in the bottom right corner, this took longer than id like to explain unfortunately added a color history for the paint tool in the planet sandbox improved atmosphere UI controls in the planet sandbox fix water shader sometimes rendering on top of an atmosphere As you might be able to guess, some of these changes weren’t really necessary but im sort of procrastinating so that i dont have to model the assembly building for the next game mode cuz i really suck at it and will be painful most likely I’ve though of adding a “first person view” move mode to the spacecraft sandbox as it would be cool to see your creation from an engineer’s point of view and also because that way i already will have coded the controls for the campaign :))
JSP Unfortunately hackatime doesnt support blender so the ~2.5 hours i spent modeling the assembly building for the spacecraft editor sandbox will not count but its fine. I’ve also done some deep debugging to the engine as it now supports embedded materials even when they dont have any texture, before this change everything looked like a wierd artifact in black/purple colors (check out the second image if ud like to see it, its pretty in a way) what was added/changed Created a not-final but decent model for the assembly building you will be creating your custom spaceship in Added first person camera control, that is used by this gamemode to get a different “perspective” on your awesome creation. you can toggle between the normal orbital view and the fp view some engine-level optimizations This now means im FREE… to actually start developing the spacecraft building sandbox, so we are back to it lol. im hoping it doesnt take me that much but i still need to finish to understand how exactly i want this to be as this is probably the only shared code that the campaign game mode will use, so i better make it good as it “counts” double PD: already said this, but the second screenshot is just so you comprehend what ive been struggling with for the past 48 hours :(
JSP Been working on the spaceship builder gamemode and its pretty fun! right now the system is very simple but solid. i had to model a couple test things and fix many bugs but it is going quite fast. The current system is a simple attachment-part system where each attachment holds up information about allowed part’s categories to attach and the normal vector of the attachment. Unfortunately removing parts is not really an option yet cuz i need to see how i will make that possible later on summary on new features: started the actual spaceship building gamemode, currently it features just basic part placement logic small changes to sound effects and music (not shown in the video) Apart from obvious structural changes, id also want to add some sort of customization to your spaceships, with different colors, flags, sigils idk. I dont want to make building a spaceship something hard but just a simple thing you do to have your own individual experience, obviously you wont be able to make some cursed stuff as it wont just fly into space without an engine, but the idea is that everything with enough parts should work
JSP I really enjoy creating and coding shaders and so i started adding some cool effects to the spacecraft editor, didnt really add any new parts but i think that what i added was pretty interesting. I’ve also been working on improving a bit the user experience and making things obvious to use without explaining anything, this is probably the most fun i had doing this project in a while :) what was added Added “Blueprint” view for your spaceship, watch the video to see what it is! currently very early version tho Added a help window that changes based on the gamemode Added geometry center (blue) and center of mass (yellow) to the spaceship Small fixes to transition between movesets Added a border shader to mark the bounds of the building workspace Added a few icons that really need some improvement The idea of the blueprint mode is to edit different things from the spaceship, and also to see the different stages of your little ship! more on this later, im not specially creative enough to write a lot today lol Ill also probably add a dynamic cursor system but idk
JSP Worked on polishing and improving a few quality of life features and overall stability, also I took my time to translate every single text in the game to spanish, although the new dynamic language system should work for adding any new language fairly quickly. this is a very important change because doing this after the campaign would be a nightmare. language is also saved to settings new stuff Added a dynamic language system and support for playing the game in spanish, if you want any new languages or help translate and thus be added to the credits please reach out Added a full credits panel where it shows all the licenses and 3rd party code/art used, AI disclosure and other stuff Fixed some weird seg faults when going back to main menu from the blueprint view Updated all icons, all of them were used in the sandbox game mode Added some new settings to the blueprint view inside the spaceship building game mode What I wanna do now is to finally finish the spaceship sandbox finally but its taking longer than expected and it requires a lot of brainpower that many times is less appealing to do compared to playing persona 5 royal lmao. Note: once the source code is published, sending feedback, playtesting or translating would maybe mean that i put you in the credits! fr i might need some help tho
JSP Can’t really express enough how much I enjoy making shaders, the look really good. i might make a video about it with the new hackclub video challenge, we might see, I’m kinda shy for these sort of things :)) Today’s devlog is pretty much to show only one thing. I’ve been doing some really small changes to UI, a few bug fixes but the important thing is the new Central Body system for the sandbox mode (the code is pretty rough right now but hopefully ill improve it), this now allows you to choose the central body that your planets will orbit around So now, instead of having only the sun in the middle you can now select a BLACK HOLE instead, which i think its a lot cooler. Note that the whole black hole is completely done by a single glsl fragment shader, how cool is that? I’ve reused a small amount of code from the atmosphere shader and then researched a bit on similar projects Apart from this I’ve also added a new “extra” option to allow the player to change the tint of the skybox, so you can create even weirder solar systems, any new suggestions on what else to add are welcome! After this im gonna do a small refactoring change that is really stupid and needs to be changed in the entire code base, its just a small thing with the new language system
JSP https://github.com/aloyak/JSP https://aloyak.itch.io/jsp?secret=nkYXIEVo8woJvblBQRYMIrWSFc I feel like im getting very close to a first ever release and finally start with the campaign mode! I finished some polishing stuff and fixed a bit, i dont think the spacecraft builder mode is ready 100% but ill use it in the campaing mode either way so ill have to update it regardless I’ve officially published the github repository where you can check out the huge amount of code this project already has lol. I’ve also created a new itchio page, this is the secret link (for feedback): https://aloyak.itch.io/jsp?secret=nkYXIEVo8woJvblBQRYMIrWSFc added things: Published the github repo and the itchio page! With a lot of new screenshots and art. I’ve also added the source files of the textures (.xfc gimp files, including the itchio banners) as well as the 3D models I’ve made (in blender) which can all be found in the assets_src/ folder Added a way to delete different parts in the spaceship building mode Added a few new parts to the spaceship building mode, refactored the whole system to make it “easier” (not really) to add new parts and things Added a full README + LICENSE to the repo Added a new shader , it is the small fog that you see in the vide when building a spaceship in order to hide the lack of detail in the exterior, the shader fades out the more you look up so you can see the beautiful skybox Added load/saving to the spacecraft building game mode, you can now save your ship’s to load them later just like with planets and sandboxes Fix some memory management problems where i forgot to delete some pointers => no memory leaks or crashes! I dont think this will be the last devlog before the first ship, but maybe, who knows right? Looking forward to you all trying my game! (the part that is done) PD: 100 hours
JSP Pre-ship checklist is complete! I’m so ready to ship the first version and start developing the campaign, which is the main thing of this game. I’ve actually started it a little bit, it now has an interior level system completely different to the gamemode system i had for the rest of the game, this is pretty exiting! stuff that ive done before shipping Built the game for windows, took a little bit but performance is 1:1 and everything works perfectly, the only thing was that i had to change the backend of the audio engine to use something else but that was fairly quick! Reduced the size of the game MASSIVELY , it went from around 350MB to ~35MB , thats literally 10 times less!! managed to do this by compressing the audio files, although the change is almost unnoticeable, and also making the engine bake some textures on build time, just like real fancy engines do! Changed a bit the main menu/ campaing mode but for now it is all a placeholder Created a new itch.io banner Made the HELP menu show up by default, i dont really like this but i think its probably the best for people to rate it nicely, wont be in the final version… Added a input mode (another one) to the spaceship building mode that allows you to hover the attachment points and it will tell you with a little popup what category of part can go there If you are rating my project, please ishowspeed i need this now in all fairness i hope people like my game! im not even close to finishing it lol Right after this first ship i will work on updating the engine to support new features that the campaign mode will certainty need 100%, like a working physics engine, ive thought of porting what i currently have to use a new one i found and that is getting very popular called “Box3D”, we’ll see, byeeeeeee
JSP I want to dedicate this devlog to @Rupnil as he always says that devlogs need to be 3-4 hours max, so i can explain why thats not always possible. Out of the 8 hours i devlog today, around 7.5 of them were spent ONLY debugging ONE SINGLE BUG for 2 whole days. I started losing my mind lmfao the bug: All the built-in and embedded textures became completely broken and ONLY on super specific conditions on certain parts and game modes. But the worst part was that rolling back to a version from days ago DID NOT solve the issue at all . I even considered that my GPU gave up on my and it was just showing gpu artifact slop in my screen the fix: Apparently there was a small bug with gpu memory allocation in the backend of dear imgui (apparently ONLY in the SDL2-OpenGL backend lmfao) and only for the docking branch of the repo. Rolling back to an old dear imgui version from the main branch solved the issue but damn. Ive also reported the issue as much as i could in the official repo. Pretty much, updating the engine to the latest version automatically updated its dependencies and thus leaked the bug to my game Appart from that I’ve spent a little bit on starting to develop the open-universe system where you can travel around planets! More on that in the next devlog probably. I already have though about the planet’s names, positions and stuff! pretty exiting!! PD: In the mean time ive also being updating the engine at the same time to improve the physics system, which is a lot better right now!
JSP This is one of the most exiting devlogs so far!! I’ve managed to get a very basic “solar system working, not all the time and of course it isnt perfect but it is really cool, heres its lore: (note that planets are placeholders right now, and distances/scale should be a lot bigger in the future) The “Halcyon” System Somewhere very very far from our current home, humanity has managed to establish a multi-planetary life in a new system after traveling for generations in their own space station The Halcyon system is composed of 5 planets (maybe more in the future) that orbit around a massive black hole (it doesnt have a name yet) “Gaia” is the earth-like planet whose own satellite, “Vesta”, is a red dwarf star that provides just enough light and heat in order to live (seen in the demo video) “Ying” and “Yan” (names will probably change), are two tiny planets that follow exact opposite orbits around the black hole, when one of them is at the perihelion, the other ones at the aphelion “Kepler” is a huge rocky planet at the outskirts of the system where small human colonies currently live Note that the campaign will be linear and happen entirely inside this place, but you will also have a “exploration” game mode that will allow you to find and see new secrets hidden… :)) Technical stuff (i.e. what was added) Created the base for the Halcyon System, planets follow a predetermined elliptical orbit in real-time. Note that for debugging, scale is around 10 to 100 times less! Added a simple physics based player controller, this took a lot of engine refactoring too. The player is affected by the gravity of the near planets and, when close enough to a planet’s surface, it is automatically aligned with the gravity vector and its also affected by the atmosphere’s drag (if theres any), this was by far the most difficult thing to do Added a little Free Camera controller as well What will be added in the future This is only the start . Theres still a few complicated things to do: Add double precision and floating origin to solve the problems that will appear when distances become as big as id like them to be Add a chunked collision mesh system for planets with complex geometry, like mountains or things like that. Right now they are all controlled by a simple kinematic sphere collider This system currently breaks the player movement when planets are moving, this is why i set “time scale” to 0. To fix this ive been thinking of creating a local physics world that sets the planet you are on to be the origin of the physics, making it look like if the planet was static, this will by by far what will take the most amount of work probably i also wanna update the atmospheric shader as it is by far the thing worsening the game’s performance, and id like to make the sky fully tint when your inside it PD: Thank you so much for all the people that support/follow this project, it already has 21 followers . thank you, really!
JSP Worked on so many things before getting started with the complicated stuff, ill tell more about that in the bottom section, but for now, im pretty happy with what ive just added, even tho progress is pretty slow!!! What have i added? Full/complete atmospheric effect , it now not only looks good from outside, now from the inside too!!! Its a small trick but when the camera gets close enough to a planet, its atmosphere’s density scales up making the sky blue like here on earth or greatly improving the sunrises and sunsets , they do look beatiful Added floating origin: double precision was not enough so ive added a system that teleports all the entities in the scene when the player gets too far from the origin, this works surprisingly good and it was very simple to do, hopefully it wont break physics later on, but so far its great! This allows the solar system to go from ~10000 units wide to over ~3000000!! that is great! This was a engine-level change mostly tho You can finally use the planets you discover in the campaign mode in the sandbox mode Dynamic settings!!! I made it so that when you first load into the game, the UI scales to your resolution and your target fps are set to your monitor’s refresh rate, might not look like something important but this is actually HUGE Whats cooking up currently! Need a system to allow the player to be placed on top of moving planets (it currently works but breaks sometimes), and also to allow those planets to rotate. This will be achieved with a completely new physics world that will live localy on the closest planet the player is to Chunked mesh collider system i really dont know how to this, because of the terrain of my planets (TODO), collisions will be complicated to calculate, if you know about anything that could help, please send it!!! PD: I wish i could spend more time actually coding than thinking, if that were to be the case id have 300 hours+ in this project already
JSP Omg i need a break! just one more change bro and i will start doing the hard and boring stuff, just one more i swear! This sums up everything ive done for the past few hours, although the new improvements are actually quite important, i feel like im somewhat rushing them instead of focusing on the exploration mode New things!! Simple LOD system for planets, there wasnt a big performance change, but the model swap is very unnoticeable and nice so thats great! Added a simple spoiler warning to the exploration mode, the original idea was that you should unlock it after playing the campaign but i guess its fine lol I FIXED THE DEPTH BUFFER PRECISION ISSUE!!!! it was such a small change omg, i just dynamically changed the near plane of the camera based on how far you are to a planet, pretty nice WIP Work in progress: I’m porting the whole game to the new action-based input system so that the game supports controllers natively without any kind of steam layer on top, this is till very early and i still dont know how to make some stuff be fun to use with a controller…. I finish this, finish the two major things on the exploration mode that are 100% gonna be quick, make some decent amount of content for it, add the custom spaceship controller and launch system, make the first ~5 minutes of the campaign mode, and then SHIP THIS PROJECT (this will surely go as planned) PD: the video u see is completely controlled with my gamepad, not the best controls yet but its better than nothing!
JSP! I’ve finished porting the game to the new action based input system, its not great yet, theres a lot to polish but at least you can play 80% of the game just as good as with a keyboard/mouse (even better sometimes!) What’s the new input system? The game now asks for “actions” callbacks instead of directly asking for raw input. This new layer in the middle allows to make different devices have their own way to control each actions, so it now supports all the gamepads you probably have: xbox, playstation, steam, nintendo, generic ones too It is almost steam deck ready! Ive been playing this game on my steam deck and it works great! (you can get around 900 fps when unrestricted) Playing the game with a controller plus a little help from the little mouse trackpad really makes this game fun to play (100% coverage with this setup) Now i will finally start doing the boring physics stuff that will hopefully not take so long but idk, we’ll have to see Other stuff that was added Improved a bit the gravity based movement mode, it now adds the atmosphere’s drag gradually depending on its density, being the density higher the closer you are to the surface, this makes entering planets feel better Fixed some messed up formatting style in my code I dont know if start a new project for no more than 2 weeks and then go back, ive been having some cool new ideas but for now ill stick to this project PD: the picture is an old version (0.12.1), latest version with good controller support is 0.14.0
JSP We are SO back! I thought it would take me weeks to solve this issue but it wasnt that hard, thanks claude lol for helping. It’s not perfect just yet but its honestly crazy how my own engine managed to handle what im about to explain What took soo long The game now handles a transition from a global physics world to a new extra physics world that lives locally when the player enters a new planet (the origin of the new physics world would be the planet’s center), this means that you can perfectly walk on the surface of all the planets while they move around in the orbits without any weird behaviors This took a good amount of engine refactoring and a few changes to some systems (specially the floating origin) I need to fix a couple things like the drag when you are entering a planet, but that should be handled later on when you actually use a spaceship to enter and not just yourself with your spacesuit Other stuff that is cool Added a helmet overlay! (very inspired by outer wilds, id like some suggestions to make it more original honestly, but right now it decent). It is currently work in progress tho, and theres a lot of information missing… Small UI improvements: rounded borders, removed window’s transparency, added window close sound effects (need to find a better one tho), little better controller support… I just this idea to have vehicles but that will take super long, its added to the ideas file but thats certainty not being considered for short term, Any suggestions are welcome tho PD: video is very bad res bc i had to compress it unfortunately
J.S.P. Very exciting changes to the exploration mode yay !! I’ve been working on precisely TWO (2) things but one of them is way too early for me to be able to show you anything, more on that in the end Whats new? I’ve create a custom blender addon that lets me create procedural noise-based planets! It is really powerful and it gets you really good results for how simple it is really. In a way, its nothing but a vertex shader but coded in python lol It generates 3D spherical noise and applies it into an icosphere with a variety of parameters. Some of them arent precisely working but they are fine for now (specially the “ridged” option) You can try it yourself, its open source too! https://github.com/aloyak/JSP/blob/main/assets_src/blender/addons/planet_generator.py Terrain System I’m developing a way for the player to correctly collide with the geometry of these planets, but this is mostly engine-sided changes and I’m not very deep into it yet. I’m currently researching how to handle multi-threading async functions… more information about this in my latest engine’s devlog: https://stardance.hackclub.com/projects/1029/devlogs/34738 Known issues These are not really important right now, but for some reason I’ve realized that the splash screen takes different amounts of time depending on where you run the game?? what? A steam deck is around 3 seconds, my computer (the intended duration) is 4 seconds and in a friend’s laptop it is ~0.5 seconds
JSP! I’m back! and I finally have a new decent version that im probably gonna ship shortly after I publish this devlog. Its been so long since the last devlog because a number of factors, I had some vacations, my main pc is now just a steam deck connected to a monitor and also I’m kind of struggling to continue this project, I hope this isnt the last version but working on the project and adding or fixing things is very complicated and requires a lot of research to do it right, and it is exhausting What was added?? Included the new planet models to the halcyon system, you can now correctly explore them by using the new terrain system I added to the engine! Added some small help windows/hints for the new stuff before shipping! Fixed some audio bugs and added a sound effect for when you close a window Fixed the in-helmet HUD UI, the input vectors now correctly show the direction the thrust is being applied to, kinda like in Outer Wilds!! I’m most likely to be focusing on continuing the engine for a little bit, it really really does require some refactoring and I also need to clean some likely dead code or at least re-understand the code i wrote as it has lines from almost a 10 months ago! Hopefully someone could help and contribute to the project maybe or make something new out of it too! Im still planing on continuing to develop it but not at this pace considering im about to start college :))
Ships:
This is my 3D game about space exploration and kessler cascades, it has a campaign mode coming up but i havent finished that yet, for now enjoy the 3 game modes! i built this on top of my custom engine so its been a lot of hard work, please try it out!!!!
This is my 3D exploration-sandbox game that I built with my custom game engine! I’ve added quite a lot of stuff like a simple exploration game mode that allows you to move around a hand-crafted solar system i called “Halcyon”. there are also a lot of other game modes you can try and have fun with before I finally add the campaign game mode for the final version! In the picture you can see an in-game screenshot of the player walking around the surface of the earth-like planet “Gaia”, hope you like my game! With <3, 4loyak!...
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My very own WebOS by @vrishitha_siv | Stardance
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Title: My very own WebOS by @vrishitha_siv | Stard Title: My very own WebOS by @vrishitha_siv | Stardance...
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My very own WebOS by @Zeal | Stardance
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Title: My very own WebOS by @Zeal | Stardance
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My very own WebOS by @tlevi | Stardance
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-25T14:12:08Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I finished my WebOS 2 mission. I added the following three features: A button that changes the background color randomly. A Terminal window. A Random Number Generator window with a Generate button. All three features are working successfully and have been integrated into the WebOS2 interface.", "repo": "https://github.com/TLevi74/webos", "demo": "https://tlevi74.github.io/webos/"}, {"ship_num": 2, "ts": "2026-06-15T20:44:02Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "My Submission for the WebOS mission. This project was built with HTML, CSS, and JavaScript that mimics a desktop operating system. It features interactive windows for different sections: links, search tool, notes app, and an embedded YouTube video player. You can close the tabs, move them around, or minimize them by clicking on the tab names in the top left corner. Enjoy!", "repo": "https://github.com/TLevi74/webos", "demo": "https://tlevi74.github.io/webos/"}]...
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[{"post_id": 15672, "ts": "202 [{"post_id": 15672, "ts": "2026-06-25T14:10:11Z", "hours": 0.5075, "text": "Added the last feature, which is a random number generator “app”. The project is finished, and ready for submission."}, {"post_id": 15651, "ts": "2026-06-25T13:31:48Z", "hours": 0.2636, "text": "I added a terminal window. You can type help for available commands. I will add one more final feature."}, {"post_id": 15644, "ts": "2026-06-25T13:16:03Z", "hours": 0.3214, "text": "I started working on the WebOS 2 Mission. I added a Change Background button, which changes the background color randomly. I also made some improvements to some of the movable windows. I will add 2 more new features"}, {"post_id": 5691, "ts": "2026-06-09T16:05:37Z", "hours": 1.4956, "text": "Devlog 3 & Final: The project is done! Improved draggable window system with better focus and z-index handling. Added 2 more windows with an extra functionality as stated in the guide. Finished the UI."}, {"post_id": 5620, "ts": "2026-06-09T14:26:37Z", "hours": 1.1275, "text": "Following up on the desktop layout in WebOS, I’ve added real interactivity to my project. Windows are now fully draggable across the screen, and the red close buttons successfully close them. With three apps completely done, the core window management works. Next up, I’ll be making some more apps!"}, {"post_id": 5546, "ts": "2026-06-09T11:15:34Z", "hours": 1.5558, "text": "Started the project today. Got the basic structure down — a desktop div, a window div, and a title bar. Wrote my first bit of CSS to make it sit in the middle of the screen. Then the fun part: making it actually drag. The first attempt sent the window flying off the screen immediately. Fixed that, and suddenly it was working. One moveable window. That’s it. I will add more features!"}]...
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Title: My very own WebOS by @tlevi | Stardance
De Title: My very own WebOS by @tlevi | Stardance
Devlogs:
Started the project today. Got the basic structure down — a desktop div, a window div, and a title bar. Wrote my first bit of CSS to make it sit in the middle of the screen. Then the fun part: making it actually drag. The first attempt sent the window flying off the screen immediately. Fixed that, and suddenly it was working. One moveable window. That’s it. I will add more features!
Following up on the desktop layout in WebOS, I’ve added real interactivity to my project. Windows are now fully draggable across the screen, and the red close buttons successfully close them. With three apps completely done, the core window management works. Next up, I’ll be making some more apps!
Devlog 3 & Final: The project is done! Improved draggable window system with better focus and z-index handling. Added 2 more windows with an extra functionality as stated in the guide. Finished the UI.
I started working on the WebOS 2 Mission. I added a Change Background button, which changes the background color randomly. I also made some improvements to some of the movable windows. I will add 2 more new features
I added a terminal window. You can type help for available commands. I will add one more final feature.
Added the last feature, which is a random number generator “app”. The project is finished, and ready for submission.
Ships:
My Submission for the WebOS mission. This project was built with HTML, CSS, and JavaScript that mimics a desktop operating system. It features interactive windows for different sections: links, search tool, notes app, and an embedded YouTube video player. You can close the tabs, move them around, or minimize them by clicking on the tab names in the top left corner. Enjoy!
I finished my WebOS 2 mission. I added the following three features: A button that changes the background color randomly. A Terminal window. A Random Number Generator window with a Generate button. All three features are working successfully and have been integrated into the WebOS2 interface....
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Timetable by @omeriadon | Stardance
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omeriadon
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2
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371.91
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2591
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-24T09:11:11Z", "hours": 233.0, "multiplier": 18.49, "payout": 2143, "blessing": "neutral", "text": "This ship, I completely remade the app to work around accounts, and all the features that come with that I added a server, because it used to just store your timetable in your local storage and that was quite boring honestly creating a server for this has allowed me to add accounts, notifications, live activities, friends, shared events, multiple devices in the same account, and has made the website much easier to make (still in development, thats why the top devlogs are talking about the website not the app) The app now has all of this: Grades, track the score of all of your subjects notifications for each subject you have and your events etc live activity throughout each school day telling you your subjects etc sharing your location, subjects, and more with friends widgets that show your your subjects, upcoming events, and your friends’ schedules lots of administration options to manage pretty much everything, including who else is admin lol full support for siri, shortcuts, spotlight, and apple intelligence a full apple watch app btw i know 350 hours on a timetable app sounds insane (😭) but its because this project has 4 different aspects: swiftui client for iPhone, iPad, and mac swiftui client for apple watch a website client (still in development) the server that handles everything, and the database i promise it does more than just tell you your subjects 🙏", "repo": "https://github.com/omeriadon/Timetable", "demo": "https://testflight.apple.com/join/DDUXPSq3"}, {"ship_num": 2, "ts": "2026-07-15T13:35:31Z", "hours": 94.0, "multiplier": 9.5, "payout": 448, "blessing": "neutral", "text": "So I made a timetable app for my school, super-specialised and for ios, watchos, and macos. its got live activities and notifications to show you current and next subjects throughout the school day, widgets for your weekly schedule, ability to see your friends’ timetables, and server sync. and apple intelligence support!", "repo": "https://github.com/omeriadon/Timetable", "demo": "https://testflight.apple.com/join/DDUXPSq3"}]...
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[{"post_id": 65346, "ts": "202 [{"post_id": 65346, "ts": "2026-09-10T13:08:58Z", "hours": 8.2983, "text": "Continuing the assorted improvements to the app: Fixed stacked drawers so nested drawer state updates reactively. Reworked the Friends page into shared List, ListSection, ListRow, and Card components. Preserved friend drag-and-drop ordering within the new layout. Improved timetable UX: i fixed the lesson selection in week view correctly aligned the “now” indicator in today view restricted timetable mode navigation to mobile through CSS, cos desktop already has the sidebar improved planner event styling. made the drawer compenent animate in and out, something i lost from the react -> solid migration I also added a reusable event-tag selection row with symbols and selected-state feedback."}, {"post_id": 62745, "ts": "2026-09-06T08:06:14Z", "hours": 5.9261, "text": "As well as migrating to Tanstack, I wanted even more speed, just for fun at this point honestly, so I decided to move to SolidJS from React. Its decently faster while looking similar to react, and it has some syntax stuff that i much prefer over react. this is basically just adding some margin for me to make bad code The end product looks identical so theres not much to show.. apart from the migration, I’ve also been designing the new landing page, which will also use the 3d model thing. the big question is figuring out how to make the 3d markers for each classroom register correctly, because i need to show a pin for each user at the right place, from swiftui, and somehow embed it into a realitykit 3d model. but im sure this use case has been done many times before so i can find something online!"}, {"post_id": 60821, "ts": "2026-09-03T13:24:26Z", "hours": 7.5314, "text": "Im making a 3d model of the school. this is so that i can show a whole literal map of the campus in the app, and then you can see where each user is, in 3d! i could even reexport it for the website, potentially its going to be interactive and everything"}, {"post_id": 59542, "ts": "2026-09-01T12:52:51Z", "hours": 1.2314, "text": "ok so i think i have optimised it as much as i can lol tanstack clearly was a good idea, it just needed some optimisations!"}, {"post_id": 59501, "ts": "2026-09-01T11:30:41Z", "hours": 8.1464, "text": "I did a few things in this devlog, got quite carried away frankly. So I migrated the codebase from Next.js to Tanstack. The reason was that i was seeing a lot of speed concerns, especially on the landing page. it was just lagging so much. i tried it on all my devices on all the browsers and it was there half the time. after a lot of commenting things out i just couldnt find a bug, so now i moved to tanstack. hopefully taht will remove at least some problems. in any case, i got bored of next.js and tanstack is a different framework to play with and make use of!! also, i continued the landing page by adding cards for each item. i don’t really like it right now, but i have established that i need to add these cards, if not in a different UI. The titles of each card are just image-masks, of Apple wallpapers! i went through some archive and picked out the ones i like, and applied a brightness 200% filter, and they look really nice now. after i finish the landing page im gonna work on rehauling the rest of the ui to be more intuitive and actually usable"}, {"post_id": 57354, "ts": "2026-08-29T14:02:16Z", "hours": 2.4136, "text": "I really wanted the first screen for timetable to look really really interesting and unique and instantly recognisable as Timetable, so i made the text instead of a boring white, it now has 3 really nice effects applied: A grain overlay, or noise, which in this case doesn’t make it look paper but looks nice nonetheless Its not flat white, its white at the top and goes to brown at the bottom, more noticeable when you close up. subtle but also nice The “white” isn’t even white. Its a particular white image i had a lot of difficulty in obtaining. it is the third screenshot, the “white” png. Its an .avif , and it uses some HDR-capable color space format something, which on compatible browsers make the timetable text show considerably brighter than everywhere else on your screen, which makes it really pop! i plan on using this effect in other places as well across the landing page to make it just pop a bit more. (the 4th image shows the white pixel showing as 1.25. anything above 1 is hdr.)"}, {"post_id": 57217, "ts": "2026-08-29T10:04:27Z", "hours": 1.4844, "text": "I added a title to the lading site, but as you can see its not just any title. it uses this package called fitty to make the text size up to the full width of the page, and it does indeed look massive. and it also goes under the rectangles of the logo, so its like an apple depth effect you get on iphone lockscreens i found the website really laggy while scrolling somewhere while finishing of the main interactive icon, and i couldnt figure out why after removing everything that could have been gpu intensive (my gpu was spiking to 80% while just scrolling) so after all that my most likely theory is that the lag is just my computer and not the website (or both 😭😭) also when i made that main art, i made the border radii use px units, which made it look quite deformed on smaller screens, since the rectangle’s size is relative to screen width, whereas border radius is constant… so i went and fixed that too"}, {"post_id": 56944, "ts": "2026-08-28T23:37:12Z", "hours": 1.0728, "text": "After much trying to make glass, yet again, i failed. So now im just using blur and these edge effects, and i think it looks nice! theres even a hover eect, as shown in the second screenshot (class details show and the rectangle rotates a bit randomly)"}, {"post_id": 56543, "ts": "2026-08-28T10:38:02Z", "hours": 8.8014, "text": "I started to make the landing page, and i decided, after very much research from other landing sites I’ve seen, that the main item should be an interactive timetable, a version of the app icon. but interactive and glassy. im trying to recreate everything in css but its not looking as smooth and polished as real liquid glass does so ye. im kinda getting close though! I also added a navbar item that just is the link to actually open timetable, and when you hover it shows options to either open the app in testflight or open the web version which just redirects to /login. and its background switches to black when you start scrolling, which will make more sense later. i haven’t really planned the rest of the landing page, and i might remove this entire component if i find a good liquid glass implementation i can use, especially with bouncy animations etc. but yeah. (worst part is i might even just go change the entire app icon in a week so that kinda wastes all this time 😭😭😭)"}, {"post_id": 53528, "ts": "2026-08-24T03:23:23Z", "hours": 5.4669, "text": "I have started using the shared components around the website, and its actually looking pretty nice! most importantly, these components can be changed once and work everywhere and i removed the drawers i was using everywhere, and i also made said drawers wider while i was rehauling the drawers i also kinda broke their animations and i don’t know how to fix it 😭 the whole website looks really basic now, since its obviously using now the shard unstyled components, and i was thinking about the theme and decided maybe it should be unstyled, and only the user’s own events and content etc can have colours."}, {"post_id": 52138, "ts": "2026-08-22T07:15:18Z", "hours": 9.6475, "text": "I think I have finished making all of the shared components I put everything inside accordions to organise the test components Overlays get the same translucency and outline every other component gets I think im happy with how the lists look, finally the option selectors are really really hot!!! The first page I have remade is the About view, which shows this badge if you are on localhost lol i also had to move the contributors up to the server instead of hardcoding them so that both website and app can see it And a really nice little animated gradient thingy for the about view!!"}, {"post_id": 51517, "ts": "2026-08-21T08:53:31Z", "hours": 3.9036, "text": "I have pretty much finished the components, I’m going to now go and add the other shared components and improve them too. then im gonna go through the css files and clear anything that is unused or overcomplicated, and then i can start remaking the website!"}, {"post_id": 51022, "ts": "2026-08-20T14:43:48Z", "hours": 7.9519, "text": "So the previous UI was really ugly, to be honest, so i decided I am oing to scrap half of the design and completely unstyle the entire app while making everything as standardised as possible, by trying to only use reused components as much as possible. So I spent all today stripping out components I didn’t need, then take the surviving components and adjusting them to my use case and making then look as nice as I can. alert dialogs drawers buttons lists section cards switches I have also decided to stop using tailwind because its quite simply messy and much more confusing than just moduled css, so ye"}, {"post_id": 50337, "ts": "2026-08-19T14:34:49Z", "hours": 5.8117, "text": "I’m still working on making the UI look much better, and I’m still figuring out some website stuff like how i should wire up the sidebar tabs as well as having like a nice homepage to advertise everything the app does, which will be a really fun sub-project. Turns out making nice looking lists in react is much harder than it looks, as shown below 😭 one problem is that each symbol has a different aspect ratio so i dont even know how to fit them nicely And unlike swiftui, its raelly raelly hard to stay consistent in your css and to keep using the ui tokens instead of making custom css everywhere. it looks like the website is gonna be harder than the app to make after all 😔 this classes card though, for example, i think its pretty much almost done. i might need a few more borders to make it look glassy and stuff but it looks exactly like the ios version, which is the end goal! And I added the animations to the classes card, again exactly like the iphone app. i also got a vscode extension that shows you all of your unused css classes, i highly recommend getting one and purging your codebase!"}, {"post_id": 50037, "ts": "2026-08-19T02:03:20Z", "hours": 11.0747, "text": "So I’ve made the first version of the website, it’s really insanely buggy and broken, but the ui is there. so have the html good but no i need to really tweak the css to make it look nice, apple-style. i also need to figure out how to make loading states look nice, since unlike the the swiftui app, i can’t cache anything to not show loading state. in the plus side i dont have to deal with offline state, though. the sidebar and the toolbar are finished, and look really nice. the sidebar has an effect (from ipados) that basically reflects the content in a subtle blurred way, to make it feel like glass while not actually rendering anything expensive. The toolbar is just glass buttons + a black fade effect + progressives blur, also tuned to look like ipados. the icon in the sidebar is pretty ugly honestly so i need to replace that with the non-bordered icon. The other problem i am dealing with is that we are planning a complete redesign of the entire swiftui app, and obviously that has to propagate to the website, so any work i do now is kinda gonna be half wasted, depending on what the redesign actually looks like."}, {"post_id": 47872, "ts": "2026-08-16T03:56:44Z", "hours": 0.5908, "text": "And now it scales up and down and stuff!!! I still can’t believe this is just html and css and js 😭 Theres so many parameters to tweak to make it feel right, its so finicky And depending on the size of the glass, you have to change the numbers, its kinda confusing honestly"}, {"post_id": 47804, "ts": "2026-08-16T00:37:23Z", "hours": 0.8556, "text": "Its nice and squishy now! It uses gsap for this as well gsap is a great framework ngl"}, {"post_id": 47523, "ts": "2026-08-15T14:19:10Z", "hours": 4.8103, "text": "Hehehehe I’ve got a working version of liquid glass It uses gsap, which is nice the second image is an earlier version 😭"}, {"post_id": 47363, "ts": "2026-08-15T08:10:22Z", "hours": 1.1444, "text": "The website is alive! I got a screenshot of an iOS26 sidebar, and i am copying it, as you can see. looks nice i think"}, {"post_id": 47332, "ts": "2026-08-15T06:41:25Z", "hours": 2.6325, "text": "Ok so after a bunch of wrestling with nginx and bun and next.js, i have added the website! its at https://timetable.adonis.pt/ and the current api has been moved to https://timetable.adonis.pt/api Its the usual next.js thing. and it uses bun. my design idea for this is to look like its an ipad app, essentially, and im going to see exactly how far i can take the mimicking, maybe i can even add liquid glass to the web 💀 So yeah no more app building, now its website! It’s gonna be so much easier as well because I aleady have the backend done and tested, so this should be all design which will be really fun."}, {"post_id": 46919, "ts": "2026-08-14T13:55:04Z", "hours": 0.3047, "text": "new icons. the old one that now supports light mode was kinda ugly."}, {"post_id": 46909, "ts": "2026-08-14T13:32:29Z", "hours": 7.6422, "text": "A somewhat interesting devlog this time. I spend a good 2 hours just trying to make live activities work. the miserable part is that they were already working before 😭 I dont even know what I did but it broke. And while i was trying to make a debug button to start a live activity, yeah it just wasn’t working. all kinds of problems with not submitting a good APNs token. and i had to like stop activities before starting new ones and stuff it was just in general really annoying. there was even more problems but its too much to say here 😔 anyway, i have started cleaning up the app. no more big features, to be honest, until i add a website for this thing!! should be really easy since the backend is clearly all done lol events can show weather for them, such as the athletics carnival i removed the ridiculous backgrounds i allowed users to choose, theres no only solid black/white and paper. more reasonable, i think. as part of my optimisation, i removed settings i found useless. haptics are now always on, and highlighting the current day is always on. profile pictures can now have their foreground colour set, like the Monogram can have its colour optimised.you can see the average for when your friends arrive to school per day, instead of in total. developer settings also got reorganised, more settings only show to developers. yet again cleaning up the app experience. the location status was a bit unreliable, if users were offline, etc, so i added multiple ways the app pushes updates to the server, and queued statuses when the device was offline. i also refined the actual radius for what counts as within 5 / 10 minutes, should be a bit better. i havent thought about people who live within 10 minutes, thats an interesting case the subject editors grid also looks nicer (still needs more improvement though the tabview now hides while scrolling, like it collapses into the corner, like apple apps! you can manually turn off sharing your status, for privacy reasons. and some more things i forgot 🥹 im so excited for this thing to actually launch!!!!!"}, {"post_id": 46297, "ts": "2026-08-13T13:01:18Z", "hours": 1.3272, "text": "I spent some time to work on this search button and its animation. idk if the video plays, but it uses apples glass effect transitions! I also made the confirmation dialogs for removing and reporting a friend better, before they just popped up in the middle of the screen, now it comes out of the menu (also found another ios27 beta bug 😐)"}, {"post_id": 46263, "ts": "2026-08-13T11:41:36Z", "hours": 2.4739, "text": "So supporting light mode calls for an icon redesign, at least just for light mode, and here they are! Though to be honest, the entire app is gonna need a redesign, because I need to rename it from Timetable, because it has expanded into doing so much more, and timetable is a bit of a boring name. finding names is so insanely annoying though, but oh well."}, {"post_id": 45744, "ts": "2026-08-12T13:04:58Z", "hours": 2.6161, "text": "I added custom backgrounds! Theres the paper backgrounds i added recently, and then the solid colours, and then also some of the really nice apple ones idk what they are called (i hope apple doesnt copyright me 😭) so yeah it applies to all backgrounds in the app i think it merges really nice with the liquid glass and blur backgrounds different views have it also shows on watch i also added an option to choose how far forward you see events. theres also even more statistics for what app version people are using!"}, {"post_id": 45684, "ts": "2026-08-12T10:26:42Z", "hours": 1.3586, "text": "You can now edit the foreground colours for your profile picture monogram i also completed light mode support for widgets"}, {"post_id": 45645, "ts": "2026-08-12T08:44:01Z", "hours": 2.0167, "text": "I added accessibility improvements, mainly like labels and tags and stuff, for use with voice over etc. this was triggered by me installing a developer process into my app which allowed me to iterate on design faster, and it depended on accessibility elements to discover each element. (the purple thing lets you tap elements and comment on them) i also tried a new background for the cards, as you can see below, its just glass and i think it looks pretty nice"}, {"post_id": 45165, "ts": "2026-08-11T14:09:40Z", "hours": 9.5667, "text": "Big update! Light mode! The app used to be dark mode only, it let me make it look much more pixel-perfect and refine colours and stuff, but its kinda obvious you cant keep the app dark mode only, its just not good. so i went through everything, adding light mode versions of paper, text, glass, etc. took me quite a bit of time because i was trying to maintain consistency while doing it, which included alot of redoing things and creating view modifiers and manually applying each one, etc i also added weatherkit, its just a single line in the today tab, but its nice. while adding light mode support, i found a really nice blur view i could add to lists, so now each lists’s background is nothing other than a blur! i also decided to make all backgrounds made out of paper, and i think it looks nice? theres also now a statistics page for deices and os versions and builds and stuff, itll be more useful later. as well as knowing when your friends arrive to school, i added the ability to know when they are within 5 or 10 mins, and to send notifications for that. average arrival also is split by day now, because people arrive to school at different times per day theres a new tab picker, which you can see int eh controls, its much more glassy than the last one, which is really really playful and stuff! i still have more work to do in terms of ui work, excluding light mode refinements, like notifications and widgets, but yeah."}, {"post_id": 43989, "ts": "2026-08-09T14:04:31Z", "hours": 1.73, "text": "I added a new devices statistics view. or more accurately, i expanded it. before, it just shows device platforms. now, it shows the os version, minor os version, and if it is a beta or not. i also added support for iOS 26 (previous builds only supported OS27 or later). this involved me just making some features not work on os26 😐 and supporting anything before OS26 would probably be legitimately impossible, so yeah not that."}, {"post_id": 43936, "ts": "2026-08-09T11:55:31Z", "hours": 1.5656, "text": "I also made some improvements to the card height for the user’s own item. before, it was just the full width. Halfway while I was working on that, my TabView suddenly froze for a straight 20 seconds every time i changed the tab. this was very weird, and the CPU shows 0% usage, so I was quite surprised. After a large round of commenting things out and seeing what broke, I found it was a single .glassEffect() that I was using for the progress marker. I have no idea how a glass effect can make an entire tabview freeze, but fine. i replaced it with a simple red colour, as shown below, with a stroke and shadow, and i think it looks fine now."}, {"post_id": 43850, "ts": "2026-08-09T08:59:50Z", "hours": 1.6619, "text": "there is a new progress background: its not a background! inspired by the app icon / ios app, the progress view is now this marker thingy which fits into the app’s theme much nicer I’ve also been tweaking the font sizing, image sizing, padding, and gaps between the items here to make sure they look good at all possible subejct names etc. i also had to fight a bit with the safe area of the view, you can see in the image below the name “bob” ends slightly above the text, took me a lot longer than expected to fix that"}, {"post_id": 43782, "ts": "2026-08-09T06:43:26Z", "hours": 7.4142, "text": "I started work on rehauling the watchOS app And I really like how it’s coming out The watch is supposed to distill down the information the user needs, so i picked the current and next period, time, and their location. all these elements are glassy and stuff, so they are clickable, and its in a tabview that scrolls between each card. The first tab is the week view for the user. so I spent a good 2 hours trying to make a ScrollView work, but it didnt. sometimes the views teleported, some lagged, some glitched, and it was overall insanely annoying. so I moved to a tabview, which was considerably more stable, but removed the animations I wanted. it had its own animations which were fine, but yeah. Also, fonts also reflect on the watch! the one in the screenshots below is the expanded style, which to be honest isnt that good on watch since the watch is constrained as is, but yeah. The glass timetable actually looks insane I am still thinking of how to include other content, like grades maybe, and other things, but i dont want to make it too dense and slow"}, {"post_id": 43264, "ts": "2026-08-08T12:54:21Z", "hours": 3.6083, "text": "You can now change the font! this took more work than you would expect, because i did a find on the project and saw there were like 60 references to .monospaced, and each one had to be manually upgraded to dynamically apply font. i also tried to make the rounded font expanded, but after some inspection i found it doesnt even have a .expanded variant 😐 so the options i ended up with were monospaced, rounded, and expanded. no normal font. it just looks boring at this point. below is the same screen with each option! widgets also get the fonts, and they look actually insane ngl"}, {"post_id": 43093, "ts": "2026-08-08T05:35:22Z", "hours": 2.4481, "text": "improving the friend detail view the padding is so much nicer, and the detail view also shows more info and in a better way the week subtab shows a similar timetable to the user’s own, and shows more info. and some more statistics lol"}, {"post_id": 42989, "ts": "2026-08-08T00:22:14Z", "hours": 1.9642, "text": "I decided to remove created timetables. they just don’t work anymore with the Friends concept, which makes it really annoying to adjacently share other timetables alongside having friends. its a shame, i wish it could have worked, maybe ill add it again later. oh well. im still just combing through the app and fixing all the little things i see: grade tracker gets a next item in the top for the top 4 subjects, which is important for atar. improved the friend detail view a bit better, because the old one had not enough information and was displaying badly.added more statistics to administration view cos its fun lol the tag selector view was improved, looks nicer and is a tiny bit more legible nowi changed the grade tracker weighting from semester to year. apparently thats the norm more friend detail view improvements"}, {"post_id": 42669, "ts": "2026-08-07T14:52:24Z", "hours": 2.3131, "text": "Grade tracker!!! I know this is a very cliche topic but I had to implement this because it integrates so seamlessly with the app for example, it already knows your subjects (duh) and when you input the date of your assessment, it also knows which period of the day that is, because it knows your subjects! (duh) I also added ATAR, sthe user can set goals and stuff for what they want to achieve."}, {"post_id": 42589, "ts": "2026-08-07T12:33:01Z", "hours": 1.0975, "text": "some ui improvements (that weird box in the account view is Metal debug overlay, not my app)"}, {"post_id": 42549, "ts": "2026-08-07T11:27:09Z", "hours": 5.165, "text": "lots of little things instead of one big feature: i used to send emails, and i reached limits on the email provider so i had to move to only sending notifications, like device notifications. i still need an alternative, im looking through options now there used to be different settings view between iPhone and iPad, so i consolidated them into one view.you can now see your friend’s status as on or off campus. this uses location to check when you reach school or leave. this also allows some cool statistics like average school arrival time!there is better moderation, it shows in the admins view and lets the admin block or do nothing about the account. it will be expanded later to have more features and actions and stuff you can request to change your friends-since tag, also approved by admin.i deleted all (most) references to #if os(macOS) , since there is no more macOS build, its just iPad running on mac. small ui improvements: added search to some more administration views tapping an existing photo pro allows crop the tabview gets tab transitions, like the ones iOS 26 had (that ios27 removed 😡)year-level tags are separated from other tags expanded statistics!added archived events - events in the past - plus an option to automatically delete old events added a button to reset tips, since the app is getting more and more complicated the onboarding is less condensed, when that permission is first needed, its permission sheet request shows.more stuff gets cached in Defaults, making it more offline-safe.and some toolbar and blur and navigation title stuff."}, {"post_id": 41948, "ts": "2026-08-06T14:06:53Z", "hours": 1.2208, "text": "user account data now has highlighted rows for faster navigation user reports look much better, as well as friends-since requests reporting or sending feedback sends notifications instead of emails, now"}, {"post_id": 41911, "ts": "2026-08-06T12:53:26Z", "hours": 4.0961, "text": "Few things! Adminsitration gets new items for reported users and freinds-since requests sections in adminstration statistics for number of users, etc you can now see your status and other people’s status, like on or off campus new page that asks for location access ofc (ill move it into the onboarding later improved the add a friend sheet admins get emails for reported users, etc"}, {"post_id": 41764, "ts": "2026-08-06T04:50:27Z", "hours": 8.5058, "text": "I finished the refactoring for now, to make the app multi platform. So then i did some more brainstorming and I have consolidated what is the next few features I need to do tips, to tell the user about features the app has they sound easy but each tip needs rules and parameters and all kinds of obscure annoying things, so its going to be harder than it looks my first tip shown below An indicator next to each friend about their status, which is going to take the user’s location, taken in the background, to tell if they are on campus or off campus So from this you can tell when a user arrives at school or if they are sick iOS provides a function that will call my app, from the background, every time the user crosses a specific map polygon (The school). so i dont even need to do any map processing, my app just gets called every time the device goes in or out of school! plus i can add cool related features like the user’s average arrival time to school, which will be pretty cool!"}, {"post_id": 40724, "ts": "2026-08-04T13:16:45Z", "hours": 3.6128, "text": "Still just refactoring and remaking the app. i decided to remove OS 26 compatibility, because there is just too many APIs and stuff the images below are some stuff I’ve been refining: dragging friends around sideays iphone support (same thing as macOS + iPadOS) but I’ve decided now to not work on macOS (which is just iPadOS) and ipad until i perfect iphone and watch. should be fun!"}, {"post_id": 40093, "ts": "2026-08-03T14:09:54Z", "hours": 0.6797, "text": "its getting there! mac catalyst is definitely better than trying to make native macOS work. swiftui isnt really making it any better, its really really restrictive in terms of how i can structure my app. like for example that right column, has so many glitches that i cant really find solutions to because the bugs aren’t in my code, its infuriating."}, {"post_id": 40069, "ts": "2026-08-03T13:17:55Z", "hours": 1.1419, "text": "working with macOS is infuriating me, so i decided im going to make the macos app actually be mac catalyst, so its technically just running an ipad app. which makes sense. still needs alot more work, this refactor is proving very very annoying"}, {"post_id": 40036, "ts": "2026-08-03T11:53:01Z", "hours": 1.3019, "text": "first version of timetable for macos 😭 its really ugly and lwk broken. so im gonna spend the next few hours fixing this incredibly “interesting” UI."}, {"post_id": 39979, "ts": "2026-08-03T10:13:36Z", "hours": 3.41, "text": "So so far up to now, I have completely neglected everything other than iPhone. i needed this so that i could focus on making iphone as seamless and intuitive and possible, and to push features faster. so now i have to go and basically remove all of the non-iPhone code and replace it with iphone code, and then try to make that work multiplatform. so i decided iphone is going to remain as a tabview, for now at least, but ipados, macos, and big iphones can use a navigation split view, shown below. so a sidebar and main view and an inspector on the right sometimes."}, {"post_id": 39467, "ts": "2026-08-02T13:08:27Z", "hours": 0.6319, "text": "I checked the localisation and it went down to 25%, so I went and pushed that back up to 100%. and the friend detail view has been improved a bit more"}, {"post_id": 39451, "ts": "2026-08-02T12:29:09Z", "hours": 0.3811, "text": "before and after some small ui improvements!!"}, {"post_id": 39440, "ts": "2026-08-02T12:06:26Z", "hours": 0.6767, "text": "i just read an article that said @Environment(\\.dismiss) is bad for performance dismiss() is a very simple and fast way to make a sheet or other modal view dismiss , but because its so simple and dynamic, that introduces lots of bugs apparently. so I had to go through all the sheets and this time replace dismiss() with better state management. i hope ill notice the performance improvements!"}, {"post_id": 39417, "ts": "2026-08-02T11:25:42Z", "hours": 1.5344, "text": "some people were saying that it was really annoying that you could drag anywhere in a sheet to dismiss the sheet, you would be halfway through something and then you have to restart. so i went through all the sheets in the app and checked if they needed to remove this swiping. luckily it only needed one modifier per sheet. also, more tester feedback was that i shouldnt have sections for tags, so yeah i did that. also, now that there is a concept known as friends, instead of just shared timetables, i removed the option to allow people to have their timetables searched publicly. i havent figured out what i want for specific created timetables, i might lwk have to just remove that also users now have to fill in what year group they are when onboarding. for tags."}, {"post_id": 39252, "ts": "2026-08-02T03:22:29Z", "hours": 3.0194, "text": "friends detail view shows a bit more content, and is redesigned for more paper you can reorder the badges around now for priority when they show in their overlay event tags editor looks a bit nicer plus, users can edit their year group after signing in."}, {"post_id": 38922, "ts": "2026-08-01T14:51:06Z", "hours": 2.6803, "text": "So the header in settings now reflects with your pfp colours for the profile editor, i made it now scrolling so that you could fit in all of the various options, like animation speed and noise and stuff. when you click on a class in today view, it shows some more details about the class like teacher and location. friends view also looks a bit nicer, both the list view and the detail view."}, {"post_id": 38829, "ts": "2026-08-01T12:04:02Z", "hours": 1.9464, "text": "Given the theme of this app, paper, widgets now get paper too! settings for profiles has been updated too you can now select black → white in the colour selector. friend detail view still kinda looks a bit empty and bland, im not quite sure how to make it feel alive"}, {"post_id": 38704, "ts": "2026-08-01T07:32:35Z", "hours": 4.1875, "text": "you can add special badges to people now, for like early birds or something idk. the profile picutre bakground has been upgraded a bit, but im going to have to fork the repo and adjust it myself, its currently not looking like a gradient but a single noisy colour, im gonna fix that."}, {"post_id": 38184, "ts": "2026-07-31T13:32:47Z", "hours": 0.5325, "text": "The bottom colour grid is concentric to the device!!! although making the white outlines also behave nicely is proving really really hard, as you can see below"}, {"post_id": 38170, "ts": "2026-07-31T13:00:49Z", "hours": 3.5731, "text": "I’ve been busy remaking the profile editor, its coming together really nicely. that profile picture at the top is designed so that lets the other components take up their space, and then the pfp takes up the rest of the space. this allows the same view to not scroll while working on different phones and text sizes etc. and the background is animated!!!"}, {"post_id": 37968, "ts": "2026-07-31T01:17:27Z", "hours": 5.3656, "text": "I made this widget, which is kinda like a summary widget for the user. it requires this large widget size to fit everything, and its goign to be more dynamic than the other widget which always show the same layout. i haven’t thought exactly how i’m going to do it though, below is a rough first version."}, {"post_id": 37025, "ts": "2026-07-29T14:32:52Z", "hours": 1.9747, "text": "i added a section in teh administration to be able to turn off the server for everyone except for me, so that i can maintain the server and test it. and also a section to manage other admins."}, {"post_id": 36962, "ts": "2026-07-29T11:55:40Z", "hours": 7.3492, "text": "so me and my friend did some more brainstorming focussing on the new friends tab, and how friend accounts work, and profiles and pfps etc. we also aggregated a list of bugs and UI glitches in the app that still need fixing. the current first version is (moderately) broken 😭"}, {"post_id": 35775, "ts": "2026-07-27T12:45:52Z", "hours": 1.9714, "text": "Me and my friend did a bit of brainstorming, to get ideas on how to improve the app UI, UX and future features. cos we are planning a future release hopefully. so we gained a good idea of consolidating friends into a more clear friends tab, combingin the currently spread-around-everywhere friends stuff."}, {"post_id": 35475, "ts": "2026-07-26T22:47:13Z", "hours": 2.4061, "text": "I made some UX adjsutments in the settings app, added some images, reordered haptics, etc the planner sub-tab has been rehauled, and shows items chronologically instead of in sections, which i thought was more intuitive. it still needs much more thought though, im not sure how to space them out since some gaps are months long."}, {"post_id": 35175, "ts": "2026-07-26T13:01:49Z", "hours": 2.2025, "text": "Theres now brown and white paper combined. its an interesting ui concept, makes no sense in real life, but i think it looks nonetheless! it definitely creates an app theme, regardless of if this theme looks good or not…"}, {"post_id": 35092, "ts": "2026-07-26T09:28:27Z", "hours": 4.1481, "text": "As usual, I did a very assorted bunch of things: new admin tab so that i can change stuff without having to go onto my mac and hardcode stuff today view looks like paper - reminscient of the app icon! new about view the popover for subject details is smaller, removing bloat and a bunch of server improvements due to all of my users finding bugs and stuff!"}, {"post_id": 34919, "ts": "2026-07-26T00:43:54Z", "hours": 4.7894, "text": "I have expanded the home tab!! Theres three tabs at the top, today, week, and upcoming. week is what it already was upcoming shows term dates, no school days, school events, and also the users own personal events they make. the today view is a bit ugly but its sort of there! there also an admin page now, so that i dont have to hardcode term dates etc, i can just send them as api requests (for admin accounts only lol)"}, {"post_id": 34560, "ts": "2026-07-25T11:50:05Z", "hours": 0.755, "text": "Message extension got improved, it now checks if you have enabled sharing before allowing you to even sahre it, and tells"}, {"post_id": 34551, "ts": "2026-07-25T11:04:40Z", "hours": 0.5589, "text": "I’m adding countdowns everywhere, even when school is out, so that you can count the hours until your next period"}, {"post_id": 34537, "ts": "2026-07-25T10:29:10Z", "hours": 0.6072, "text": "This is currently the message extension ui. kinda ugly. that needs fixing I also updated the created timetables detail view, and (ignore the screenshot) removes the save button cos no one is going to remember to press save when they change details, so this should save some frustration."}, {"post_id": 34523, "ts": "2026-07-25T09:48:04Z", "hours": 1.6383, "text": "I improved the UI for this view, to better show classroom and teacher labels. I also renamed “Authored” to “Created”, apparently its better copy, according to my friend. The settings got cleaned up a bit, and importing from calendar again needs confirmation"}, {"post_id": 34495, "ts": "2026-07-25T08:06:40Z", "hours": 1.9119, "text": "I found an xcode bug, something to do with compilation errors for incorrect architecture, i dont get it but i gave apple feedback."}, {"post_id": 34418, "ts": "2026-07-25T03:27:42Z", "hours": 0.5558, "text": "So I made a few more adjustments like removing the APNs registration page from onboarding to make onboarding even more seamless Not important though. I discovered a really annoying problem: When I try to add iPad support, build fails because its trying to embed the watch app which obviously doesnt work on ipad. and xcode isnt letting me fix that. 😐"}, {"post_id": 34073, "ts": "2026-07-24T15:06:09Z", "hours": 4.9253, "text": "I made some UI rehauls again lol Current day receives theis blur effect which kinda looks like real light bouncing inside a box under the current day The accent colour of the app is now brown, as I am trying to make the app feel more like paper, which will become more obvious as i later add paper elements and views inside the app. My last update released a new account backend, which meant some users were not able to log in, so i decided to nuke the database and reset everything 💀 but anyway it worked and i upgraded the server to be better at handling this The sheet to add a shared timetable is improved, with blur effects and stuff, and that tiemtable preview has gotten much better it was pretty bad before ngl"}, {"post_id": 33492, "ts": "2026-07-23T14:13:01Z", "hours": 6.9467, "text": "I did a bunch of things: current day highlight in ios improve the notification early sending, to allow users to send notifications at multiple offsets remake the ui for share timetable sheet also the ui for the link customisation, tinted mint for whatever reason sharing links is now a URL, which prompts you to open the app but uses decently ugly html, ill fix later. New icon for apple watch that is optimised for the smaller display size (just made the components bigger and removed some duplicate elements added some mroe developer items at the bottom, doesnt serve much purpose just looks cool lol i removed the status badges that show success, cos i thought they would annoy the user with too many success alerts, and success when you are toggling settings doesnt really need alerts, so yeah. i also hit a bug where notifications would send twice, i had to improve the apns token system to not duplicate tokens for a device. on startup the app shows “restoring account…” every time, so i had to cache the profile data to make it stay signed in until explicitly signed out. its kinda hard to see in the screenshot but there is progressivew blur at the bottom and top, looks nice"}, {"post_id": 32346, "ts": "2026-07-21T13:36:10Z", "hours": 3.2925, "text": "I had a bug where the device could receive 2 notifications and live activities for each device, so I had to remake the APNs (apple push notification service) token management. I also added a highlight around the current day, with the setting to disable it. i thought a stroke was better than a fill because its less overwhelming and doesn’t break the ui style."}, {"post_id": 32261, "ts": "2026-07-21T10:07:38Z", "hours": 2.5917, "text": "😍"}, {"post_id": 31757, "ts": "2026-07-20T12:16:31Z", "hours": 0.9472, "text": "As you saw before the onboarding UI was a bit broken, so I went through and fixed it up and also trimmed down how many pgaes it has. Those bottom buttons aren’t concentric for some reason, even though I am using the built-in toolbar API, so I can’t fix it. Oh well. And it’s done to 8 pages, from 13. I still have som non-UI bugs to fix."}, {"post_id": 31728, "ts": "2026-07-20T11:15:51Z", "hours": 3.0553, "text": "Updated splash screen Notificaitons now have threads (each school day is a thread) macos window size animation fixed (the macos window resizes depending on the current state of the app, like currently selected tab etc. fixed some bugs in live activities and server authentication"}, {"post_id": 31613, "ts": "2026-07-20T04:58:28Z", "hours": 2.3833, "text": "Fixed some server bugs, a user reported getting “forbidden” status messages, turns out I forgot to migrate the database 😐 And other UI refinements: Tab bar uses monospace font version and build in settings feedback sheet"}, {"post_id": 31570, "ts": "2026-07-20T02:25:41Z", "hours": 0.5333, "text": "Plus a version for debug builds, I think they came out really nice!!"}, {"post_id": 31548, "ts": "2026-07-20T01:23:34Z", "hours": 0.4489, "text": "I think this is pretty much it."}, {"post_id": 31538, "ts": "2026-07-20T00:55:26Z", "hours": 0.7164, "text": "I think I’m getting there"}, {"post_id": 31518, "ts": "2026-07-20T00:10:10Z", "hours": 0.2719, "text": "I think I’ve locked in to this one. Now I need to figure out what to actually put on the papar, im thinking it has to be a kind of simplifed version of the existing main UI of my app. something kinda like a calendar schedule"}, {"post_id": 31513, "ts": "2026-07-19T23:53:55Z", "hours": 0.6131, "text": "So many variants! and idk which one is best"}, {"post_id": 31504, "ts": "2026-07-19T23:17:08Z", "hours": 2.4258, "text": "Many many iterations later… I’m leaning towards that paper one, it looks really tasteful i think. im not sure what to put on the paper though"}, {"post_id": 31176, "ts": "2026-07-19T11:22:39Z", "hours": 0.635, "text": "I think they are coming along really nicely!!!! The watchOS version has bigger title text and less handwriting rows cos its a smaller display size, i really like this 😃 the refraction effects 👌"}, {"post_id": 31171, "ts": "2026-07-19T10:43:22Z", "hours": 0.2894, "text": "I think it’s looking preetty good so far"}, {"post_id": 31156, "ts": "2026-07-19T10:22:03Z", "hours": 0.3833, "text": "More experiments, cos the previous multicolour outline was kinda ugly, now i’m thinking of adding the fake handwriting instead, it might look nice"}, {"post_id": 31145, "ts": "2026-07-19T09:51:42Z", "hours": 6.1353, "text": "I needed a new design system for my app, currently it was just a font and thats about it. Below are some experimental app icons I’ve been tweaking in sigma, they are made out of “paper” and represent a new theme I could use, which is literal paper as the design language. I think it could merge with Liquid Glass really nicely if done properly. Otherwise, other improvements: New App Intents for Apple Intelligence Allow users to set a custom share link URL, for example timetable.adonis.pt/sharedtimetable/adon’s_timetable More server tests + server improvements due to finding bugs in tests"}, {"post_id": 30567, "ts": "2026-07-18T07:42:48Z", "hours": 0.7647, "text": "I have also decided to remove Apple wallet integration, it just kinda got too messy. so im now going to revert (yes, revert 😭) back to an iMessage extension that lets you share timetables with a link. it fixes some annoying things that wallet integration has, like syncing etc. I can even allow custom link urls for a shared timetable!"}, {"post_id": 30552, "ts": "2026-07-18T06:53:52Z", "hours": 4.8108, "text": "I got carried away, since right now I am just going through and fixing the feedback my beta users gave me, starting with these: improving the onboarding flow to decrease the amount of pages, and condense some other pages, since testers said there were too many. Upgrade the server so that it only allows iOS to make changes to anything, since watchos and ipados and macos can only view, not edit. i added some tests, using codex, on the server. I’m getting tired of manually debugging every single problem I find by hand, I just make tests and its a much easier way of guaranteeing your server works perfectly. the client app is going to be much harder to add tests to, though. and more other random stuff I found and UI fixes etc. The screenshots are some broken UI stuff I found, I can’t really show you server bugs other than these error alerts. Going good so far though, can’t wait to release this as a v3!"}, {"post_id": 30017, "ts": "2026-07-17T08:18:20Z", "hours": 1.2478, "text": "After releasing v2 testflight, my friends pointed out a very large amounts of bugs in the app 😭 so I am now just trying to fix everything they pointed out. I’m pretty sure the server doesn’t have any issues, so at least that’s good. First bug is this bottom bar looks horrendous, This was fine for me cos I set my dynamic text size to small 😭"}, {"post_id": 28834, "ts": "2026-07-15T10:39:28Z", "hours": 2.2433, "text": "I made some final refinements to make sure account management on macOS works, so that my users can actually use the app, and then some other UI refinements, mainly for settings. there are a bunch of weird things i am yet to fix, but im really tired and just want to get this app out, so ill fix them later."}, {"post_id": 26526, "ts": "2026-07-11T11:56:12Z", "hours": 0.4547, "text": "I added some more pages to the onboarding, since that’s the only way I can show users how the app works cos it ngl is kinda obscure. i also added a report feedback or bug button, which needs some ui adjustments bruh"}, {"post_id": 26359, "ts": "2026-07-11T03:14:52Z", "hours": 1.1214, "text": "I can’t really show you haptics but i added haptics to buttons and the status badges. not much to say honestly. theres a toggle in settings to turn that on and off."}, {"post_id": 25978, "ts": "2026-07-10T14:57:41Z", "hours": 0.8503, "text": "I;m nearly read to release version 2 of the app, so i made a list of final tweaks and little improvements to make it as best I can, i think i can release it in a few days."}, {"post_id": 25832, "ts": "2026-07-10T09:47:11Z", "hours": 3.5725, "text": "I improved the friends subjects widgets with concentric corners and stuff."}, {"post_id": 24646, "ts": "2026-07-08T11:25:32Z", "hours": 2.6925, "text": "I think I have built out pretty much all of the projects, but i need to fix the abundance of bugs and problems that i have. the first one was fixing a problem with server syncing, and making watch depend on signing in on the phone, not by itself."}, {"post_id": 23437, "ts": "2026-07-06T12:20:38Z", "hours": 1.6219, "text": "I refined the live activities (that background is for recess and lunch, even though this preview text says before school)"}, {"post_id": 23389, "ts": "2026-07-06T09:53:29Z", "hours": 8.7292, "text": "I added live activities, although they are currently kinda ugly and need much improvement. I also made the watch app independent, because it doesnt need the iphone much really, it can just contact the server. i still have more work in making the server work better and stop giving me random errors, but yeah."}, {"post_id": 22056, "ts": "2026-07-04T09:37:57Z", "hours": 2.8419, "text": "In the onboarding I added pages to teach the user the features of the app, but I havent finished it yet. it needs a few more pages and refinement for smalelr phone screens"}, {"post_id": 21441, "ts": "2026-07-03T12:12:36Z", "hours": 6.5136, "text": "I have added an onboarding view that i really like, its very colourful and stuff. i also improved the server to be able to send notifications to users, to tell them when their next class is."}, {"post_id": 20474, "ts": "2026-07-02T02:23:36Z", "hours": 3.1183, "text": "I added notifications to the app, so that people can receive information in the form of notifications as well as live activities and app intents and widgets. I also improved the share pass button in the prominent tab bar, so that you see this sheet to select what pass you want to share, not just the user’s own timetable."}, {"post_id": 19907, "ts": "2026-07-01T10:45:28Z", "hours": 0.4294, "text": "Much better blur, although the server is taking a full 2.5 seconds to send back the pass, and i need to reduce that as much as possible"}, {"post_id": 19874, "ts": "2026-07-01T09:07:49Z", "hours": 0.5289, "text": "The timetable has some shadow behind it. I wanted to make the card HDR, but after a lot of experimenting i found apple doesn’t let you use hdr in your app like this, so i had to instead do this shadow 😐"}, {"post_id": 19839, "ts": "2026-07-01T07:27:59Z", "hours": 5.4344, "text": "I finished the search view, and i spent a very long time on perfecting some visual animations and stuff. when you click on a search result it separately animates the title in. also, before you search anything, i thought instead of showing most downloaded timetables or something i show this really squishy and fun pokemon-style timetable wallet pass. the settings view has also been improved a bit, to make some settings more clear, but i still need to refine it alot further to get it working really nicely."}, {"post_id": 19231, "ts": "2026-06-30T14:26:57Z", "hours": 3.5647, "text": "I did some debugging and made quite a lot more endpoints, I think I’m ready to move on to making the app."}, {"post_id": 18340, "ts": "2026-06-29T13:38:09Z", "hours": 5.9711, "text": "It took quite some time, but i got some really nice looking status badges! I’m really proud of how they came out, they look very juicy, and i cant show it here but i promise its very touchable and squishy and animated! 🥰"}, {"post_id": 17491, "ts": "2026-06-28T09:18:06Z", "hours": 1.3717, "text": "I’ve built a few endpoints and documented them in rapidapi, ready to import into the client app."}, {"post_id": 17396, "ts": "2026-06-28T04:54:23Z", "hours": 2.2958, "text": "I finally got the server working! took a really long time to get https working though, nginx was impressively difficult"}, {"post_id": 16990, "ts": "2026-06-27T15:55:13Z", "hours": 3.0039, "text": "I have started building the server, using swift vapor. i chose vapor because it is written with swift, like my project, which made it easier to share code between the two files."}, {"post_id": 16274, "ts": "2026-06-26T13:42:03Z", "hours": 4.8597, "text": "Xcode seems to have become extremely broken or something, i spent the last 4 hours trying to make my widget work but Xcode kept erroring out and eating memory swap, and now i have some trouble with making the imported timetables actually show up in the widgets i already made 😡"}, {"post_id": 15592, "ts": "2026-06-25T11:12:59Z", "hours": 0.6642, "text": "I changed the blur effect to this, which i think is much better, because it has less blur, and doesnt add an ugly grey tint, so black background stays black background."}, {"post_id": 15058, "ts": "2026-06-24T13:45:05Z", "hours": 0.5081, "text": "I added this blur effect behind the share sheet, and I think it looks really nice. I had to import a package to get a blur this clear"}, {"post_id": 15044, "ts": "2026-06-24T13:04:35Z", "hours": 1.7442, "text": "I added a share button in the bottom left, which allows the user to share their timetable in one press, using the .prominent Tab style so that it looks seperate from the other tabs while still looking consistent."}, {"post_id": 13120, "ts": "2026-06-21T13:40:22Z", "hours": 1.0011, "text": "So added the ability to share timetables using apple wallet, along with sending them using messages, i think that background will need to get fixed for readability, but otherwise, i like it alot."}, {"post_id": 13066, "ts": "2026-06-21T11:31:59Z", "hours": 3.4256, "text": "I added some App Intents, below is my current subject intent, and also a list of received timetables intent. It took a lot longer than expected because the app intents framework was quite confusing to get working, but i got a nice UI in the end."}, {"post_id": 12370, "ts": "2026-06-20T05:56:30Z", "hours": 1.4289, "text": "I upgraded the watch views, like making the progress rectangle rounded, and this very colourful background for when its recess and lunch"}, {"post_id": 11882, "ts": "2026-06-19T11:15:08Z", "hours": 2.4344, "text": "I updated the background of the window, including in light mode, and I also remade the icon. The settings also looks much better than it was before, and I made a nice window animation for when you click a slot to see what your friends have."}, {"post_id": 9773, "ts": "2026-06-16T06:48:43Z", "hours": 1.3667, "text": "I made some refinements to the watchOS and iOS app, including design and performance."}, {"post_id": 9217, "ts": "2026-06-15T14:09:02Z", "hours": 0.8633, "text": "I made some design adjustments to the macOS app, giving it a blur background. Also, the weekly shedule widget has had its corner radiuses and colours adjusted to be less harsh and look better."}, {"post_id": 9192, "ts": "2026-06-15T13:10:48Z", "hours": 0.2592, "text": "I added some buttons and refined the UI of settings view"}, {"post_id": 9182, "ts": "2026-06-15T12:32:38Z", "hours": 0.5969, "text": "I continued to refine the design of the macOS widget, and I really like it now."}, {"post_id": 9098, "ts": "2026-06-15T06:29:44Z", "hours": 3.9675, "text": "I fixed the widget extension problem by making two widget extensions, one for watch and one for other platforms, and made them use identical code. And then I refined the widget design for macOS and iOS and i think they look really nice now."}, {"post_id": 7893, "ts": "2026-06-13T05:18:30Z", "hours": 0.5119, "text": "I added support for these widgets from only watch to iphone and ipad and macOS, and currently they are ugly and unrefined, so I’m going to fix them now."}, {"post_id": 7438, "ts": "2026-06-12T11:50:09Z", "hours": 3.1881, "text": "I ported the app over to macOS, which was harder than I thought because there was a lot of code throughout every screen that was for connecting iphone to apple watch or some other iOS-only thing, which I had to conditionally compile out for macOS. then I needed to refine the views to work on macOS well, for example the class editor sheet used a sidebar instead of the scrolling tabview on iOS. There’s still more work to do to refine it more and get CloudKit working so that the timetable syncs across devices."}, {"post_id": 6885, "ts": "2026-06-11T15:22:19Z", "hours": 2.7783, "text": "I added these views to the watch, so you can see how much time is left in a session for yourself, and also for others. i also refined the timetable view to not use so much glass because it was lagging the TabView. The main clock uses a liquid glass background against the background progressview, and what class is next."}, {"post_id": 6796, "ts": "2026-06-11T12:06:20Z", "hours": 0.8469, "text": "I fixed the sync button visuals, it now has a blur replace transition effect. the timetable comparison view also blurs in and out when you click around"}, {"post_id": 6781, "ts": "2026-06-11T11:08:53Z", "hours": 2.6286, "text": "I moved the sync button to settings, so that the toolbar in the timetable tab could be removed. this is to make way for this new bottom half of the screen that shows other people’s timetables when you click on the slot in the top half, replacing the previous system of letting you select someone else and see their whole timetable covering your timetable. this system lets you view your own timetable and compare it with everyone else’s at a particular period. It uses a soft scroll edge effect at the bottom, and a hard effect at the top, which i think looks really nice. the second image shows the content scrolling under the timetable, which i really liked."}, {"post_id": 6247, "ts": "2026-06-10T14:30:26Z", "hours": 0.8989, "text": "I’m just refining the software a but before I start adding Siri support and improving Messages import/export flow. I fixed this comparison view, improved the class editor to show the glass nicer, and the settings toolbar has a gradient blur effect instead of hard blur, which was made the new default toolbar background style, which imo is ugly."}, {"post_id": 6208, "ts": "2026-06-10T12:53:06Z", "hours": 4.0678, "text": "I renamed PMS Timetable to Timetable, which took more time than I expected cos it was embedded in like every single file and I even had to go through binary files and just delete all the instances of “pms” . then this managed to corrupt Xcode and make it crash every time I opened it, and i had to delete some stuff to fix that. Now I’m on the OS27 version and I’m going to start fixing some UI."}]...
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Title: Timetable by @omeriadon | Stardance
Devlog Title: Timetable by @omeriadon | Stardance
Devlogs:
I renamed PMS Timetable to Timetable, which took more time than I expected cos it was embedded in like every single file and I even had to go through binary files and just delete all the instances of “pms” . then this managed to corrupt Xcode and make it crash every time I opened it, and i had to delete some stuff to fix that. Now I’m on the OS27 version and I’m going to start fixing some UI.
I’m just refining the software a but before I start adding Siri support and improving Messages import/export flow. I fixed this comparison view, improved the class editor to show the glass nicer, and the settings toolbar has a gradient blur effect instead of hard blur, which was made the new default toolbar background style, which imo is ugly.
I moved the sync button to settings, so that the toolbar in the timetable tab could be removed. this is to make way for this new bottom half of the screen that shows other people’s timetables when you click on the slot in the top half, replacing the previous system of letting you select someone else and see their whole timetable covering your timetable. this system lets you view your own timetable and compare it with everyone else’s at a particular period. It uses a soft scroll edge effect at the bottom, and a hard effect at the top, which i think looks really nice. the second image shows the content scrolling under the timetable, which i really liked.
I fixed the sync button visuals, it now has a blur replace transition effect. the timetable comparison view also blurs in and out when you click around
I added these views to the watch, so you can see how much time is left in a session for yourself, and also for others. i also refined the timetable view to not use so much glass because it was lagging the TabView. The main clock uses a liquid glass background against the background progressview, and what class is next.
I ported the app over to macOS, which was harder than I thought because there was a lot of code throughout every screen that was for connecting iphone to apple watch or some other iOS-only thing, which I had to conditionally compile out for macOS. then I needed to refine the views to work on macOS well, for example the class editor sheet used a sidebar instead of the scrolling tabview on iOS. There’s still more work to do to refine it more and get CloudKit working so that the timetable syncs across devices.
I added support for these widgets from only watch to iphone and ipad and macOS, and currently they are ugly and unrefined, so I’m going to fix them now.
I fixed the widget extension problem by making two widget extensions, one for watch and one for other platforms, and made them use identical code. And then I refined the widget design for macOS and iOS and i think they look really nice now.
I continued to refine the design of the macOS widget, and I really like it now.
I added some buttons and refined the UI of settings view
I made some design adjustments to the macOS app, giving it a blur background. Also, the weekly shedule widget has had its corner radiuses and colours adjusted to be less harsh and look better.
I made some refinements to the watchOS and iOS app, including design and performance.
I updated the background of the window, including in light mode, and I also remade the icon. The settings also looks much better than it was before, and I made a nice window animation for when you click a slot to see what your friends have.
I upgraded the watch views, like making the progress rectangle rounded, and this very colourful background for when its recess and lunch
I added some App Intents, below is my current subject intent, and also a list of received timetables intent. It took a lot longer than expected because the app intents framework was quite confusing to get working, but i got a nice UI in the end.
So added the ability to share timetables using apple wallet, along with sending them using messages, i think that background will need to get fixed for readability, but otherwise, i like it alot.
I added a share button in the bottom left, which allows the user to share their timetable in one press, using the .prominent Tab style so that it looks seperate from the other tabs while still looking consistent.
I added this blur effect behind the share sheet, and I think it looks really nice. I had to import a package to get a blur this clear
I changed the blur effect to this, which i think is much better, because it has less blur, and doesnt add an ugly grey tint, so black background stays black background.
Xcode seems to have become extremely broken or something, i spent the last 4 hours trying to make my widget work but Xcode kept erroring out and eating memory swap, and now i have some trouble with making the imported timetables actually show up in the widgets i already made 😡
I have started building the server, using swift vapor. i chose vapor because it is written with swift, like my project, which made it easier to share code between the two files.
I finally got the server working! took a really long time to get https working though, nginx was impressively difficult
I’ve built a few endpoints and documented them in rapidapi, ready to import into the client app.
It took quite some time, but i got some really nice looking status badges! I’m really proud of how they came out, they look very juicy, and i cant show it here but i promise its very touchable and squishy and animated! 🥰
I did some debugging and made quite a lot more endpoints, I think I’m ready to move on to making the app.
I finished the search view, and i spent a very long time on perfecting some visual animations and stuff. when you click on a search result it separately animates the title in. also, before you search anything, i thought instead of showing most downloaded timetables or something i show this really squishy and fun pokemon-style timetable wallet pass. the settings view has also been improved a bit, to make some settings more clear, but i still need to refine it alot further to get it working really nicely.
The timetable has some shadow behind it. I wanted to make the card HDR, but after a lot of experimenting i found apple doesn’t let you use hdr in your app like this, so i had to instead do this shadow 😐
Much better blur, although the server is taking a full 2.5 seconds to send back the pass, and i need to reduce that as much as possible
I added notifications to the app, so that people can receive information in the form of notifications as well as live activities and app intents and widgets. I also improved the share pass button in the prominent tab bar, so that you see this sheet to select what pass you want to share, not just the user’s own timetable.
I have added an onboarding view that i really like, its very colourful and stuff. i also improved the server to be able to send notifications to users, to tell them when their next class is.
In the onboarding I added pages to teach the user the features of the app, but I havent finished it yet. it needs a few more pages and refinement for smalelr phone screens
I added live activities, although they are currently kinda ugly and need much improvement. I also made the watch app independent, because it doesnt need the iphone much really, it can just contact the server. i still have more work in making the server work better and stop giving me random errors, but yeah.
I refined the live activities (that background is for recess and lunch, even though this preview text says before school)
I think I have built out pretty much all of the projects, but i need to fix the abundance of bugs and problems that i have. the first one was fixing a problem with server syncing, and making watch depend on signing in on the phone, not by itself.
I improved the friends subjects widgets with concentric corners and stuff.
I;m nearly read to release version 2 of the app, so i made a list of final tweaks and little improvements to make it as best I can, i think i can release it in a few days.
I can’t really show you haptics but i added haptics to buttons and the status badges. not much to say honestly. theres a toggle in settings to turn that on and off.
I added some more pages to the onboarding, since that’s the only way I can show users how the app works cos it ngl is kinda obscure. i also added a report feedback or bug button, which needs some ui adjustments bruh
I made some final refinements to make sure account management on macOS works, so that my users can actually use the app, and then some other UI refinements, mainly for settings. there are a bunch of weird things i am yet to fix, but im really tired and just want to get this app out, so ill fix them later.
After releasing v2 testflight, my friends pointed out a very large amounts of bugs in the app 😭 so I am now just trying to fix everything they pointed out. I’m pretty sure the server doesn’t have any issues, so at least that’s good. First bug is this bottom bar looks horrendous, This was fine for me cos I set my dynamic text size to small 😭
I got carried away, since right now I am just going through and fixing the feedback my beta users gave me, starting with these: improving the onboarding flow to decrease the amount of pages, and condense some other pages, since testers said there were too many. Upgrade the server so that it only allows iOS to make changes to anything, since watchos and ipados and macos can only view, not edit. i added some tests, using codex, on the server. I’m getting tired of manually debugging every single problem I find by hand, I just make tests and its a much easier way of guaranteeing your server works perfectly. the client app is going to be much harder to add tests to, though. and more other random stuff I found and UI fixes etc. The screenshots are some broken UI stuff I found, I can’t really show you server bugs other than these error alerts. Going good so far though, can’t wait to release this as a v3!
I have also decided to remove Apple wallet integration, it just kinda got too messy. so im now going to revert (yes, revert 😭) back to an iMessage extension that lets you share timetables with a link. it fixes some annoying things that wallet integration has, like syncing etc. I can even allow custom link urls for a shared timetable!
I needed a new design system for my app, currently it was just a font and thats about it. Below are some experimental app icons I’ve been tweaking in sigma, they are made out of “paper” and represent a new theme I could use, which is literal paper as the design language. I think it could merge with Liquid Glass really nicely if done properly. Otherwise, other improvements: New App Intents for Apple Intelligence Allow users to set a custom share link URL, for example timetable.adonis.pt/sharedtimetable/adon’s_timetable More server tests + server improvements due to finding bugs in tests
More experiments, cos the previous multicolour outline was kinda ugly, now i’m thinking of adding the fake handwriting instead, it might look nice
I think it’s looking preetty good so far
I think they are coming along really nicely!!!! The watchOS version has bigger title text and less handwriting rows cos its a smaller display size, i really like this 😃 the refraction effects 👌
Many many iterations later… I’m leaning towards that paper one, it looks really tasteful i think. im not sure what to put on the paper though
So many variants! and idk which one is best
I think I’ve locked in to this one. Now I need to figure out what to actually put on the papar, im thinking it has to be a kind of simplifed version of the existing main UI of my app. something kinda like a calendar schedule
I think I’m getting there
I think this is pretty much it.
Plus a version for debug builds, I think they came out really nice!!
Fixed some server bugs, a user reported getting “forbidden” status messages, turns out I forgot to migrate the database 😐 And other UI refinements: Tab bar uses monospace font version and build in settings feedback sheet
Updated splash screen Notificaitons now have threads (each school day is a thread) macos window size animation fixed (the macos window resizes depending on the current state of the app, like currently selected tab etc. fixed some bugs in live activities and server authentication
As you saw before the onboarding UI was a bit broken, so I went through and fixed it up and also trimmed down how many pgaes it has. Those bottom buttons aren’t concentric for some reason, even though I am using the built-in toolbar API, so I can’t fix it. Oh well. And it’s done to 8 pages, from 13. I still have som non-UI bugs to fix.
😍
I had a bug where the device could receive 2 notifications and live activities for each device, so I had to remake the APNs (apple push notification service) token management. I also added a highlight around the current day, with the setting to disable it. i thought a stroke was better than a fill because its less overwhelming and doesn’t break the ui style.
I did a bunch of things: current day highlight in ios improve the notification early sending, to allow users to send notifications at multiple offsets remake the ui for share timetable sheet also the ui for the link customisation, tinted mint for whatever reason sharing links is now a URL, which prompts you to open the app but uses decently ugly html, ill fix later. New icon for apple watch that is optimised for the smaller display size (just made the components bigger and removed some duplicate elements added some mroe developer items at the bottom, doesnt serve much purpose just looks cool lol i removed the status badges that show success, cos i thought they would annoy the user with too many success alerts, and success when you are toggling settings doesnt really need alerts, so yeah. i also hit a bug where notifications would send twice, i had to improve the apns token system to not duplicate tokens for a device. on startup the app shows “restoring account…” every time, so i had to cache the profile data to make it stay signed in until explicitly signed out. its kinda hard to see in the screenshot but there is progressivew blur at the bottom and top, looks nice
I made some UI rehauls again lol Current day receives theis blur effect which kinda looks like real light bouncing inside a box under the current day The accent colour of the app is now brown, as I am trying to make the app feel more like paper, which will become more obvious as i later add paper elements and views inside the app. My last update released a new account backend, which meant some users were not able to log in, so i decided to nuke the database and reset everything 💀 but anyway it worked and i upgraded the server to be better at handling this The sheet to add a shared timetable is improved, with blur effects and stuff, and that tiemtable preview has gotten much better it was pretty bad before ngl
So I made a few more adjustments like removing the APNs registration page from onboarding to make onboarding even more seamless Not important though. I discovered a really annoying problem: When I try to add iPad support, build fails because its trying to embed the watch app which obviously doesnt work on ipad. and xcode isnt letting me fix that. 😐
I found an xcode bug, something to do with compilation errors for incorrect architecture, i dont get it but i gave apple feedback.
I improved the UI for this view, to better show classroom and teacher labels. I also renamed “Authored” to “Created”, apparently its better copy, according to my friend. The settings got cleaned up a bit, and importing from calendar again needs confirmation
This is currently the message extension ui. kinda ugly. that needs fixing I also updated the created timetables detail view, and (ignore the screenshot) removes the save button cos no one is going to remember to press save when they change details, so this should save some frustration.
I’m adding countdowns everywhere, even when school is out, so that you can count the hours until your next period
Message extension got improved, it now checks if you have enabled sharing before allowing you to even sahre it, and tells
I have expanded the home tab!! Theres three tabs at the top, today, week, and upcoming. week is what it already was upcoming shows term dates, no school days, school events, and also the users own personal events they make. the today view is a bit ugly but its sort of there! there also an admin page now, so that i dont have to hardcode term dates etc, i can just send them as api requests (for admin accounts only lol)
As usual, I did a very assorted bunch of things: new admin tab so that i can change stuff without having to go onto my mac and hardcode stuff today view looks like paper - reminscient of the app icon! new about view the popover for subject details is smaller, removing bloat and a bunch of server improvements due to all of my users finding bugs and stuff!
Theres now brown and white paper combined. its an interesting ui concept, makes no sense in real life, but i think it looks nonetheless! it definitely creates an app theme, regardless of if this theme looks good or not…
I made some UX adjsutments in the settings app, added some images, reordered haptics, etc the planner sub-tab has been rehauled, and shows items chronologically instead of in sections, which i thought was more intuitive. it still needs much more thought though, im not sure how to space them out since some gaps are months long.
Me and my friend did a bit of brainstorming, to get ideas on how to improve the app UI, UX and future features. cos we are planning a future release hopefully. so we gained a good idea of consolidating friends into a more clear friends tab, combingin the currently spread-around-everywhere friends stuff.
so me and my friend did some more brainstorming focussing on the new friends tab, and how friend accounts work, and profiles and pfps etc. we also aggregated a list of bugs and UI glitches in the app that still need fixing. the current first version is (moderately) broken 😭
i added a section in teh administration to be able to turn off the server for everyone except for me, so that i can maintain the server and test it. and also a section to manage other admins.
I made this widget, which is kinda like a summary widget for the user. it requires this large widget size to fit everything, and its goign to be more dynamic than the other widget which always show the same layout. i haven’t thought exactly how i’m going to do it though, below is a rough first version.
I’ve been busy remaking the profile editor, its coming together really nicely. that profile picture at the top is designed so that lets the other components take up their space, and then the pfp takes up the rest of the space. this allows the same view to not scroll while working on different phones and text sizes etc. and the background is animated!!!
The bottom colour grid is concentric to the device!!! although making the white outlines also behave nicely is proving really really hard, as you can see below
you can add special badges to people now, for like early birds or something idk. the profile picutre bakground has been upgraded a bit, but im going to have to fork the repo and adjust it myself, its currently not looking like a gradient but a single noisy colour, im gonna fix that.
Given the theme of this app, paper, widgets now get paper too! settings for profiles has been updated too you can now select black → white in the colour selector. friend detail view still kinda looks a bit empty and bland, im not quite sure how to make it feel alive
So the header in settings now reflects with your pfp colours for the profile editor, i made it now scrolling so that you could fit in all of the various options, like animation speed and noise and stuff. when you click on a class in today view, it shows some more details about the class like teacher and location. friends view also looks a bit nicer, both the list view and the detail view.
friends detail view shows a bit more content, and is redesigned for more paper you can reorder the badges around now for priority when they show in their overlay event tags editor looks a bit nicer plus, users can edit their year group after signing in.
some people were saying that it was really annoying that you could drag anywhere in a sheet to dismiss the sheet, you would be halfway through something and then you have to restart. so i went through all the sheets in the app and checked if they needed to remove this swiping. luckily it only needed one modifier per sheet. also, more tester feedback was that i shouldnt have sections for tags, so yeah i did that. also, now that there is a concept known as friends, instead of just shared timetables, i removed the option to allow people to have their timetables searched publicly. i havent figured out what i want for specific created timetables, i might lwk have to just remove that also users now have to fill in what year group they are when onboarding. for tags.
i just read an article that said @Environment(\.dismiss) is bad for performance dismiss() is a very simple and fast way to make a sheet or other modal view dismiss , but because its so simple and dynamic, that introduces lots of bugs apparently. so I had to go through all the sheets and this time replace dismiss() with better state management. i hope ill notice the performance improvements!
before and after some small ui improvements!!
I checked the localisation and it went down to 25%, so I went and pushed that back up to 100%. and the friend detail view has been improved a bit more
So so far up to now, I have completely neglected everything other than iPhone. i needed this so that i could focus on making iphone as seamless and intuitive and possible, and to push features faster. so now i have to go and basically remove all of the non-iPhone code and replace it with iphone code, and then try to make that work multiplatform. so i decided iphone is going to remain as a tabview, for now at least, but ipados, macos, and big iphones can use a navigation split view, shown below. so a sidebar and main view and an inspector on the right sometimes.
first version of timetable for macos 😭 its really ugly and lwk broken. so im gonna spend the next few hours fixing this incredibly “interesting” UI.
working with macOS is infuriating me, so i decided im going to make the macos app actually be mac catalyst, so its technically just running an ipad app. which makes sense. still needs alot more work, this refactor is proving very very annoying
its getting there! mac catalyst is definitely better than trying to make native macOS work. swiftui isnt really making it any better, its really really restrictive in terms of how i can structure my app. like for example that right column, has so many glitches that i cant really find solutions to because the bugs aren’t in my code, its infuriating.
Still just refactoring and remaking the app. i decided to remove OS 26 compatibility, because there is just too many APIs and stuff the images below are some stuff I’ve been refining: dragging friends around sideays iphone support (same thing as macOS + iPadOS) but I’ve decided now to not work on macOS (which is just iPadOS) and ipad until i perfect iphone and watch. should be fun!
I finished the refactoring for now, to make the app multi platform. So then i did some more brainstorming and I have consolidated what is the next few features I need to do tips, to tell the user about features the app has they sound easy but each tip needs rules and parameters and all kinds of obscure annoying things, so its going to be harder than it looks my first tip shown below An indicator next to each friend about their status, which is going to take the user’s location, taken in the background, to tell if they are on campus or off campus So from this you can tell when a user arrives at school or if they are sick iOS provides a function that will call my app, from the background, every time the user crosses a specific map polygon (The school). so i dont even need to do any map processing, my app just gets called every time the device goes in or out of school! plus i can add cool related features like the user’s average arrival time to school, which will be pretty cool!
Few things! Adminsitration gets new items for reported users and freinds-since requests sections in adminstration statistics for number of users, etc you can now see your status and other people’s status, like on or off campus new page that asks for location access ofc (ill move it into the onboarding later improved the add a friend sheet admins get emails for reported users, etc
user account data now has highlighted rows for faster navigation user reports look much better, as well as friends-since requests reporting or sending feedback sends notifications instead of emails, now
lots of little things instead of one big feature: i used to send emails, and i reached limits on the email provider so i had to move to only sending notifications, like device notifications. i still need an alternative, im looking through options now there used to be different settings view between iPhone and iPad, so i consolidated them into one view.you can now see your friend’s status as on or off campus. this uses location to check when you reach school or leave. this also allows some cool statistics like average school arrival time!there is better moderation, it shows in the admins view and lets the admin block or do nothing about the account. it will be expanded later to have more features and actions and stuff you can request to change your friends-since tag, also approved by admin.i deleted all (most) references to #if os(macOS) , since there is no more macOS build, its just iPad running on mac. small ui improvements: added search to some more administration views tapping an existing photo pro allows crop the tabview gets tab transitions, like the ones iOS 26 had (that ios27 removed 😡)year-level tags are separated from other tags expanded statistics!added archived events - events in the past - plus an option to automatically delete old events added a button to reset tips, since the app is getting more and more complicated the onboarding is less condensed, when that permission is first needed, its permission sheet request shows.more stuff gets cached in Defaults, making it more offline-safe.and some toolbar and blur and navigation title stuff.
some ui improvements (that weird box in the account view is Metal debug overlay, not my app)
Grade tracker!!! I know this is a very cliche topic but I had to implement this because it integrates so seamlessly with the app for example, it already knows your subjects (duh) and when you input the date of your assessment, it also knows which period of the day that is, because it knows your subjects! (duh) I also added ATAR, sthe user can set goals and stuff for what they want to achieve.
I decided to remove created timetables. they just don’t work anymore with the Friends concept, which makes it really annoying to adjacently share other timetables alongside having friends. its a shame, i wish it could have worked, maybe ill add it again later. oh well. im still just combing through the app and fixing all the little things i see: grade tracker gets a next item in the top for the top 4 subjects, which is important for atar. improved the friend detail view a bit better, because the old one had not enough information and was displaying badly.added more statistics to administration view cos its fun lol the tag selector view was improved, looks nicer and is a tiny bit more legible nowi changed the grade tracker weighting from semester to year. apparently thats the norm more friend detail view improvements
improving the friend detail view the padding is so much nicer, and the detail view also shows more info and in a better way the week subtab shows a similar timetable to the user’s own, and shows more info. and some more statistics lol
You can now change the font! this took more work than you would expect, because i did a find on the project and saw there were like 60 references to .monospaced, and each one had to be manually upgraded to dynamically apply font. i also tried to make the rounded font expanded, but after some inspection i found it doesnt even have a .expanded variant 😐 so the options i ended up with were monospaced, rounded, and expanded. no normal font. it just looks boring at this point. below is the same screen with each option! widgets also get the fonts, and they look actually insane ngl
I started work on rehauling the watchOS app And I really like how it’s coming out The watch is supposed to distill down the information the user needs, so i picked the current and next period, time, and their location. all these elements are glassy and stuff, so they are clickable, and its in a tabview that scrolls between each card. The first tab is the week view for the user. so I spent a good 2 hours trying to make a ScrollView work, but it didnt. sometimes the views teleported, some lagged, some glitched, and it was overall insanely annoying. so I moved to a tabview, which was considerably more stable, but removed the animations I wanted. it had its own animations which were fine, but yeah. Also, fonts also reflect on the watch! the one in the screenshots below is the expanded style, which to be honest isnt that good on watch since the watch is constrained as is, but yeah. The glass timetable actually looks insane I am still thinking of how to include other content, like grades maybe, and other things, but i dont want to make it too dense and slow
there is a new progress background: its not a background! inspired by the app icon / ios app, the progress view is now this marker thingy which fits into the app’s theme much nicer I’ve also been tweaking the font sizing, image sizing, padding, and gaps between the items here to make sure they look good at all possible subejct names etc. i also had to fight a bit with the safe area of the view, you can see in the image below the name “bob” ends slightly above the text, took me a lot longer than expected to fix that
I also made some improvements to the card height for the user’s own item. before, it was just the full width. Halfway while I was working on that, my TabView suddenly froze for a straight 20 seconds every time i changed the tab. this was very weird, and the CPU shows 0% usage, so I was quite surprised. After a large round of commenting things out and seeing what broke, I found it was a single .glassEffect() that I was using for the progress marker. I have no idea how a glass effect can make an entire tabview freeze, but fine. i replaced it with a simple red colour, as shown below, with a stroke and shadow, and i think it looks fine now.
I added a new devices statistics view. or more accurately, i expanded it. before, it just shows device platforms. now, it shows the os version, minor os version, and if it is a beta or not. i also added support for iOS 26 (previous builds only supported OS27 or later). this involved me just making some features not work on os26 😐 and supporting anything before OS26 would probably be legitimately impossible, so yeah not that.
Big update! Light mode! The app used to be dark mode only, it let me make it look much more pixel-perfect and refine colours and stuff, but its kinda obvious you cant keep the app dark mode only, its just not good. so i went through everything, adding light mode versions of paper, text, glass, etc. took me quite a bit of time because i was trying to maintain consistency while doing it, which included alot of redoing things and creating view modifiers and manually applying each one, etc i also added weatherkit, its just a single line in the today tab, but its nice. while adding light mode support, i found a really nice blur view i could add to lists, so now each lists’s background is nothing other than a blur! i also decided to make all backgrounds made out of paper, and i think it looks nice? theres also now a statistics page for deices and os versions and builds and stuff, itll be more useful later. as well as knowing when your friends arrive to school, i added the ability to know when they are within 5 or 10 mins, and to send notifications for that. average arrival also is split by day now, because people arrive to school at different times per day theres a new tab picker, which you can see int eh controls, its much more glassy than the last one, which is really really playful and stuff! i still have more work to do in terms of ui work, excluding light mode refinements, like notifications and widgets, but yeah.
I added accessibility improvements, mainly like labels and tags and stuff, for use with voice over etc. this was triggered by me installing a developer process into my app which allowed me to iterate on design faster, and it depended on accessibility elements to discover each element. (the purple thing lets you tap elements and comment on them) i also tried a new background for the cards, as you can see below, its just glass and i think it looks pretty nice
You can now edit the foreground colours for your profile picture monogram i also completed light mode support for widgets
I added custom backgrounds! Theres the paper backgrounds i added recently, and then the solid colours, and then also some of the really nice apple ones idk what they are called (i hope apple doesnt copyright me 😭) so yeah it applies to all backgrounds in the app i think it merges really nice with the liquid glass and blur backgrounds different views have it also shows on watch i also added an option to choose how far forward you see events. theres also even more statistics for what app version people are using!
So supporting light mode calls for an icon redesign, at least just for light mode, and here they are! Though to be honest, the entire app is gonna need a redesign, because I need to rename it from Timetable, because it has expanded into doing so much more, and timetable is a bit of a boring name. finding names is so insanely annoying though, but oh well.
I spent some time to work on this search button and its animation. idk if the video plays, but it uses apples glass effect transitions! I also made the confirmation dialogs for removing and reporting a friend better, before they just popped up in the middle of the screen, now it comes out of the menu (also found another ios27 beta bug 😐)
A somewhat interesting devlog this time. I spend a good 2 hours just trying to make live activities work. the miserable part is that they were already working before 😭 I dont even know what I did but it broke. And while i was trying to make a debug button to start a live activity, yeah it just wasn’t working. all kinds of problems with not submitting a good APNs token. and i had to like stop activities before starting new ones and stuff it was just in general really annoying. there was even more problems but its too much to say here 😔 anyway, i have started cleaning up the app. no more big features, to be honest, until i add a website for this thing!! should be really easy since the backend is clearly all done lol events can show weather for them, such as the athletics carnival i removed the ridiculous backgrounds i allowed users to choose, theres no only solid black/white and paper. more reasonable, i think. as part of my optimisation, i removed settings i found useless. haptics are now always on, and highlighting the current day is always on. profile pictures can now have their foreground colour set, like the Monogram can have its colour optimised.you can see the average for when your friends arrive to school per day, instead of in total. developer settings also got reorganised, more settings only show to developers. yet again cleaning up the app experience. the location status was a bit unreliable, if users were offline, etc, so i added multiple ways the app pushes updates to the server, and queued statuses when the device was offline. i also refined the actual radius for what counts as within 5 / 10 minutes, should be a bit better. i havent thought about people who live within 10 minutes, thats an interesting case the subject editors grid also looks nicer (still needs more improvement though the tabview now hides while scrolling, like it collapses into the corner, like apple apps! you can manually turn off sharing your status, for privacy reasons. and some more things i forgot 🥹 im so excited for this thing to actually launch!!!!!
new icons. the old one that now supports light mode was kinda ugly.
Ok so after a bunch of wrestling with nginx and bun and next.js, i have added the website! its at https://timetable.adonis.pt/ and the current api has been moved to https://timetable.adonis.pt/api Its the usual next.js thing. and it uses bun. my design idea for this is to look like its an ipad app, essentially, and im going to see exactly how far i can take the mimicking, maybe i can even add liquid glass to the web 💀 So yeah no more app building, now its website! It’s gonna be so much easier as well because I aleady have the backend done and tested, so this should be all design which will be really fun.
The website is alive! I got a screenshot of an iOS26 sidebar, and i am copying it, as you can see. looks nice i think
Hehehehe I’ve got a working version of liquid glass It uses gsap, which is nice the second image is an earlier version 😭
Its nice and squishy now! It uses gsap for this as well gsap is a great framework ngl
And now it scales up and down and stuff!!! I still can’t believe this is just html and css and js 😭 Theres so many parameters to tweak to make it feel right, its so finicky And depending on the size of the glass, you have to change the numbers, its kinda confusing honestly
So I’ve made the first version of the website, it’s really insanely buggy and broken, but the ui is there. so have the html good but no i need to really tweak the css to make it look nice, apple-style. i also need to figure out how to make loading states look nice, since unlike the the swiftui app, i can’t cache anything to not show loading state. in the plus side i dont have to deal with offline state, though. the sidebar and the toolbar are finished, and look really nice. the sidebar has an effect (from ipados) that basically reflects the content in a subtle blurred way, to make it feel like glass while not actually rendering anything expensive. The toolbar is just glass buttons + a black fade effect + progressives blur, also tuned to look like ipados. the icon in the sidebar is pretty ugly honestly so i need to replace that with the non-bordered icon. The other problem i am dealing with is that we are planning a complete redesign of the entire swiftui app, and obviously that has to propagate to the website, so any work i do now is kinda gonna be half wasted, depending on what the redesign actually looks like.
I’m still working on making the UI look much better, and I’m still figuring out some website stuff like how i should wire up the sidebar tabs as well as having like a nice homepage to advertise everything the app does, which will be a really fun sub-project. Turns out making nice looking lists in react is much harder than it looks, as shown below 😭 one problem is that each symbol has a different aspect ratio so i dont even know how to fit them nicely And unlike swiftui, its raelly raelly hard to stay consistent in your css and to keep using the ui tokens instead of making custom css everywhere. it looks like the website is gonna be harder than the app to make after all 😔 this classes card though, for example, i think its pretty much almost done. i might need a few more borders to make it look glassy and stuff but it looks exactly like the ios version, which is the end goal! And I added the animations to the classes card, again exactly like the iphone app. i also got a vscode extension that shows you all of your unused css classes, i highly recommend getting one and purging your codebase!
So the previous UI was really ugly, to be honest, so i decided I am oing to scrap half of the design and completely unstyle the entire app while making everything as standardised as possible, by trying to only use reused components as much as possible. So I spent all today stripping out components I didn’t need, then take the surviving components and adjusting them to my use case and making then look as nice as I can. alert dialogs drawers buttons lists section cards switches I have also decided to stop using tailwind because its quite simply messy and much more confusing than just moduled css, so ye
I have pretty much finished the components, I’m going to now go and add the other shared components and improve them too. then im gonna go through the css files and clear anything that is unused or overcomplicated, and then i can start remaking the website!
I think I have finished making all of the shared components I put everything inside accordions to organise the test components Overlays get the same translucency and outline every other component gets I think im happy with how the lists look, finally the option selectors are really really hot!!! The first page I have remade is the About view, which shows this badge if you are on localhost lol i also had to move the contributors up to the server instead of hardcoding them so that both website and app can see it And a really nice little animated gradient thingy for the about view!!
I have started using the shared components around the website, and its actually looking pretty nice! most importantly, these components can be changed once and work everywhere and i removed the drawers i was using everywhere, and i also made said drawers wider while i was rehauling the drawers i also kinda broke their animations and i don’t know how to fix it 😭 the whole website looks really basic now, since its obviously using now the shard unstyled components, and i was thinking about the theme and decided maybe it should be unstyled, and only the user’s own events and content etc can have colours.
I started to make the landing page, and i decided, after very much research from other landing sites I’ve seen, that the main item should be an interactive timetable, a version of the app icon. but interactive and glassy. im trying to recreate everything in css but its not looking as smooth and polished as real liquid glass does so ye. im kinda getting close though! I also added a navbar item that just is the link to actually open timetable, and when you hover it shows options to either open the app in testflight or open the web version which just redirects to /login. and its background switches to black when you start scrolling, which will make more sense later. i haven’t really planned the rest of the landing page, and i might remove this entire component if i find a good liquid glass implementation i can use, especially with bouncy animations etc. but yeah. (worst part is i might even just go change the entire app icon in a week so that kinda wastes all this time 😭😭😭)
After much trying to make glass, yet again, i failed. So now im just using blur and these edge effects, and i think it looks nice! theres even a hover eect, as shown in the second screenshot (class details show and the rectangle rotates a bit randomly)
I added a title to the lading site, but as you can see its not just any title. it uses this package called fitty to make the text size up to the full width of the page, and it does indeed look massive. and it also goes under the rectangles of the logo, so its like an apple depth effect you get on iphone lockscreens i found the website really laggy while scrolling somewhere while finishing of the main interactive icon, and i couldnt figure out why after removing everything that could have been gpu intensive (my gpu was spiking to 80% while just scrolling) so after all that my most likely theory is that the lag is just my computer and not the website (or both 😭😭) also when i made that main art, i made the border radii use px units, which made it look quite deformed on smaller screens, since the rectangle’s size is relative to screen width, whereas border radius is constant… so i went and fixed that too
I really wanted the first screen for timetable to look really really interesting and unique and instantly recognisable as Timetable, so i made the text instead of a boring white, it now has 3 really nice effects applied: A grain overlay, or noise, which in this case doesn’t make it look paper but looks nice nonetheless Its not flat white, its white at the top and goes to brown at the bottom, more noticeable when you close up. subtle but also nice The “white” isn’t even white. Its a particular white image i had a lot of difficulty in obtaining. it is the third screenshot, the “white” png. Its an .avif , and it uses some HDR-capable color space format something, which on compatible browsers make the timetable text show considerably brighter than everywhere else on your screen, which makes it really pop! i plan on using this effect in other places as well across the landing page to make it just pop a bit more. (the 4th image shows the white pixel showing as 1.25. anything above 1 is hdr.)
I did a few things in this devlog, got quite carried away frankly. So I migrated the codebase from Next.js to Tanstack. The reason was that i was seeing a lot of speed concerns, especially on the landing page. it was just lagging so much. i tried it on all my devices on all the browsers and it was there half the time. after a lot of commenting things out i just couldnt find a bug, so now i moved to tanstack. hopefully taht will remove at least some problems. in any case, i got bored of next.js and tanstack is a different framework to play with and make use of!! also, i continued the landing page by adding cards for each item. i don’t really like it right now, but i have established that i need to add these cards, if not in a different UI. The titles of each card are just image-masks, of Apple wallpapers! i went through some archive and picked out the ones i like, and applied a brightness 200% filter, and they look really nice now. after i finish the landing page im gonna work on rehauling the rest of the ui to be more intuitive and actually usable
ok so i think i have optimised it as much as i can lol tanstack clearly was a good idea, it just needed some optimisations!
Im making a 3d model of the school. this is so that i can show a whole literal map of the campus in the app, and then you can see where each user is, in 3d! i could even reexport it for the website, potentially its going to be interactive and everything
As well as migrating to Tanstack, I wanted even more speed, just for fun at this point honestly, so I decided to move to SolidJS from React. Its decently faster while looking similar to react, and it has some syntax stuff that i much prefer over react. this is basically just adding some margin for me to make bad code The end product looks identical so theres not much to show.. apart from the migration, I’ve also been designing the new landing page, which will also use the 3d model thing. the big question is figuring out how to make the 3d markers for each classroom register correctly, because i need to show a pin for each user at the right place, from swiftui, and somehow embed it into a realitykit 3d model. but im sure this use case has been done many times before so i can find something online!
Continuing the assorted improvements to the app: Fixed stacked drawers so nested drawer state updates reactively. Reworked the Friends page into shared List, ListSection, ListRow, and Card components. Preserved friend drag-and-drop ordering within the new layout. Improved timetable UX: i fixed the lesson selection in week view correctly aligned the “now” indicator in today view restricted timetable mode navigation to mobile through CSS, cos desktop already has the sidebar improved planner event styling. made the drawer compenent animate in and out, something i lost from the react -> solid migration I also added a reusable event-tag selection row with symbols and selected-state feedback.
Ships:
So I made a timetable app for my school, super-specialised and for ios, watchos, and macos. its got live activities and notifications to show you current and next subjects throughout the school day, widgets for your weekly schedule, ability to see your friends’ timetables, and server sync. and apple intelligence support!
This ship, I completely remade the app to work around accounts, and all the features that come with that I added a server, because it used to just store your timetable in your local storage and that was quite boring honestly creating a server for this has allowed me to add accounts, notifications, live activities, friends, shared events, multiple devices in the same account, and has made the website much easier to make (still in development, thats why the top devlogs are talking about the website not the app) The app now has all of this: Grades, track the score of all of your subjects notifications for each subject you have and your events etc live activity throughout each school day telling you your subjects etc sharing your location, subjects, and more with friends widgets that show your your subjects, upcoming events, and your friends’ schedules lots of administration options to manage pretty much everything, including who else is admin lol full support for siri, shortcuts, spotlight, and apple intelligence a full apple watch app btw i know 350 hours on a timetable app sounds insane (😭) but its because this project has 4 different aspects: swiftui client for iPhone, iPad, and mac swiftui client for apple watch a website client (still in development) the server that handles everything, and the database i promise it does more than just tell you your subjects 🙏...
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My very own WebOS by @dani_hristov06 | Stardance
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Title: My very own WebOS by @dani_hristov06 | Star Title: My very own WebOS by @dani_hristov06 | Stardance...
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My very own WebOS by @Diksha | Stardance
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Title: My very own WebOS by @Diksha | Stardance
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My awesome macropad! by @andyg | Stardance
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Title: My awesome macropad! by @andyg | Stardance
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A better hongChiao school management UI by @howard A better hongChiao school management UI by @howard | Stardance...
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[{"post_id": 44111, "ts": "202 [{"post_id": 44111, "ts": "2026-08-09T17:38:34Z", "hours": 4.6897, "text": "Time for a overdue update! I have removed a few things off the app (not entirely but just no nav buttons) since the school nuked them off the server. I’m working on getting the bill from the school, with auto fetching and PDF rendering within the app. Also on this update is the new and improved (org is just broken) the credit application form :)"}, {"post_id": 31202, "ts": "2026-07-19T12:32:18Z", "hours": 2.8586, "text": "I have been hinting on the new AI chat bot features, with including the new tRPC migrations with batch APIs, and with a new fancy graph (hint hint, its included). And bringing more and new interfaces to this unpleasant system."}, {"post_id": 27069, "ts": "2026-07-12T09:12:13Z", "hours": 3.8156, "text": "The main thing here is of course the fancy new AI chat features, in this time, I built a basic AI chat setting, a basic popover chat app thingy, and adding a new random graph lib I found on Twitter."}, {"post_id": 26439, "ts": "2026-07-11T07:34:48Z", "hours": 11.2514, "text": "This change included a new change into the core backend API system, instead of using the Next.js App routing, I moved to tRPC for better and faster development, this changes are partly done by Codex. This change also brought more UX changes, including prefill usernames (on login with param ?prefill=true), better password changing, tuition fetching, and tuition discount forums. All of this without using a server side db. Later, some stuff will have error handling, currently, there is none. Like the tuition discount forums."}, {"post_id": 13799, "ts": "2026-06-22T16:54:31Z", "hours": 4.8603, "text": "Worked on the main leave component, with a kinda broken displaying history system, but the main creation system works properly with faster and much more easier to interact web UI and API. With a new dashboard, and a empty info page. With a new account password reset flow at the account page, which I got an account from a friend and tested the account changing “requirement”, which is just a popup, and its not required to use the platform, so a new toast that just tells the user to change the password."}, {"post_id": 9764, "ts": "2026-06-16T06:12:29Z", "hours": 4.3467, "text": "Add new password expiry notice. This change also includes quick access better summaries. And a few TBD features for the leave section of the app, including uploading & downloading files. with actual name fetching instead of just getting the thing from your user id."}, {"post_id": 6300, "ts": "2026-06-10T16:29:08Z", "hours": 8.0136, "text": "Worked on some API endpoints and the login/dashboard page. Before recording this devlog, the captcha error got patched and the server admins added ASP.NET request verification, which is patched quickly with a quick input component."}]...
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Title: A better hongChiao school management UI by Title: A better hongChiao school management UI by @howard | Stardance
Devlogs:
Worked on some API endpoints and the login/dashboard page. Before recording this devlog, the captcha error got patched and the server admins added ASP.NET request verification, which is patched quickly with a quick input component.
Add new password expiry notice. This change also includes quick access better summaries. And a few TBD features for the leave section of the app, including uploading & downloading files. with actual name fetching instead of just getting the thing from your user id.
Worked on the main leave component, with a kinda broken displaying history system, but the main creation system works properly with faster and much more easier to interact web UI and API. With a new dashboard, and a empty info page. With a new account password reset flow at the account page, which I got an account from a friend and tested the account changing “requirement”, which is just a popup, and its not required to use the platform, so a new toast that just tells the user to change the password.
This change included a new change into the core backend API system, instead of using the Next.js App routing, I moved to tRPC for better and faster development, this changes are partly done by Codex. This change also brought more UX changes, including prefill usernames (on login with param ?prefill=true), better password changing, tuition fetching, and tuition discount forums. All of this without using a server side db. Later, some stuff will have error handling, currently, there is none. Like the tuition discount forums.
The main thing here is of course the fancy new AI chat features, in this time, I built a basic AI chat setting, a basic popover chat app thingy, and adding a new random graph lib I found on Twitter.
I have been hinting on the new AI chat bot features, with including the new tRPC migrations with batch APIs, and with a new fancy graph (hint hint, its included). And bringing more and new interfaces to this unpleasant system.
Time for a overdue update! I have removed a few things off the app (not entirely but just no nav buttons) since the school nuked them off the server. I’m working on getting the bill from the school, with auto fetching and PDF rendering within the app. Also on this update is the new and improved (org is just broken) the credit application form :)...
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Particle World by @Fawy2010 | Stardance
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-20T15:27:00Z", "hours": 46.0, "multiplier": 17.19, "payout": 797, "blessing": "neutral", "text": "I made a particle simulator, where every particle has a color and interact with other particles based on color. I found it to be challenging, to find out how exactly compute shaders and shaders as a whole work, because I had to figure out stuff like the communication between CPU and GPU and what the syntax of HLSL, the language shaders are written in, is. But now I’m proud of the result, even I with an laptop using an integrated graphics card, can simulate up to 60’000 particles at once, at a decent speed. But for the people that want to test out my project, I think the best way to experience it, is to just try out different stuff and see if you manage to get something that you like.", "repo": "https://github.com/Fawy20210/Particle-World", "demo": "https://fawy2020.itch.io/particle-world"}]...
|
[{"post_id": 31439, "ts": "202 [{"post_id": 31439, "ts": "2026-07-19T20:12:22Z", "hours": 1.2411, "text": "Devlog 11: Fixed a Bug & Finished README The bug I mentioned in my last devlog, the one where I couldn’t understand why it only happens when a number is odd, I still don’t understand it, but I managed to fix it. In the shader I use for rendering, I used fmod(InstanceID, colorCount) for finding out what color a particle is, but in my compute shader i do it like this InstanceID % colorCount , and apparently those do something different with the same int input? I don’t know. But now it’s fixed, and I added a Demo video to my README. So now I can finally ship this."}, {"post_id": 31345, "ts": "2026-07-19T17:37:48Z", "hours": 7.5317, "text": "Devlog 10: Writing a README & finding bugs So, I now pretty much have finished writing my README, only thing missing is a demo video, but before I can add that, I’ll have to fix a bug. Because apparently when you input a odd number as the amount of colors, the values in the matrixes are not the one of the color shown, but of the color 1 to the left/up? But only for odd numbers, even numbers work fine? But anyway, I also added a FPS counter to the simulation. So now I’ll go to either try find out why that bug happens, or just add something that makes the bug invisible."}, {"post_id": 28362, "ts": "2026-07-14T15:59:28Z", "hours": 3.1242, "text": "Devlog 9: Input Validation & Bug Fixing Knowing that I know my code to well, I gave a working version of it to my sister, to watch her try it, and see if there’s anything somebody could do, that isn’t really intended. And it turns out there is! It seems quite obvious now, but one thing you could do, but weren’t supposed to , was inputting any values you want, which is fine if you know what you’re doing, but most probably you won’t, so I had to add Input validation. In some places it was more important than in others, because your GPU really doesn’t like it if you define a buffer with a negative size, which happend if you inputted a negative amount of particles. I also cleaned up the files a bit, by taking all unused files, and putting them in a folder called… “Unused”, really clever name choice, isn’t it? So now, I get to prepare for Shipping my project, although I’m not really looking forward to writing the README yet."}, {"post_id": 27344, "ts": "2026-07-12T20:42:35Z", "hours": 8.0836, "text": "Devlog 8: Matrix editing & Camera Movement So I know I said in Devlog 7 , I would only polish some stuff and get ready to ship, but I just couldn’t not add the ability to edit the Matrixes and move the Camera, the first of the two, I was able to do with the help the GridLayout Component, which automatically arranges all it’s children in a grid. I did that by dynamically adding an UI input Element for each Value in the Matrix, and putting in the corresponding Value. And now, you can change the values of each Cell, and when you’re finished, you can hit apply, and now you’ve changed the behaviour of the particles, yay! Getting the Camera to zoom and move in a way I like, was really hard, probably because I was kind of tired, or maybe because I’m just stupid, who knows. But anyway, I’m using Unitys Input System to geth mouse movements and scrolling, so that I can then read out the value of those in my Script. The zooming is works like this: Zoom += Zoom * ( ScrollValue / 10 ); CameraSize = OriginalCameraSize * Zoom And the camera movement works by turning the mouse position an the screen into a position in the World Space, and multiplying it wiht the suqre of zoom, so that the movement gets slower and slower when you zoom in. There is even more to it than this, but it would be a pretty long Devlog if I explained everything, so I guess next time I shouldn’t wait 8h to write a Devlog. (:"}, {"post_id": 24326, "ts": "2026-07-07T20:41:50Z", "hours": 6.0033, "text": "Devlog 7: Adding a UI I finally did it, I added an UI to it, it doesn’t include everything I wanted, but it doesn’t have to be perfect, especially seeing as Unity thought it had to nuke half my work an the UI, just as I wanted to save it, that was quite annoying . But now you can control pretty much everything except the stuff that you can’t through the UI, like the amount of particles to simulate, some range values, physics variables, and of course the color of the particles. So now I probably just need to polish some stuff and get everything ready to be shipped, and then I’ll probably ship it, we’ll see."}, {"post_id": 23653, "ts": "2026-07-06T19:13:59Z", "hours": 9.1275, "text": "Devlog 6: Compute Shaders! So I know the next thing, and only thing left, on my To-Do list, as seen in my last Devlog , was to add an GUI/interface , but I wanted to improve on how many particles you can simulate at once, so I researched how shaders and compute shader work, and made one that could do everything my C# script could do too, but faster, as compute shaders run on the GPU, which is really good at doing things in parallel. But it wasn’t easy, as I had no idea how both shaders and compute shaders work, and I still don’t really know how shaders work, but atleast I know how compute shaders work now. But getting to this point, where it finally works, took me the entire day, with having to do research and having to keep trying new stuff to find something that works, but I think it was worth it. But I was kind of too lazzy to implement a BitonicMergeSort to sort using the GPU, so I took that code from https://github.com/SebLague/Fluid-Sim , and slightly altered it, so it would work for me. So now, I’ll just have to add an GUI or something like that, adjust some stuff, (like changing it so the particles don’t spawn in a symmetric grid, or particles don’t spawning inside other particles anymore), and clean everything up, and then I’d probably be ready ship it for the first time, depending on whether I wanna add more stuff first or not."}, {"post_id": 22862, "ts": "2026-07-05T14:15:16Z", "hours": 3.2097, "text": "Devlog 5: Speed up thanks to Spatial Partitioning So now I’ve done it, the next thing on my To-Do list is completed, as seen in my last Devlog , it was to Optimize and Improve calculations , and I did that, mostly by implementing Spatial Partitioning. How it works is that, if there is only a certain range around an particle, in this case the MaxRange, you can pretty much ignore everything outside of this range when calculating attraction, instead of having to check the distance to each particle, and getting the same result. To do that you split the area where the particles can be into squares(Cells) with length of MaxRange, and then assinging each particle a key, which you get like this: key = someHashFunction(CellPos.x, CellPos.y) % ParticleAmount And then with some sorting and such, you can calculate the attractions, only the Cell the particles in, and the 8 cells around it. This was somewhat simplified, but I hope one could understand it. And in the video below, you can see me simulating 4000 particles, at roughly 10 fps, which might not sound like a lot, but compared to before, where simulating 2000 particles resulted in about 5 fps, it certainly is. To-Do: Add interaction based on color and distance. Optimize and Improve calculations. Add an GUI / Interface"}, {"post_id": 22342, "ts": "2026-07-04T19:24:13Z", "hours": 3.5164, "text": "Devlog 4: Getting to a working version Like mentioned in my last Devlog , one thing I had to do was adding interaction based on color and distance, and hurray! I did both! So I did it by having an array of floats, which contains the attraction matrix, but flattend, and did the same for the distance values, basically like this: array[i + j * width] = matrix[i][j] I also made a function that based on a minRange and maxRange around a particle calculates it’s attraction to other particles, if it’s closer than minRange, it gets pushed away, otherwise if it’s closer than maxRange, it gets attracted or repelled based on the attraction matrix. I made it so instead of using Time.deltaTime it now uses a fixed value that you can change, and added friction, so the particles, making the particles alot more stable than they’d be otherwise. So now, I’d have a usable version of Particle Life, but as you can see my To-Do list isn’t quite finished yet. To-Do: Add interaction based on color and distance. Optimize and Improve calculations. Add an GUI / Interface"}, {"post_id": 22150, "ts": "2026-07-04T13:49:27Z", "hours": 1.7964, "text": "Devlog 3: Implemented some stuff In Devlog 2 I wrote down what I planned to do next, and now I’ve done it. I added an adjustable border that when crossed moves the particles back inside, and makes them bounce of by inverting their velocity, but dampening it a bit. Then I made it so whenever you start, it arranges the amount of particles you choose in a grid, in the middle of the border, with adjustable spacing between the particles. Then I made it so you can chose however many colors you want, and the colors will be equaly distributed to all the particles. I did this by basically doing this: particleColor[i] = colorList[i % colorList.length] Where the colorList[] is made up from the colors you input in the inspector. To-Do: Add interaction based on color and distance. Optimize and Improve calculations. Add an GUI / Interface"}, {"post_id": 22079, "ts": "2026-07-04T10:25:13Z", "hours": 1.2128, "text": "Devlog 2: Changing my approach I have now decided to not have each particle be a GameObject, but instead handle all of them from 1 Script that stores each particles position and velocity, to then calculate interactions and draw them. Right now I’m doing the drawing using Graphics.RenderMesh() for each individual particle, and I can already have them be attracted or repelled by each other. What I plan on doing next: Add a border, so the particles don’t escape. Make it so the particles starting positions are spread out. Add the possibility for particles to have different colors."}, {"post_id": 21677, "ts": "2026-07-03T19:17:27Z", "hours": 1.5361, "text": "Devlog 1: Starting my Project So first I had to set up my Unity project, link it to a GitHub repo, and then installed HackaTime to track the time I work in Unity. So I wanna create something based on Particle Life , but with a few changes and twists. So up until now, I have already made a Script that gets all colliders in a certain range around the GameObject it’s attached to, by using Physics2D.OverlapCircleAll() , and then calculates and applies a certain force into the direction of that other Collider, by using RigidBody2D.AddForce() . But right now, they still act the same towards all other particles, not just those of the same color. And now, I have also come to the conclusion that I will have to think about whether I wanna do this Project using the GPU for the calculations, or not, because I’ve realized that only using the CPU might not have the greatest performance, but the way I’m currently doing stuff, probably won’t work for a compute shader."}]...
|
Title: Particle World by @Fawy2010 | Stardance
De Title: Particle World by @Fawy2010 | Stardance
Devlogs:
Devlog 1: Starting my Project So first I had to set up my Unity project, link it to a GitHub repo, and then installed HackaTime to track the time I work in Unity. So I wanna create something based on Particle Life , but with a few changes and twists. So up until now, I have already made a Script that gets all colliders in a certain range around the GameObject it’s attached to, by using Physics2D.OverlapCircleAll() , and then calculates and applies a certain force into the direction of that other Collider, by using RigidBody2D.AddForce() . But right now, they still act the same towards all other particles, not just those of the same color. And now, I have also come to the conclusion that I will have to think about whether I wanna do this Project using the GPU for the calculations, or not, because I’ve realized that only using the CPU might not have the greatest performance, but the way I’m currently doing stuff, probably won’t work for a compute shader.
Devlog 2: Changing my approach I have now decided to not have each particle be a GameObject, but instead handle all of them from 1 Script that stores each particles position and velocity, to then calculate interactions and draw them. Right now I’m doing the drawing using Graphics.RenderMesh() for each individual particle, and I can already have them be attracted or repelled by each other. What I plan on doing next: Add a border, so the particles don’t escape. Make it so the particles starting positions are spread out. Add the possibility for particles to have different colors.
Devlog 3: Implemented some stuff In Devlog 2 I wrote down what I planned to do next, and now I’ve done it. I added an adjustable border that when crossed moves the particles back inside, and makes them bounce of by inverting their velocity, but dampening it a bit. Then I made it so whenever you start, it arranges the amount of particles you choose in a grid, in the middle of the border, with adjustable spacing between the particles. Then I made it so you can chose however many colors you want, and the colors will be equaly distributed to all the particles. I did this by basically doing this: particleColor[i] = colorList[i % colorList.length] Where the colorList[] is made up from the colors you input in the inspector. To-Do: Add interaction based on color and distance. Optimize and Improve calculations. Add an GUI / Interface
Devlog 4: Getting to a working version Like mentioned in my last Devlog , one thing I had to do was adding interaction based on color and distance, and hurray! I did both! So I did it by having an array of floats, which contains the attraction matrix, but flattend, and did the same for the distance values, basically like this: array[i + j * width] = matrix[i][j] I also made a function that based on a minRange and maxRange around a particle calculates it’s attraction to other particles, if it’s closer than minRange, it gets pushed away, otherwise if it’s closer than maxRange, it gets attracted or repelled based on the attraction matrix. I made it so instead of using Time.deltaTime it now uses a fixed value that you can change, and added friction, so the particles, making the particles alot more stable than they’d be otherwise. So now, I’d have a usable version of Particle Life, but as you can see my To-Do list isn’t quite finished yet. To-Do: Add interaction based on color and distance. Optimize and Improve calculations. Add an GUI / Interface
Devlog 5: Speed up thanks to Spatial Partitioning So now I’ve done it, the next thing on my To-Do list is completed, as seen in my last Devlog , it was to Optimize and Improve calculations , and I did that, mostly by implementing Spatial Partitioning. How it works is that, if there is only a certain range around an particle, in this case the MaxRange, you can pretty much ignore everything outside of this range when calculating attraction, instead of having to check the distance to each particle, and getting the same result. To do that you split the area where the particles can be into squares(Cells) with length of MaxRange, and then assinging each particle a key, which you get like this: key = someHashFunction(CellPos.x, CellPos.y) % ParticleAmount And then with some sorting and such, you can calculate the attractions, only the Cell the particles in, and the 8 cells around it. This was somewhat simplified, but I hope one could understand it. And in the video below, you can see me simulating 4000 particles, at roughly 10 fps, which might not sound like a lot, but compared to before, where simulating 2000 particles resulted in about 5 fps, it certainly is. To-Do: Add interaction based on color and distance. Optimize and Improve calculations. Add an GUI / Interface
Devlog 6: Compute Shaders! So I know the next thing, and only thing left, on my To-Do list, as seen in my last Devlog , was to add an GUI/interface , but I wanted to improve on how many particles you can simulate at once, so I researched how shaders and compute shader work, and made one that could do everything my C# script could do too, but faster, as compute shaders run on the GPU, which is really good at doing things in parallel. But it wasn’t easy, as I had no idea how both shaders and compute shaders work, and I still don’t really know how shaders work, but atleast I know how compute shaders work now. But getting to this point, where it finally works, took me the entire day, with having to do research and having to keep trying new stuff to find something that works, but I think it was worth it. But I was kind of too lazzy to implement a BitonicMergeSort to sort using the GPU, so I took that code from https://github.com/SebLague/Fluid-Sim , and slightly altered it, so it would work for me. So now, I’ll just have to add an GUI or something like that, adjust some stuff, (like changing it so the particles don’t spawn in a symmetric grid, or particles don’t spawning inside other particles anymore), and clean everything up, and then I’d probably be ready ship it for the first time, depending on whether I wanna add more stuff first or not.
Devlog 7: Adding a UI I finally did it, I added an UI to it, it doesn’t include everything I wanted, but it doesn’t have to be perfect, especially seeing as Unity thought it had to nuke half my work an the UI, just as I wanted to save it, that was quite annoying . But now you can control pretty much everything except the stuff that you can’t through the UI, like the amount of particles to simulate, some range values, physics variables, and of course the color of the particles. So now I probably just need to polish some stuff and get everything ready to be shipped, and then I’ll probably ship it, we’ll see.
Devlog 8: Matrix editing & Camera Movement So I know I said in Devlog 7 , I would only polish some stuff and get ready to ship, but I just couldn’t not add the ability to edit the Matrixes and move the Camera, the first of the two, I was able to do with the help the GridLayout Component, which automatically arranges all it’s children in a grid. I did that by dynamically adding an UI input Element for each Value in the Matrix, and putting in the corresponding Value. And now, you can change the values of each Cell, and when you’re finished, you can hit apply, and now you’ve changed the behaviour of the particles, yay! Getting the Camera to zoom and move in a way I like, was really hard, probably because I was kind of tired, or maybe because I’m just stupid, who knows. But anyway, I’m using Unitys Input System to geth mouse movements and scrolling, so that I can then read out the value of those in my Script. The zooming is works like this: Zoom += Zoom * ( ScrollValue / 10 ); CameraSize = OriginalCameraSize * Zoom And the camera movement works by turning the mouse position an the screen into a position in the World Space, and multiplying it wiht the suqre of zoom, so that the movement gets slower and slower when you zoom in. There is even more to it than this, but it would be a pretty long Devlog if I explained everything, so I guess next time I shouldn’t wait 8h to write a Devlog. (:
Devlog 9: Input Validation & Bug Fixing Knowing that I know my code to well, I gave a working version of it to my sister, to watch her try it, and see if there’s anything somebody could do, that isn’t really intended. And it turns out there is! It seems quite obvious now, but one thing you could do, but weren’t supposed to , was inputting any values you want, which is fine if you know what you’re doing, but most probably you won’t, so I had to add Input validation. In some places it was more important than in others, because your GPU really doesn’t like it if you define a buffer with a negative size, which happend if you inputted a negative amount of particles. I also cleaned up the files a bit, by taking all unused files, and putting them in a folder called… “Unused”, really clever name choice, isn’t it? So now, I get to prepare for Shipping my project, although I’m not really looking forward to writing the README yet.
Devlog 10: Writing a README & finding bugs So, I now pretty much have finished writing my README, only thing missing is a demo video, but before I can add that, I’ll have to fix a bug. Because apparently when you input a odd number as the amount of colors, the values in the matrixes are not the one of the color shown, but of the color 1 to the left/up? But only for odd numbers, even numbers work fine? But anyway, I also added a FPS counter to the simulation. So now I’ll go to either try find out why that bug happens, or just add something that makes the bug invisible.
Devlog 11: Fixed a Bug & Finished README The bug I mentioned in my last devlog, the one where I couldn’t understand why it only happens when a number is odd, I still don’t understand it, but I managed to fix it. In the shader I use for rendering, I used fmod(InstanceID, colorCount) for finding out what color a particle is, but in my compute shader i do it like this InstanceID % colorCount , and apparently those do something different with the same int input? I don’t know. But now it’s fixed, and I added a Demo video to my README. So now I can finally ship this.
Ships:
I made a particle simulator, where every particle has a color and interact with other particles based on color. I found it to be challenging, to find out how exactly compute shaders and shaders as a whole work, because I had to figure out stuff like the communication between CPU and GPU and what the syntax of HLSL, the language shaders are written in, is. But now I’m proud of the result, even I with an laptop using an integrated graphics card, can simulate up to 60’000 particles at once, at a decent speed. But for the people that want to test out my project, I think the best way to experience it, is to just try out different stuff and see if you manage to get something that you like....
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1793595029.3605995
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1793681429.3605995
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14076
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click clack by @aeroghurt | Stardance
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aeroghurt
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0
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9.4
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0
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[]
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[{"post_id": 13029, "ts": "202 [{"post_id": 13029, "ts": "2026-06-21T09:34:37Z", "hours": 9.4036, "text": "I made this little schematic a while ago (when I wasn’t verified), but I’m not sure if it even works (if anyone wants to take a look and correct any errors, feel free to do so :D ) My plan for this hackpad (which I call the Click Clack Pad™ ) is that it will have 3 switches, 1 rotary encoder switch and an OLED that I can display my art on. (Possibly an audio visualizer too for my music?? That would be super cool!) I’m pretty new to this kind of thing but I do have a flair for design (I think) and some experience working with an Arduino, it’s just the technicalities that make my head hurt a bit. But I’m here to get out of my comfort zone and make even cooler things ( yippeee ). The Wakatime for KiCad was bugging out so unfortunately I’ve lost a few hours of time, but thankfully I switched to Lapse before I lost even more. (P.S. I’ve already worked on the PCB, the casing is still in the works) So yeah, see you in the next devlog :DD"}]...
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Title: click clack by @aeroghurt | Stardance
Devl Title: click clack by @aeroghurt | Stardance
Devlogs:
I made this little schematic a while ago (when I wasn’t verified), but I’m not sure if it even works (if anyone wants to take a look and correct any errors, feel free to do so :D ) My plan for this hackpad (which I call the Click Clack Pad™ ) is that it will have 3 switches, 1 rotary encoder switch and an OLED that I can display my art on. (Possibly an audio visualizer too for my music?? That would be super cool!) I’m pretty new to this kind of thing but I do have a flair for design (I think) and some experience working with an Arduino, it’s just the technicalities that make my head hurt a bit. But I’m here to get out of my comfort zone and make even cooler things ( yippeee ). The Wakatime for KiCad was bugging out so unfortunately I’ve lost a few hours of time, but thankfully I switched to Lapse before I lost even more. (P.S. I’ve already worked on the PCB, the casing is still in the works) So yeah, see you in the next devlog :DD...
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1793443774.250817
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1794048574.250817
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14077
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My awesome macropad! by @hafsaverse | Stardance
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hafsaverse
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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 @hafsaverse | Stard Title: My awesome macropad! by @hafsaverse | Stardance...
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1793260221.7169297
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1793865021.7169297
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14078
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Sustainable solution by @121 | Stardance
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121
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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: Sustainable solution by @121 | Stardance
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1793443975.5270514
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1794048775.5270514
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14079
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Untitled project by @Arsenka_201 | Stardance
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Arsenka_201
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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 @Arsenka_201 | Stardanc Title: Untitled project by @Arsenka_201 | Stardance...
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1793418700.8856041
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1794023500.8856041
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14080
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Untitled by @barath | Stardance
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barath
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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 @barath | Stardance
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1793199106.7557008
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1793803906.7557008
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14081
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My first slack bot! by @rayane1elyousfi | Stardanc My first slack bot! by @rayane1elyousfi | Stardance...
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rayane1elyousfi
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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 @rayane1elyousfi | S Title: My first slack bot! by @rayane1elyousfi | Stardance...
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1793436457.7969098
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1794041257.7969098
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14082
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FlightSim by @Monish | Stardance
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Monish
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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: FlightSim by @Monish | Stardance
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1793544676.2628198
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1794149476.2628198
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14083
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Untitled by @devnchalil | Stardance
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devnchalil
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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 @devnchalil | Stardance
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1793425680.341671
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1794030480.341671
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14084
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Untitled by @devnchalil | Stardance
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devnchalil
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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 @devnchalil | Stardance
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1793228039.5920134
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1793832839.5920134
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14085
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Todo app by @arnavpatilauti | Stardance
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arnavpatilauti
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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: Todo app by @arnavpatilauti | Stardance
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1793551678.8277457
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1794156478.8277457
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14086
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Terminal camera (with colors) (unfinished yet) by Terminal camera (with colors) (unfinished yet) by @Ranne314 | Stardance...
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Ranne314
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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: Terminal camera (with colors) (unfinished y Title: Terminal camera (with colors) (unfinished yet) by @Ranne314 | Stardance...
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1793353670.8231401
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1793958470.8231401
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14087
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cosmic sticky notes by @realsaksham06 | Stardance
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realsaksham06
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0
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0.0
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0
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[]
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[]
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Title: cosmic sticky notes by @realsaksham06 | Sta Title: cosmic sticky notes by @realsaksham06 | Stardance...
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1793249556.8681548
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1793854356.8681548
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14088
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My very own WebOS by @Pierrilein | Stardance
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Pierrilein
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0
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0.41
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0
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[]
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[{"post_id": 5547, "ts": "2026 [{"post_id": 5547, "ts": "2026-06-09T11:15:54Z", "hours": 0.4053, "text": "Added a logo and started learning how to use html"}]...
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Title: My very own WebOS by @Pierrilein | Stardanc Title: My very own WebOS by @Pierrilein | Stardance
Devlogs:
Added a logo and started learning how to use html...
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1793433011.2953308
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1794037811.2953308
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14089
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Untitled by @Pierrilein | Stardance
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Pierrilein
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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 @Pierrilein | Stardance
|
1793329008.9647312
|
1793933808.9647312
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|
14090
|
MoodPad by @Shreyank | Stardance
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Shreyank
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: MoodPad by @Shreyank | Stardance
|
1793505390.8788726
|
1794110190.8788726
|
|
14091
|
Untitled by @1valaki_a | Stardance
|
1valaki_a
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @1valaki_a | Stardance
|
1793238467.4192853
|
1793843267.4192853
|
|
14092
|
Untitled by @ARCreator | Stardance
|
ARCreator
|
0
|
0.0
|
0
|
[]
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[]
|
Title: Untitled by @ARCreator | Stardance
|
1792910888.2333174
|
1793774888.2333174
|
|
14093
|
To-Do-List by @PAPER_01 | Stardance
|
PAPER_01
|
1
|
19.0
|
55
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-17T02:26:23Z", "hours": 19.0, "multiplier": 3.99, "payout": 55, "blessing": "neutral", "text": "I built an interactive, high-contrast To-Do List manager completely from scratch using basic HTML, CSS, and JavaScript. The look was heavily inspired by a cool design I found on Pinterest, and I spent over 18 hours getting every single detail right! The hardest part was making sure the dynamic task rows lined up perfectly with the headers on different screens, which I fixed by using a clean CSS Grid layout. I also customized the boring standard radio buttons by replacing them with my own animated dots. To make the app feel alive, I added a fun effect where the delete button physically moves down when you click it. Everything saves automatically so your tasks won't disappear when you refresh the page. I’m super proud of figuring out how to handle the data tracking and click events on my own and the main part was the localStorage , didnt even knew it existed beofre, and it was such a fun to build. To test it out, try adding a task, choosing a priority, and hitting Enter—then click the radio buttons to cross a task off your list!", "repo": "https://github.com/sudipstha-01/To_Do_List", "demo": "https://sudip-project-04.netlify.app/"}]...
|
[{"post_id": 10382, "ts": "202 [{"post_id": 10382, "ts": "2026-06-17T02:01:42Z", "hours": 3.0, "text": "Interactive To-Do List with Priority Tracking Time Logged: 18+ Hours (Hackatime) Tech Stack: HTML5, CSS3, Vanilla JavaScript Live Demo: sudip-project-04.netlify.app Code: github.com/sudipstha-01/To_Do_List I built this To-Do List application completely from scratch to improve my JavaScript skills and create something I could actually use. The app lets users add tasks, assign priorities, mark tasks as ongoing or completed, delete tasks, and save everything using Local Storage so tasks remain even after refreshing the page. This project ended up teaching me far more than I expected. Before starting, I only had a basic understanding of DOM manipulation. While building the app, I learned how to work with Local Storage, JSON parsing/stringifying, event listeners, event delegation, template literals, CSS Grid, and dynamic rendering. One of the biggest challenges was managing task status with radio buttons. Each task needed its own independent status controls, and figuring out the logic took several attempts before I found a clean solution. I also spent a lot of time debugging issues related to updating and re-rendering tasks, which helped me understand how data and UI stay in sync. The most rewarding part wasn’t finishing the project—it was seeing how much I improved throughout the process. Every feature introduced a new concept, every bug taught me something, and by the end I felt significantly more confident working with JavaScript. This was one of the most fun and educational projects I’ve built so far."}, {"post_id": 9189, "ts": "2026-06-15T12:56:54Z", "hours": 14.0, "text": "I am working on a to do list. After changing the design again and again , i finally decided to work on a black and white theme. I took the project inspiration from Pintrest . I know that its a simple project but i couldnt just figure out how the formating and stuff (I m a beginner), asked gemini for help again and again with css formating and js . Tried to make the code bugfree and maybe look somewhat professional looking by adding some professional looking variable names, stole the names from gemini though(lol) . Also one of the main factor that took time was leanring grid and shifting the layout of my site from flexbox to grid. [Still improving]"}]...
|
Title: To-Do-List by @PAPER_01 | Stardance
Devlog Title: To-Do-List by @PAPER_01 | Stardance
Devlogs:
I am working on a to do list. After changing the design again and again , i finally decided to work on a black and white theme. I took the project inspiration from Pintrest . I know that its a simple project but i couldnt just figure out how the formating and stuff (I m a beginner), asked gemini for help again and again with css formating and js . Tried to make the code bugfree and maybe look somewhat professional looking by adding some professional looking variable names, stole the names from gemini though(lol) . Also one of the main factor that took time was leanring grid and shifting the layout of my site from flexbox to grid. [Still improving]
Interactive To-Do List with Priority Tracking Time Logged: 18+ Hours (Hackatime) Tech Stack: HTML5, CSS3, Vanilla JavaScript Live Demo: sudip-project-04.netlify.app Code: github.com/sudipstha-01/To_Do_List I built this To-Do List application completely from scratch to improve my JavaScript skills and create something I could actually use. The app lets users add tasks, assign priorities, mark tasks as ongoing or completed, delete tasks, and save everything using Local Storage so tasks remain even after refreshing the page. This project ended up teaching me far more than I expected. Before starting, I only had a basic understanding of DOM manipulation. While building the app, I learned how to work with Local Storage, JSON parsing/stringifying, event listeners, event delegation, template literals, CSS Grid, and dynamic rendering. One of the biggest challenges was managing task status with radio buttons. Each task needed its own independent status controls, and figuring out the logic took several attempts before I found a clean solution. I also spent a lot of time debugging issues related to updating and re-rendering tasks, which helped me understand how data and UI stay in sync. The most rewarding part wasn’t finishing the project—it was seeing how much I improved throughout the process. Every feature introduced a new concept, every bug taught me something, and by the end I felt significantly more confident working with JavaScript. This was one of the most fun and educational projects I’ve built so far.
Ships:
I built an interactive, high-contrast To-Do List manager completely from scratch using basic HTML, CSS, and JavaScript. The look was heavily inspired by a cool design I found on Pinterest, and I spent over 18 hours getting every single detail right! The hardest part was making sure the dynamic task rows lined up perfectly with the headers on different screens, which I fixed by using a clean CSS Grid layout. I also customized the boring standard radio buttons by replacing them with my own animated dots. To make the app feel alive, I added a fun effect where the delete button physically moves down when you click it. Everything saves automatically so your tasks won't disappear when you refresh the page. I’m super proud of figuring out how to handle the data tracking and click events on my own and the main part was the localStorage , didnt even knew it existed beofre, and it was such a fun to build. To test it out, try adding a task, choosing a priority, and hitting Enter—then click the radio buttons to cross a task off your list!...
|
1792878854.3528783
|
1793742854.3528783
|
|
14094
|
Byte Mark by @miles_cutting | Stardance
|
miles_cutting
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Byte Mark by @miles_cutting | Stardance
|
1793206238.7279143
|
1793811038.7279143
|
|
14095
|
Satelite projector by @holycrap616 | Stardance
|
holycrap616
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Satelite projector by @holycrap616 | Starda Title: Satelite projector by @holycrap616 | Stardance...
|
1793523235.3843107
|
1794128035.3843107
|
|
14096
|
ultimtaum by @slayeroffred | Stardance
|
slayeroffred
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: ultimtaum by @slayeroffred | Stardance
|
1793462084.206953
|
1794066884.206953
|
|
14097
|
My awesome macropad! by @atlowkwinz | Stardance
|
atlowkwinz
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @atlowkwinz | Stard Title: My awesome macropad! by @atlowkwinz | Stardance...
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1793551818.6086621
|
1794156618.6086621
|
|
14098
|
HedMouse by @al8a7aa | Stardance
|
al8a7aa
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: HedMouse by @al8a7aa | Stardance
|
1793181189.4122229
|
1793785989.4122229
|
|
14099
|
asdf by @luxdejewels | Stardance
|
luxdejewels
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: asdf by @luxdejewels | Stardance
|
1793472943.8335555
|
1794077743.8335555
|
|
14100
|
My very own WebOS by @Aki | Stardance
|
Aki
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @Aki | Stardance
|
1793411596.9301627
|
1794016396.9301627
|