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14501
|
AeroFail by @advaith_prabhu_854 | Stardance
|
advaith_prabhu_854
|
0
|
1.46
|
0
|
[]
|
[{"post_id": 13406, "ts": "202 [{"post_id": 13406, "ts": "2026-06-21T23:10:52Z", "hours": 1.4569, "text": "Why I built a Mechanical Failure Predictor out of a plane Crash: When Jeju Air Flight 2216 went down on December 29, 2024, killing 187 people, I did what a lot of people did, which was that I watched the news, felt awful, and moved on with my day. Mechanical failures rarely come from nowhere. They come from signals that were there and weren’t caught or were caught and weren’t acted on. 187 people boarded a flight that data might have flagged. I wanted to understand that chain well enough to ask better questions about it. So I built AeroFail. It’s a web platform where engineers and/or students learning to think like engineers can input real sensor parameters from a flight system and get a predictive failure risk score across six subsystems: engine, fuel system, hydraulics, structural, avionics, and landing gear. There’s a chatbot that explains what the model found. A simulator that runs stress analysis on aircraft components. And a section documenting real accidents and what failed, why, and what a model like this might have caught. The model is imperfect. The physics are simplified. The data is synthetic for now. But the questions are real. And that feels like a place to start."}]...
|
Title: AeroFail by @advaith_prabhu_854 | Stardance Title: AeroFail by @advaith_prabhu_854 | Stardance
Devlogs:
Why I built a Mechanical Failure Predictor out of a plane Crash: When Jeju Air Flight 2216 went down on December 29, 2024, killing 187 people, I did what a lot of people did, which was that I watched the news, felt awful, and moved on with my day. Mechanical failures rarely come from nowhere. They come from signals that were there and weren’t caught or were caught and weren’t acted on. 187 people boarded a flight that data might have flagged. I wanted to understand that chain well enough to ask better questions about it. So I built AeroFail. It’s a web platform where engineers and/or students learning to think like engineers can input real sensor parameters from a flight system and get a predictive failure risk score across six subsystems: engine, fuel system, hydraulics, structural, avionics, and landing gear. There’s a chatbot that explains what the model found. A simulator that runs stress analysis on aircraft components. And a section documenting real accidents and what failed, why, and what a model like this might have caught. The model is imperfect. The physics are simplified. The data is synthetic for now. But the questions are real. And that feels like a place to start....
|
1793206269.8679478
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1793811069.8679478
|
|
14502
|
Boombox by @jordon_donnelly | Stardance
|
jordon_donnelly
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Boombox by @jordon_donnelly | Stardance
|
1793386065.7110882
|
1793990865.7110882
|
|
14503
|
Cloud Ceiling by @Dork | Stardance
|
Dork
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Cloud Ceiling by @Dork | Stardance
|
1793188394.698742
|
1793793194.698742
|
|
14504
|
WebsterOS by @KittyCat | Stardance
|
KittyCat
|
0
|
0.82
|
0
|
[]
|
[{"post_id": 6384, "ts": "2026 [{"post_id": 6384, "ts": "2026-06-10T18:58:19Z", "hours": 0.4603, "text": "added more styling, a top bar, and a background. It’s starting to look more like a desktop now! Eventually, I want to add some custom functions similar to the ones on my actual desktop, but for now, I’m just gonna keep working on styling and building"}, {"post_id": 5907, "ts": "2026-06-09T21:39:53Z", "hours": 0.3578, "text": "Just setting things up and getting started. Nothing really polished yet, just throwing things down"}]...
|
Title: WebsterOS by @KittyCat | Stardance
Devlogs Title: WebsterOS by @KittyCat | Stardance
Devlogs:
Just setting things up and getting started. Nothing really polished yet, just throwing things down
added more styling, a top bar, and a background. It’s starting to look more like a desktop now! Eventually, I want to add some custom functions similar to the ones on my actual desktop, but for now, I’m just gonna keep working on styling and building...
|
1793552009.9257305
|
1794156809.9257305
|
|
14505
|
My very own WebOS by @FloraLemon | Stardance
|
FloraLemon
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @FloraLemon | Stardanc Title: My very own WebOS by @FloraLemon | Stardance...
|
1793548072.6128137
|
1794152872.6128137
|
|
14506
|
My very own WebOS by @vojtyk | Stardance
|
vojtyk
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @vojtyk | Stardance
|
1793638154.3728013
|
1794242954.3728013
|
|
14507
|
Cyberdeck by @Rory_J | Stardance
|
Rory_J
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Cyberdeck by @Rory_J | Stardance
|
1793324889.8115826
|
1793929689.8115826
|
|
14508
|
Neural Playground by @aarnav_sharma | Stardance
|
aarnav_sharma
|
1
|
5.13
|
50
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-16T20:22:25Z", "hours": 4.0, "multiplier": 11.43, "payout": 50, "blessing": "neutral", "text": "I made a Neural Playground app in which you can visualize a neural network training itself. This was challenging, as I had never created UI with python before, and the math was also challenging. Some things you should know is that windows might show a blue screen saying that they are protecting you computer from this app, to bypass it just click more info and then run anyway. Also for mac you will need to download the project open it in an IDE and then install a package then run. You can get more detailed information in the README.", "repo": "https://github.com/Thunder-pro-grammer/neural-playground", "demo": "https://github.com/Thunder-pro-grammer/neural-playground/releases/tag/v1.0"}]...
|
[{"post_id": 37793, "ts": "202 [{"post_id": 37793, "ts": "2026-07-30T18:42:39Z", "hours": 1.1306, "text": "First Dev log after the first ship!!!!!! So lots of people were not able to open my project (probably because it did not work on Mac, and to open it on Mac they had to install some stuff), so I decided to switch from CustomTkinter to Streamlit, and now it runs on the web! The Streamlit app looks a lot better than the old one(if you have any ideas, I am all ears). I also lowered the Epoch number so it does not train itself as quickly. Now I am working on creating the reset button again, and am using some of the feedback I got on my app during the ship, and making it more interactive and animated."}, {"post_id": 29708, "ts": "2026-07-16T19:56:05Z", "hours": 0.3333, "text": "I added a reset button so users will be able reset the network, and train the data again without having to close the app and run again. Clicking the button creates a new NeuralNetwork object, tells the canvas to swap in the new network and redraw, and resets the loss label back to blank."}, {"post_id": 29654, "ts": "2026-07-16T18:35:07Z", "hours": 0.76, "text": "Today I got the Train button actually working. Clicking it runs the network through 3000 epochs(1 epoch is one full pass through of all the data) of training, then redraws the canvas with the updated weights and shows the current loss number, you can now visually see the colors and thickness of the lines changing. I also added a loss counter on the right of the screen to show the amount of loss, and how each time you click train the loss goes down until it reaches near zero(0.0001, it will never reach 0, it will just infinitely go toward zero, but we won’t be able to see the change).The hardest part was that nothing visually changed on screen, and I assumed it was a color/contrast problem with how I was rendering the weights. I spent time tuning the color logic before realizing the bug: I had written using the wrong method leading to it not updating the visuals. Once I fixed that line, the canvas started updating correctly and the color changes I’d built earlier were finally visible. Next I am going to add a reset button and possibly live animation during training instead of only seeing the result after it finishes."}, {"post_id": 27857, "ts": "2026-07-13T19:11:42Z", "hours": 1.9072, "text": "I updated the UI on the canvas to where it shows circles for neurons, connected by red and blue lines that have differing thicknesses. The red lines are positive weights, and blue lines are negative weights. The thickness of the line shows how much weight it has. Thicker lines have stronger weight magnitude, and thinner lines have weaker weights, the hardest part was actually making it symmetrical and look good, this took an hour to do. Next, I am going to make the train button actually work to show the canvas draw itself out so see the neural network build."}, {"post_id": 14039, "ts": "2026-06-23T00:42:57Z", "hours": 1.3792, "text": "First Devlog! I’m building a neural network visualizer to help you see how the network trains itself. Today I finished the math layer of the project such as passing inputs through the network(made up of neurons which decide how strongly to fire based on the inputs), calculating how much weight(How strong a connection is between two neurons) contributed to the error and nudging every weight and bias to reduce the error. I used NumPy to do this because of speed as it was more efficient at running due to being programmed in C(as well as python) and it had built in matrix math functions. The hardest part was understanding backpropagation specifically how the error gets calculated backwards through every layer using the chain rule from calculus. I figured it out after I realized that the network was just asking which weights caused the mistake and nudging them in the direction that reduces the error. Why am I building this? Because you can see more information clearly, and what path and connections the network is using, something a terminal can’t show you. And it just looks cool To test it works, I trained it on XOR which stands for exclusive or and returns 1 only when one input is 1. Next up: the UI"}]...
|
Title: Neural Playground by @aarnav_sharma | Stard Title: Neural Playground by @aarnav_sharma | Stardance
Devlogs:
First Devlog! I’m building a neural network visualizer to help you see how the network trains itself. Today I finished the math layer of the project such as passing inputs through the network(made up of neurons which decide how strongly to fire based on the inputs), calculating how much weight(How strong a connection is between two neurons) contributed to the error and nudging every weight and bias to reduce the error. I used NumPy to do this because of speed as it was more efficient at running due to being programmed in C(as well as python) and it had built in matrix math functions. The hardest part was understanding backpropagation specifically how the error gets calculated backwards through every layer using the chain rule from calculus. I figured it out after I realized that the network was just asking which weights caused the mistake and nudging them in the direction that reduces the error. Why am I building this? Because you can see more information clearly, and what path and connections the network is using, something a terminal can’t show you. And it just looks cool To test it works, I trained it on XOR which stands for exclusive or and returns 1 only when one input is 1. Next up: the UI
I updated the UI on the canvas to where it shows circles for neurons, connected by red and blue lines that have differing thicknesses. The red lines are positive weights, and blue lines are negative weights. The thickness of the line shows how much weight it has. Thicker lines have stronger weight magnitude, and thinner lines have weaker weights, the hardest part was actually making it symmetrical and look good, this took an hour to do. Next, I am going to make the train button actually work to show the canvas draw itself out so see the neural network build.
Today I got the Train button actually working. Clicking it runs the network through 3000 epochs(1 epoch is one full pass through of all the data) of training, then redraws the canvas with the updated weights and shows the current loss number, you can now visually see the colors and thickness of the lines changing. I also added a loss counter on the right of the screen to show the amount of loss, and how each time you click train the loss goes down until it reaches near zero(0.0001, it will never reach 0, it will just infinitely go toward zero, but we won’t be able to see the change).The hardest part was that nothing visually changed on screen, and I assumed it was a color/contrast problem with how I was rendering the weights. I spent time tuning the color logic before realizing the bug: I had written using the wrong method leading to it not updating the visuals. Once I fixed that line, the canvas started updating correctly and the color changes I’d built earlier were finally visible. Next I am going to add a reset button and possibly live animation during training instead of only seeing the result after it finishes.
I added a reset button so users will be able reset the network, and train the data again without having to close the app and run again. Clicking the button creates a new NeuralNetwork object, tells the canvas to swap in the new network and redraw, and resets the loss label back to blank.
First Dev log after the first ship!!!!!! So lots of people were not able to open my project (probably because it did not work on Mac, and to open it on Mac they had to install some stuff), so I decided to switch from CustomTkinter to Streamlit, and now it runs on the web! The Streamlit app looks a lot better than the old one(if you have any ideas, I am all ears). I also lowered the Epoch number so it does not train itself as quickly. Now I am working on creating the reset button again, and am using some of the feedback I got on my app during the ship, and making it more interactive and animated.
Ships:
I made a Neural Playground app in which you can visualize a neural network training itself. This was challenging, as I had never created UI with python before, and the math was also challenging. Some things you should know is that windows might show a blue screen saying that they are protecting you computer from this app, to bypass it just click more info and then run anyway. Also for mac you will need to download the project open it in an IDE and then install a package then run. You can get more detailed information in the README....
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1793663339.7741005
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1793749739.7741005
|
|
14509
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My first slack bot! by @pablovalerialima | Stardan My first slack bot! by @pablovalerialima | Stardance...
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pablovalerialima
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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 @pablovalerialima | Title: My first slack bot! by @pablovalerialima | Stardance...
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1793224289.6529052
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1793829089.6529052
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14510
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My awesome macropad! by @elisa_hang_10 | Stardance
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elisa_hang_10
|
0
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0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @elisa_hang_10 | St Title: My awesome macropad! by @elisa_hang_10 | Stardance...
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1793170392.4848444
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1793775192.4848444
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14511
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My first slack bot! by @BobR368 | Stardance
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BobR368
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @BobR368 | Stardance
|
1793386268.3871033
|
1793991068.3871033
|
|
14512
|
My very own WebOS by @janamaher | Stardance
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janamaher
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0
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0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @janamaher | Stardance
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1793443983.2906637
|
1794048783.2906637
|
|
14513
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Cyberdeck by @Rory_J | Stardance
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Rory_J
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Cyberdeck by @Rory_J | Stardance
|
1793274880.5561156
|
1793879680.5561156
|
|
14514
|
My awesome macropad! by @yasith-tharuka | Stardanc My awesome macropad! by @yasith-tharuka | Stardance...
|
yasith-tharuka
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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 @yasith-tharuka | S Title: My awesome macropad! by @yasith-tharuka | Stardance...
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1793472687.519962
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1794077487.519962
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14515
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Musically magically music player by @avycado13 | S Musically magically music player by @avycado13 | Stardance...
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avycado13
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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: Musically magically music player by @avycad Title: Musically magically music player by @avycado13 | Stardance...
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1793303809.1216083
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1793908609.1216083
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14516
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My awesome macropad! by @Beanz | Stardance
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Beanz
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0
|
0.0
|
0
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[]
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[]
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Title: My awesome macropad! by @Beanz | Stardance
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1793429337.8982797
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1794034137.8982797
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14517
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My awesome macropad! by @evmaagca | Stardance
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evmaagca
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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 @evmaagca | Stardan Title: My awesome macropad! by @evmaagca | Stardance...
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1792900283.540834
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1793764283.540834
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14518
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My awesome macropad! by @Pips | Stardance
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Pips
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0
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0.0
|
0
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[]
|
[]
|
Title: My awesome macropad! by @Pips | Stardance
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1793436646.2992778
|
1794041446.2992778
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14519
|
My awesome macropad! by @Oscar_Wyatt08 | Stardance
|
Oscar_Wyatt08
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Oscar_Wyatt08 | St Title: My awesome macropad! by @Oscar_Wyatt08 | Stardance...
|
1793494341.198337
|
1794099141.198337
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14520
|
My very own WebOS by @ARKMAN | Stardance
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ARKMAN
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @ARKMAN | Stardance
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1793260472.782755
|
1793865272.782755
|
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14521
|
Homemade RC plane by @ARKMAN | Stardance
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ARKMAN
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Homemade RC plane by @ARKMAN | Stardance
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1793559546.591372
|
1794164346.591372
|
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14522
|
My awesome macropad! by @shashashaik | Stardance
|
shashashaik
|
0
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0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @shashashaik | Star Title: My awesome macropad! by @shashashaik | Stardance...
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1793400626.0263383
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1794005426.0263383
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14523
|
kOS by @kaansen9611 | Stardance
|
kaansen9611
|
2
|
6.0
|
9
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-14T07:29:46Z", "hours": 2.0, "multiplier": 3.55, "payout": 9, "blessing": "neutral", "text": "I built kOS a web based operating system that runs entirely in the browser using HTML, CSS, and JavaScript. It has a boot screen, login system, draggable windows, a terminal, calculator, notes, weather app, aboutme app and settings. The most challenging parts were making the boot screen and the login system. I spent a lot of time learning how to build these features and used resources such as W3Schools and the DEV Community to better understand the concepts and solve problems I encountered.", "repo": "https://github.com/KaanSen9611/kOS", "demo": "https://kaansen9611.github.io/kOS/"}, {"ship_num": 2, "ts": "2026-06-25T11:14:10Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "kOS is a browser-based desktop environment I built using only HTML, CSS, and vanilla JavaScript. It simulates a lightweight operating system inside the browser with a custom window system and multiple apps like Notes, Weather, About Me, and a Calculator. My goal with this project was to explore how far I could push a desktop-like experience using only frontend technologies, without any frameworks or backend.One of the hardest parts for me was designing a consistent window system that works across all apps and keeps everything stable while still being interactive. I also struggled a bit with drag behavior, window positioning, and making sure different apps don’t break the overall layout. Working through those issues helped me understand DOM manipulation, event handling, and frontend structure much better.Overall, this project is a small OS simulation that runs entirely in the browser and reflects my progress in UI design, JavaScript logic, and building interactive systems.", "repo": "https://github.com/KaanSen9611/kOS", "demo": "https://kaansen9611.github.io/kOS/"}]...
|
[{"post_id": 28134, "ts": "202 [{"post_id": 28134, "ts": "2026-07-14T07:17:51Z", "hours": 2.4081, "text": "I added a simple boot screen and a login page + a new settings app and a new terminal"}, {"post_id": 15585, "ts": "2026-06-25T10:52:45Z", "hours": 0.4011, "text": "I added a calculator app to my kOS OS project. It is built using only HTML, CSS, and vanilla JavaScript."}, {"post_id": 15570, "ts": "2026-06-25T10:03:29Z", "hours": 0.5808, "text": "Added weather app and made the notes app better"}, {"post_id": 15252, "ts": "2026-06-24T19:22:32Z", "hours": 0.6981, "text": "I developed applications for kOS."}, {"post_id": 14997, "ts": "2026-06-24T11:34:16Z", "hours": 2.4311, "text": "Today I built the first major UI system for the kOS project. The goal wasn’t just to create a simple webpage, but to design something that feels like a real operating system interface. Right now, the system has a draggable window. It can be opened and closed, and it starts centered on the screen. There is also a top bar with a live clock that updates in real time. The UI has been redesigned using a glassmorphism style. Both the top bar and the window header are transparent with blur effects, so the background is visible through them. This gives the whole interface a more modern OS-like feel. The close button is a simple red X and it works properly. The open/close system is stable, and the window resets its position when reopened. Next steps will likely include a taskbar, multiple window support, and a desktop icon system to turn this into a more complete web-based OS experience."}]...
|
Title: kOS by @kaansen9611 | Stardance
Devlogs:
T Title: kOS by @kaansen9611 | Stardance
Devlogs:
Today I built the first major UI system for the kOS project. The goal wasn’t just to create a simple webpage, but to design something that feels like a real operating system interface. Right now, the system has a draggable window. It can be opened and closed, and it starts centered on the screen. There is also a top bar with a live clock that updates in real time. The UI has been redesigned using a glassmorphism style. Both the top bar and the window header are transparent with blur effects, so the background is visible through them. This gives the whole interface a more modern OS-like feel. The close button is a simple red X and it works properly. The open/close system is stable, and the window resets its position when reopened. Next steps will likely include a taskbar, multiple window support, and a desktop icon system to turn this into a more complete web-based OS experience.
I developed applications for kOS.
Added weather app and made the notes app better
I added a calculator app to my kOS OS project. It is built using only HTML, CSS, and vanilla JavaScript.
I added a simple boot screen and a login page + a new settings app and a new terminal
Ships:
kOS is a browser-based desktop environment I built using only HTML, CSS, and vanilla JavaScript. It simulates a lightweight operating system inside the browser with a custom window system and multiple apps like Notes, Weather, About Me, and a Calculator. My goal with this project was to explore how far I could push a desktop-like experience using only frontend technologies, without any frameworks or backend.One of the hardest parts for me was designing a consistent window system that works across all apps and keeps everything stable while still being interactive. I also struggled a bit with drag behavior, window positioning, and making sure different apps don’t break the overall layout. Working through those issues helped me understand DOM manipulation, event handling, and frontend structure much better.Overall, this project is a small OS simulation that runs entirely in the browser and reflects my progress in UI design, JavaScript logic, and building interactive systems.
I built kOS a web based operating system that runs entirely in the browser using HTML, CSS, and JavaScript. It has a boot screen, login system, draggable windows, a terminal, calculator, notes, weather app, aboutme app and settings. The most challenging parts were making the boot screen and the login system. I spent a lot of time learning how to build these features and used resources such as W3Schools and the DEV Community to better understand the concepts and solve problems I encountered....
|
1793605949.1868725
|
1793692349.1868725
|
|
14524
|
CollabCAD by @CollabCAD | Stardance
|
CollabCAD
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: CollabCAD by @CollabCAD | Stardance
|
1793300166.2796273
|
1793904966.2796273
|
|
14525
|
background remover by @rndm | Stardance
|
rndm
|
0
|
2.0
|
0
|
[]
|
[{"post_id": 6688, "ts": "2026 [{"post_id": 6688, "ts": "2026-06-11T06:23:59Z", "hours": 2.0, "text": "finished rough backend for u2-net ai no ui :("}]...
|
Title: background remover by @rndm | Stardance
De Title: background remover by @rndm | Stardance
Devlogs:
finished rough backend for u2-net ai no ui :(...
|
1792939852.4107325
|
1793803852.4107325
|
|
14526
|
Conway's Game Of Life by @buck | Stardance
|
buck
|
0
|
2.3
|
0
|
[]
|
[{"post_id": 14622, "ts": "202 [{"post_id": 14622, "ts": "2026-06-23T20:04:38Z", "hours": 1.0481, "text": "Game of Life #2 IT WORKS!! Got the actual updating system working. Right now, you can click to toggle a pixel and press spacebar to move forward one generation. Funny side effect: if you hold space, it actually simulates really quickly which looks super cool. Unfortunately, this doesn’t work at higher resolutions, so I’ll have to fix that. I’ve had a great time playing around with making random stuff and it seems to be a true representation of the Game of Life! One problem: The way I calculate each of the edges means it doesn’t act like an infinite grid, and if something touches the edge it will act unpredictably. Something for future me to fix! Next steps: Make it resizeable (scroll wheel?) Make it not lag Fix edge rendering"}, {"post_id": 13949, "ts": "2026-06-22T21:58:38Z", "hours": 1.2475, "text": "Game of Life #1 Got a simple window working with Tkinter in python with click detection. Pretty rudimentary, but baby steps, ammirite? I built it to also keep track of all the pixel states using a 2d array called “states” (genius naming, ik right?) that way I can make the actual algorithm easy Things to do next: Make actual game loop (start on spacebar?) Make it detect when I click and drag Make the window resizeable."}]...
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Title: Conway's Game Of Life by @buck | Starda Title: Conway's Game Of Life by @buck | Stardance
Devlogs:
Game of Life #1 Got a simple window working with Tkinter in python with click detection. Pretty rudimentary, but baby steps, ammirite? I built it to also keep track of all the pixel states using a 2d array called “states” (genius naming, ik right?) that way I can make the actual algorithm easy Things to do next: Make actual game loop (start on spacebar?) Make it detect when I click and drag Make the window resizeable.
Game of Life #2 IT WORKS!! Got the actual updating system working. Right now, you can click to toggle a pixel and press spacebar to move forward one generation. Funny side effect: if you hold space, it actually simulates really quickly which looks super cool. Unfortunately, this doesn’t work at higher resolutions, so I’ll have to fix that. I’ve had a great time playing around with making random stuff and it seems to be a true representation of the Game of Life! One problem: The way I calculate each of the edges means it doesn’t act like an infinite grid, and if something touches the edge it will act unpredictably. Something for future me to fix! Next steps: Make it resizeable (scroll wheel?) Make it not lag Fix edge rendering...
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1793198991.007102
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1793803791.007102
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14527
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2023 FRC Robot by @casper_jlb | Stardance
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casper_jlb
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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: 2023 FRC Robot by @casper_jlb | Stardance
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1793274922.0602207
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1793879722.0602207
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14528
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My awesome macropad! by @mepersonguy | Stardance
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mepersonguy
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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 @mepersonguy | Star Title: My awesome macropad! by @mepersonguy | Stardance...
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1793285361.2978692
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1793890161.2978692
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14529
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6 Speed Transmission by @pxverkso | Stardance
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pxverkso
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0
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27.0
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0
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[]
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[{"post_id": 11565, "ts": "202 [{"post_id": 11565, "ts": "2026-06-18T21:03:33Z", "hours": 7.0, "text": "Devlog #7 6 Speed Transmission I was able to package a compact shifting mechanism for the 4th and 5th clutch of the transmission. It uses 2 pedals driven independently by 2 servos. They both have independent gearboxes outputting a 1:1 ratio, this maximizes the torque from the servo. The pedals have enough space to make 90 degree adjustments to lock the ring gears of the clutches or to unlock them. The second part of the gear shifting mechanism will focus on the first, second, and third clutches. These features will be integrated into a single module and the two shifting modules will be able to be merged into a single shifting module that sits above the transmission."}, {"post_id": 10272, "ts": "2026-06-16T22:19:20Z", "hours": 4.0, "text": "Devlog #6 6 Speed Transmission I was able to completely finish the transmission and power transmission including the motors and battery packaged nicely into the model. It’s now full ready to 3d print. I now need to work on the shifting mechanism which I intend to use 5 servo motors to have independent control of each clutch. This was it’s easier for me when programming the software. My next steps are to develop the shifting mechanism and start 3d printing the parts for the transmission. Stay tuned!"}, {"post_id": 9051, "ts": "2026-06-15T03:23:00Z", "hours": 4.0, "text": "Devlog #5 6 Speed Transmission I’m starting to polish all the models so they can be 3d printed. I’m first thinking of tolerance and subtracting 0.2 mm on all moving parts and minimizing plastic on plastic contact. I already made a custom bearing prototype that I’m going to print tonight to see if it works. I also started assembling everything with screws and bearings and axles to get an idea for how many parts I need to set aside for the whole build. I still need to figure out how to stop each ring gear in the planetary gearboxes to shift gears. I’m thinking of a rotary shifter with 3 servo motors but that’s for after I’m done with the actual transmission."}, {"post_id": 8852, "ts": "2026-06-14T18:40:18Z", "hours": 3.0, "text": "Devlog #4 6 Speed Transmission Finished with the initial CAD, The gearbox that connects the motors to the transmission is polished but the whole transmission now needs filleting and chamfering so it looks better and runs with less friction. I also need to rename all the parts and sort everything into folders so people who want to build it can copy easily."}, {"post_id": 8427, "ts": "2026-06-14T00:25:06Z", "hours": 7.0, "text": "Devlog #3 6 Speed Transmission A ton of progress from the last devlog, I had to iterate on the gearbox ratios since I mistakenly link the gearboxes from greatest ratio to lowest ratio instead of going from lower to highest. This fixes excessive torque so the input into the transmission doesn’t break the entire thing. I started working on the input clutches and decided to make a custom bearing assembly for more fluid movements in the transmission. I’ll be making small prototypes to ensure each part of the transmission works correctly before I print everything out and assemble it."}, {"post_id": 6684, "ts": "2026-06-11T06:13:34Z", "hours": 1.0, "text": "Devlog #2 6 Speed Transmission I finally got the hang of planetary gearboxes! For this devlog entry, I was able to link 2 planetary gearboxes together to make a 2 speed transmission (a really nice starting point considering I learned how transmissions work today). The way this works is the furthest planetary gearbox is supposed to be the one with the highest gear ratio out of all the planetary gearboxes (I need a total of 3!) The next devlog will hopefully be 3 planetary gearboxes connected and 3 different gears I can shift into! Another think I need to improve on is the size, I’d really like it to be a smaller form factor so I can keep it on my desk after I build it :D"}, {"post_id": 6543, "ts": "2026-06-11T00:03:54Z", "hours": 1.0, "text": "Devlog #1 6 Speed Transmission I first got started with doing some background research on what typical automatic transmissions consist of. I read about how the main components are planetary gearboxes. I decided to CAD one and animate it so I could see how one works. Below is the current progress of the automatic transmission. The gears are purposely made helical to handle torque heavy applications The next steps I’d like to take is to utilize my understanding of planetary gearboxes and create a more intricate and efficient Automatic Transmission."}]...
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Title: 6 Speed Transmission by @pxverkso | Stardan Title: 6 Speed Transmission by @pxverkso | Stardance
Devlogs:
Devlog #1 6 Speed Transmission I first got started with doing some background research on what typical automatic transmissions consist of. I read about how the main components are planetary gearboxes. I decided to CAD one and animate it so I could see how one works. Below is the current progress of the automatic transmission. The gears are purposely made helical to handle torque heavy applications The next steps I’d like to take is to utilize my understanding of planetary gearboxes and create a more intricate and efficient Automatic Transmission.
Devlog #2 6 Speed Transmission I finally got the hang of planetary gearboxes! For this devlog entry, I was able to link 2 planetary gearboxes together to make a 2 speed transmission (a really nice starting point considering I learned how transmissions work today). The way this works is the furthest planetary gearbox is supposed to be the one with the highest gear ratio out of all the planetary gearboxes (I need a total of 3!) The next devlog will hopefully be 3 planetary gearboxes connected and 3 different gears I can shift into! Another think I need to improve on is the size, I’d really like it to be a smaller form factor so I can keep it on my desk after I build it :D
Devlog #3 6 Speed Transmission A ton of progress from the last devlog, I had to iterate on the gearbox ratios since I mistakenly link the gearboxes from greatest ratio to lowest ratio instead of going from lower to highest. This fixes excessive torque so the input into the transmission doesn’t break the entire thing. I started working on the input clutches and decided to make a custom bearing assembly for more fluid movements in the transmission. I’ll be making small prototypes to ensure each part of the transmission works correctly before I print everything out and assemble it.
Devlog #4 6 Speed Transmission Finished with the initial CAD, The gearbox that connects the motors to the transmission is polished but the whole transmission now needs filleting and chamfering so it looks better and runs with less friction. I also need to rename all the parts and sort everything into folders so people who want to build it can copy easily.
Devlog #5 6 Speed Transmission I’m starting to polish all the models so they can be 3d printed. I’m first thinking of tolerance and subtracting 0.2 mm on all moving parts and minimizing plastic on plastic contact. I already made a custom bearing prototype that I’m going to print tonight to see if it works. I also started assembling everything with screws and bearings and axles to get an idea for how many parts I need to set aside for the whole build. I still need to figure out how to stop each ring gear in the planetary gearboxes to shift gears. I’m thinking of a rotary shifter with 3 servo motors but that’s for after I’m done with the actual transmission.
Devlog #6 6 Speed Transmission I was able to completely finish the transmission and power transmission including the motors and battery packaged nicely into the model. It’s now full ready to 3d print. I now need to work on the shifting mechanism which I intend to use 5 servo motors to have independent control of each clutch. This was it’s easier for me when programming the software. My next steps are to develop the shifting mechanism and start 3d printing the parts for the transmission. Stay tuned!
Devlog #7 6 Speed Transmission I was able to package a compact shifting mechanism for the 4th and 5th clutch of the transmission. It uses 2 pedals driven independently by 2 servos. They both have independent gearboxes outputting a 1:1 ratio, this maximizes the torque from the servo. The pedals have enough space to make 90 degree adjustments to lock the ring gears of the clutches or to unlock them. The second part of the gear shifting mechanism will focus on the first, second, and third clutches. These features will be integrated into a single module and the two shifting modules will be able to be merged into a single shifting module that sits above the transmission....
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1792914579.4487221
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1793778579.4487221
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14530
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Tomogatchi by @valley | Stardance
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valley
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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: Tomogatchi by @valley | Stardance
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1793224577.033174
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1793829377.033174
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14531
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9ui0fsuijfgp by @pigeon_ | Stardance
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pigeon_
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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: 9ui0fsuijfgp by @pigeon_ | Stardance
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1793256572.3986428
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1793861372.3986428
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14532
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A antweight battle bot by @Carlos_Luviano | Starda A antweight battle bot by @Carlos_Luviano | Stardance...
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Carlos_Luviano
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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: A antweight battle bot by @Carlos_Luviano | Title: A antweight battle bot by @Carlos_Luviano | Stardance...
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1793289240.6854978
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1793894040.6854978
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14533
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My first slack bot! by @Nopoke | Stardance
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Nopoke
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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 @Nopoke | Stardance
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1793328438.399165
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1793933238.399165
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14534
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Exoplanet Explorer by @SpacePanda97 | Stardance
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SpacePanda97
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0
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2.6
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0
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[]
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[{"post_id": 8681, "ts": "2026 [{"post_id": 8681, "ts": "2026-06-14T12:48:53Z", "hours": 2.6, "text": "Devlog #1 Hi! My project is called the Exoplanet Explorer. This game is about generating different star systems with 5 planets. Each planet will consist of a terrain (ice, lava, rocky, etc.). There is also a possibility of getting a rare planet. I’ve started creating the fundamental parts of the game. I hope to get this project done in a week or so!"}]...
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Title: Exoplanet Explorer by @SpacePanda97 | Stard Title: Exoplanet Explorer by @SpacePanda97 | Stardance
Devlogs:
Devlog #1 Hi! My project is called the Exoplanet Explorer. This game is about generating different star systems with 5 planets. Each planet will consist of a terrain (ice, lava, rocky, etc.). There is also a possibility of getting a rare planet. I’ve started creating the fundamental parts of the game. I hope to get this project done in a week or so!...
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1793202724.1247778
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1793807524.1247778
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14535
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Issued YSWS by @Acidicts | Stardance
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Acidicts
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2
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92.0
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1431
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-28T16:15:34Z", "hours": 3.0, "multiplier": 18.73, "payout": 48, "blessing": "neutral", "text": "Mostly did Admin and stuff for behind the scenes to make fufillment a easier experience for it. Created batches which will be used for fulfilment in sessions as it would give me better ideas of which orders have been pending for longer and prevents me sitting doing 50 orders, non-stop.", "repo": "https://github.com/Acidicts/Issued", "demo": "https://issued.bing-bong.uk"}, {"ship_num": 2, "ts": "2026-10-01T17:03:11Z", "hours": 89.0, "multiplier": 15.53, "payout": 1383, "blessing": "neutral", "text": "Shipped!!! There are a bunch of features and stuff that I have added to this since flavortown, from the ordering system to devlogs and ship flow. Project Info This is the ruby on rails app for the ysws draft #issued where YS: Designs made with Code WS: Clothes and other swag with those designs Features added: A bunch of features have been added and I have separated them to 3 categories Major ones for functionality, quality of life for feel and use, security for data security. New Major Features: Designs view now is more detailed including hackatime projects and images from devlogs and ships Ship flow system so you can submit to the ysws Product Design system (admin only - for making the shop items by importing from printful via api) Order system using lots of hotwired turbo (choose color, design placement rotation and scale) Notifications (3 types Normal which provides info and 2 others Boolean which gets a yes or no answer and text which gets a written answer Reviewer Panel which shows pending ships to review with some data on (need to add hackatime info for it though) Storing Reviewer proof videos in a cloudflare R2 storage Quality-Of-Life: Added better UI/UX with some issues with need for ironing out (eg font change from workbench to ‘lexend’ and ‘space mono’ Kept a consistent style through the site, although some panels might need better border colour On login it redirects to the page you logged in by Security: I added User DB encryption to protect user data stored on the postgres database instance, such as name and email Summary Made the functional part of the ysws site (Designs, ordering, shipping) Added more security for user data Improved UI(Font and colour scheme)", "repo": "https://github.com/Acidicts/Issued", "demo": "https://issued.bing-bong.uk"}]...
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[{"post_id": 78879, "ts": "202 [{"post_id": 78879, "ts": "2026-10-11T21:05:08Z", "hours": 2.5772, "text": "I created the fulfilment system for a fulfilment team to use Recent changes Removed redundant save! calls and updated fulfillment tests to reduce unnecessary database operations and align test logic with current behavior 9acc056 . Added a fulfillment role, batch pipeline, and popup controller to support new workflow automation and UI interactions afa7a20 . The popup controller likely handles transient UI elements like notifications or modals. Fixed a crash in /designs preview rendering by resolving an issue blocking Ruby scan/lint CI, ensuring previews no longer fail unexpectedly ( 911f035 ). Corrected a stray question mark in a design preview image tag to prevent malformed HTML output ( 955dd6c ). Added a note about YSWS draft sponsorship documentation, possibly for tracking external partnerships or funding discussions ( d92d571 ). No performance optimizations or subsystem overhauls were addressed in this cycle. Next steps depend on external feedback and test coverage improvements implied by recent test updates."}, {"post_id": 75924, "ts": "2026-10-01T16:48:57Z", "hours": 0.6297, "text": "Deploying on coolify and fixing bugs with that + encrypting current db"}, {"post_id": 75729, "ts": "2026-09-30T21:34:41Z", "hours": 1.0775, "text": "Recent changes - Installed Bundler 4.0.4 in the Dockerfile to standardize gem management across environments ( 88ba659 ). - Ensured the verification directory exists for SVG upload tests, addressing missing file system setup in test workflows ( 83f2e53 ). - Resolved a Turbo conflict in order steps, likely related to event streaming or frame rendering in Rails views ( e8d08f4 ). Updated navigation unread counts dynamically from notification events, improving real-time feedback for user activity ( a75f6ff )."}, {"post_id": 75254, "ts": "2026-09-29T16:08:17Z", "hours": 3.9967, "text": "## Recent changes Notifications: Unanswered notifications now retain their unread status until explicitly addressed. This ensures users can distinguish between pending and resolved interactions without relying on manual state updates ( 751a370 ). Security: Authentication workflows, file uploads, and resource authorization checks have been updated with additional safeguards. Specifics include input validation and access control refinements, though implementation details are not disclosed in the commit message ( 97e48db )."}, {"post_id": 74657, "ts": "2026-09-27T21:33:33Z", "hours": 2.8042, "text": "Made Notifications Useful Recent changes Persistent unread state for unanswered boolean notifications Notifications with unresolved boolean actions (e.g., approvals) now remain marked as unread until explicitly addressed. This ensures users revisit pending decisions. Commit: 39aabb2 . Interactive notification replies with approval time tracking Added support for direct replies to notifications, along with timestamp logging for when approvals are finalized. This enables granular tracking of response times for actionable alerts. Commit: 6ac80f9 ."}, {"post_id": 74176, "ts": "2026-09-26T21:01:23Z", "hours": 9.8606, "text": "Recent changes Added ship request reviews, resubmission logic, and R2 storage integration for tracking reviewed submissions ( 41b1e43 ). Started on the review workflow Started on Resubmission logic Set up support for cloudflare R2 Guarded Hack Club token persistence behind encryption configuration, ensuring tokens are only stored when encryption is explicitly enabled ( a4b6d0c )."}, {"post_id": 71158, "ts": "2026-09-20T11:24:58Z", "hours": 2.1222, "text": "Recent changes Comment delete, Turbo Comment Box, and ship request fade functionality Add #destroy functionality to the comments with owner permission, path, delete button, and dependent comments. Make use of valid commentable_type/id while building comments and make responses as Turbo streams and wrap up comments within a Turbo frame. Resize the comment box according to the content changes detected by the MutationObserver. Make ship request modal and overlay fade in and out. Consider higher level ship request as blockers for all ship requests. Comment card and comment list styling."}, {"post_id": 70827, "ts": "2026-09-19T20:44:04Z", "hours": 7.9789, "text": "Recent changes Add comments to devlogs and ship requests Implement polymorphic Comment model with CommentsController, Stimulus-driven collapsing comment box, markdown preview form, and styles. Comments will be rendered by Turbo frames and allow editing by owner/admin. This is what else is included in this change: Encryption of hackclub_access_token and hackclub_refresh_token through ActiveRecord encryption, including config, env sample and migration task for already existing non-encrypted tokens. SSL enforcement in production (assume_ssl, force_ssl). Update filter_parameters to strip out sensitive information and OAuth tokens from logs. Fix ExchangeRate API call to include Bearer authentication header. Sanitization of devlogs HTML output through SafeListSanitizer. Update Design#can_make_devlog to can_make_devlog? method and restrict can_ship? check to devlogs without ship request. Add SRI integrity attribute to marked/DOMPurify scripts loaded from CDNs. UI improvements: styles for disabled buttons, utility class for hover-underline effect, devlog cards layout and info icons."}, {"post_id": 65654, "ts": "2026-09-10T22:45:01Z", "hours": 4.65, "text": "Recent changes Ship request flow and SVG conversion : Added support for processing ship requests, handling SVG conversions, and validating devlog images before submission 8ca9b5d9 . Nil safety for Hackatime projects : Wrapped the @hackatime_projects variable in an Array structure to prevent nil errors when retrieving project data a29691ff . CI environment and test ordering : Set RAILS_ENV=test for the CI setup process and reordered the sequence of test steps to improve execution reliability 2968d162 . Authorization consolidation : Refactored authorization guards and consolidated the linking logic for Hackatime projects 4c2b1836 ."}, {"post_id": 63555, "ts": "2026-09-07T13:59:01Z", "hours": 4.54, "text": "Recent changes Fixed a failure in the CI/CD pipeline commit Implemented status tracking for balance events and refined the underlying thread logic associated with them commit Refactored the token rendering component for render_encoded to allow {{design: design.id}} making a pill, to improve display fidelity and added an edit functionality for devlog entries commit Integrated support for uploading images directly within the devlog interface and established links to corresponding Hackatime projects commit"}, {"post_id": 62972, "ts": "2026-09-06T15:23:56Z", "hours": 7.4994, "text": "Added Devlogs and changed hackatime projects to be multi model per design. Move hackatime project linkage from a single designs.hackatime_project column to a has_many hackatime_projects model, syncing each project’s time and aggregating totals on designs. Add devlogs, ship_requests, ships, and comments models/routes/views for design logging and shipping, and make balance_events polymorphic.Update designs controller, helpers, and views to render multiple project pills, allow adding/removing linked projects, and show a combined hackatime/image/devlog layout. Add redcarpet for Markdown rendering and adjust CSS for dark mode, responsive galleries, and pill controls. Added Devlogs and the prep for adding the shipping flow I added devlogs to the project in prep for the shipping flow"}, {"post_id": 61811, "ts": "2026-09-04T21:55:13Z", "hours": 3.1611, "text": "Recent changes Added support for balance events and thread adjustments to improve financial tracking accuracy. This also included an update to the notification rendering system to safely handle these new data types without breaking existing templates (commit: ( faed39b57619 )). Fixed the positioning of the design box within the product editor. This specifically addresses display issues occurring when editing products via /admin/products/<id>/edit (commit: ( aa4e314b5dcd ))."}, {"post_id": 60507, "ts": "2026-09-02T21:52:42Z", "hours": 5.5383, "text": "I’ve focused on refining the shop page styling, header positioning, and cost handling logic ( d10a9c51 ). The recent batch of work involved schema adjustments for a product enabled flag, adding support for cost and thread costs ( 82f9f2d1 ), applying a schema fix ( 3f8bcb8a ), fixing CI pipeline issues ( 71e98a ), and pushing updates to production ( ca19da29 ). Recent changes Added an image variants system and updated views to utilize thumb and display variants specifically ( a2e4eb28 ). Implemented cost handling updates, including a specific support for thread costs alongside general product cost tracking ( 82f9f2d1 ). Added an auto annotaterb script executed within the Rails migration process ( 7d07d278 ). Applied schema fixes to ensure data integrity during the recent updates ( 3f8bcb8a ). Updated the RSVP page styles and refreshed the thanks template ( 217945eb ). Refined header positioning and shop page styling across the frontend ( d10a9c51 ). Added a product enabled flag to control product visibility and state in the system ( 82f9f2d1 ). Whats next: Umm, so whats next I think would be adding balance_events so you can trace changes in balances(spending/earning)"}, {"post_id": 59213, "ts": "2026-08-31T21:41:46Z", "hours": 2.8433, "text": "Since the last update, I’ve focused on enhancing the order preview system to support complex design workflows and improving image navigation for multi-image configurations. Recent changes Added multi-image preview navigation with left/right arrow buttons and an index display (e.g., “Image 2 of 5”) to streamline design review workflows ( b269fe5 ). This change directly addresses the need to review multiple design iterations in a single view without page reloads. Refactored the order preview component to support multiple print areas with independently configurable design images. This involved restructuring the preview logic to handle dynamic print area definitions while maintaining consistent state across design selections ( 0545118 ). The refactor enables customers to visualize different designs on separate print areas (e.g., front/back/ sleeves) within the same order preview."}, {"post_id": 58236, "ts": "2026-08-30T16:26:21Z", "hours": 8.9714, "text": "Print area management UI & backend ( a42a00d ): Built a full stack for managing print areas (think “where the design goes” on a shirt front or back). This includes models to store print area dimensions, controllers to handle CRUD ops, and RESTful routes to tie it all together. The frontend now lets users drag/drop to define print zones with responsive positioning ( position: absolute + transform: scale to handle dynamic sizing). Edge case: Products with multiple print areas (e.g., front + back) now render distinct configurations without clobbering state. Printful service & stock syncing ( 7b5d817 ): Added printful_id to product models to map Issued products to Printful’s inventory. UI updates to display Printful sync status (green checkmarks for success, red alerts for failures). Technical tangents The print area system was a slow make. For example: To ensure designs stay within printable bounds, I had to calculate dynamic margins based on product type (e.g., a hoodie’s print area ≠ a mug’s). This involved hacking some trigonometry into the frontend to snap selections to “safe zones.” On the backend, I’m using ActiveRecord callbacks to validate print area dimensions against product specs. If a user tries to set a print area wider than the product allows It raises a PrintAreaOutOfBounds error Future features The actual ship flow and being able to edit multiple print areas instead of just the one"}, {"post_id": 53048, "ts": "2026-08-23T13:14:54Z", "hours": 4.1422, "text": "Added Variants for size and colors with stock for each printful region facility. Stimulus target which groups the variants by colour and deletes empty groups"}, {"post_id": 50653, "ts": "2026-08-19T22:27:11Z", "hours": 3.3331, "text": "Created Printful API Integration and improved order screen to allow better customisations Add Printful import endpoint and order preview UI improvementsImplemented Printful product import, added order preview generation, UI styles, and controller changes for drag‑resize‑rotate preview."}, {"post_id": 37237, "ts": "2026-07-29T19:53:07Z", "hours": 0.3972, "text": "Improved the New Order Page to be neater, and better themed along the colour scheme"}, {"post_id": 37220, "ts": "2026-07-29T19:25:45Z", "hours": 1.2728, "text": "Rename admin-product to products and refactor CSS, controller, and views. Updated class names and CSS variables, added .no-product-grid and .dashed-break styles. Simplified image loading logic in the product preview controller, and replaced large inline layout styles with external stylesheet includes."}, {"post_id": 35739, "ts": "2026-07-27T11:35:58Z", "hours": 1.3936, "text": "Add brand colors, badge styles, and redesign pagesAdd brand color variables, badge styles, and a full redesign of design pages with responsive layouts, fixed redirect stuff, optimised by using one erb engine call for designs"}, {"post_id": 35463, "ts": "2026-07-26T22:10:06Z", "hours": 1.1911, "text": "Dropdown Styling & Component Replacement The design form’s dropdown interface was overhauled to improve visual consistency and user experience. A native <select> element was replaced with a custom-styled solution using 3ab7405 , allowing for greater flexibility in aligning with the project’s aesthetic goals. This change ensures smoother integration with the overall theme and avoids browser-specific styling quirks. CSS Refactoring & Theme Variables Design form styling was fully refactored in 928b7b0 , introducing global theme variables to streamline color, spacing, and typography management. This move simplifies future theme adjustments and promotes code reuse. Model defaults were also standardized to reduce redundancy in form initialization logic, making the codebase more maintainable. Admin Test Redirects In 2af0071 , the admin test workflow was updated to automatically redirect to the products list URL after test submissions. This improves user navigation by providing immediate feedback and next steps, ensuring a cohesive backend experience. Current Status The frontend is now more thematically consistent, with design forms serving as a primary focus area. Admin workflows are being optimized for clarity and efficiency, though backend test processing logic remains pending integration. The codebase is gradually adopting a modular structure, particularly for UI components and configuration. Things Learnt Custom dropdowns using CSS and JavaScript offer better cross-browser compatibility than styling native <select> elements. Theme variables significantly reduce the effort required for UI adjustments, especially as the project scales. Redirects in admin flows should be designed with user context in mind to avoid confusion."}, {"post_id": 34704, "ts": "2026-07-25T17:05:22Z", "hours": 1.6431, "text": "Project Summary: Admin & Infrastructure Progress Key Milestones & Features Built 🛠️ Admin Product Management UI : Added a full admin interface for product management, including preview capabilities, environment variable integration, and updated order flow logic. This enables admins to efficiently manage product listings and track orders. 🆓 Privacy Enhancements : Implemented a “hide PII” controller to anonymize user data in the UI, ensuring sensitive information is protected in user-facing tables. 🧪 Product Cost Handling : Validated GBP pricing logic for products, ensuring accurate cost handling in the British Pounds currency. 🛠️ CI/CD & Dependency Updates : Configured PostgreSQL in CI pipelines, updated database URLs, and bumped Ruby gem versions to ensure a stable, up-to-date environment. 🎨 Styling Cleanup : Replaced inline styles in admin views with stylesheet_link_tag imports, improving maintainability and separation of concerns. Current Status The project now has a functional admin dashboard for product and order management, with privacy features baked into user data displays. Infrastructure is PostgreSQL-ready in CI, and styling practices align with modern Rails conventions. Core e-commerce logic (pricing, currency) is under testing, with environment variables streamlining configuration. Lessons Learned Privacy by Design : Integrating PII protection early simplifies compliance and reduces technical debt. Infrastructure as Code : Automating PostgreSQL setup in CI saves manual effort and reduces environment inconsistencies. Maintainable Styles : Moving to external stylesheets improves collaboration and long-term code hygiene. Order Page Started Created a functional order page Currency Handling : Explicit GBP validation highlights the need for clear financial logic in order systems."}, {"post_id": 32945, "ts": "2026-07-22T13:01:39Z", "hours": 1.1947, "text": "Replace admin view inline styles with stylesheet_link_tag importsRemoved large embedded CSS from multiple admin templates and switched to external stylesheet links for consistency and maintainability."}, {"post_id": 32314, "ts": "2026-07-21T12:27:35Z", "hours": 0.3503, "text": "Add CurrencyConvertible include and cost conversion helpersInclude CurrencyConvertible in ApplicationHelper and Product, add cost_usd and cost_gbp methods, remove obsolete gbp_to_usd, usd_per_gbp and fetch_usd_conversion_rates, rename cost column comment, and adjust product inheritance."}, {"post_id": 32039, "ts": "2026-07-20T22:30:02Z", "hours": 1.2369, "text": "Update README, moved CSS files, fixed issues between pages (styling)Include planning file entry, revise README wording, and remove dashboard and notifications stylesheet files."}, {"post_id": 30900, "ts": "2026-07-18T21:33:53Z", "hours": 0.9747, "text": "feat(database): migrate from SQLite to PostgreSQL and switch to Redis infrastructure- replace sqlite3 with PostgreSQL database adapter in Gemfile and config configure Redis for caching, Action Cable, and Active Job instead of Solid adapters add guide attribute to User model for onboarding flow control implement user existence validation in ApplicationController refactor CSS architecture by moving stylesheets to components directory create shared designs.css stylesheet for design pages with responsive styling update todo partial to check guide flag before displaying onboarding prompts add migration for guide column on users table"}, {"post_id": 26210, "ts": "2026-07-10T21:30:31Z", "hours": 0.6197, "text": "Key Milestones & Features The project has made solid strides in building out core admin functionality and refining user interactions: Admin Controller Tests : Comprehensive tests for the dashboard, orders, and products controllers were added, ensuring reliability and laying groundwork for future expansions. Form Submission Control : A disable button feature was implemented in the design-form component to prevent multiple submissions, improving UX and reducing backend load. Dashboard Updates : The dashboard_controller.rb received updates (specifics pending documentation), likely enhancing core admin workflows. Current Status The admin interface is shaping up with test-covered controllers and polished frontend interactions. Testing prioritization suggests a focus on stability, while form improvements reflect attention to user-centric details. The project appears in an active development phase, with July 2026 commits indicating recent momentum. Things Learnt Test-Driven Practices : Adding controller tests early highlights the team’s emphasis on maintainable, scalable code. Form UX Nuances : Disabling submission buttons during processing is a small but impactful tweak to prevent errors and improve responsiveness. Documentation Gaps : The vague “Update dashboard_controller.rb” commit underscores the importance of descriptive commit messages for clarity in collaborative projects."}, {"post_id": 20347, "ts": "2026-07-01T22:27:04Z", "hours": 0.7008, "text": "fix(auth): update product params to include thread_cost instead of cost_gbp - replace deprecated cost_gbp parameter with thread_cost in product creation/update - adjust database migration to add thread_cost column to products table, added shop, added notification page"}, {"post_id": 19576, "ts": "2026-06-30T22:24:00Z", "hours": 1.3847, "text": "Used claude to brainstorm colour schemes and layouts. Created this new dashboard design and transitioned the rest of the site to follow the colour scheme"}, {"post_id": 13382, "ts": "2026-06-21T22:29:32Z", "hours": 0.6847, "text": "Add design image gallery with viewer page- Add image route, controller action, and full-size viewer template Add gallery grid on show page with hover overlays and timestamps Fix partial render syntax (collection with as: :image)"}, {"post_id": 12184, "ts": "2026-06-19T21:59:46Z", "hours": 2.8486, "text": "Summary Major update: background removal, UI improvements, model fixes, and CI stability. Changes Added RemoveBackgroundJob with rembg CLI for automatic background removal Created Image and DesignEditSession models; updated schema comments Added brand.css and regulated form partial for new/edit designs Added dark mode support and image preview scaling Enabled PostgreSQL extensions; switched dev DB to SQLite Removed stale migrations (verified, trust columns from users) Cleaned up model validations and associations Fixed CI test suite with updated fixtures Removed node_modules from git; added to .gitignore Removed unused editor and dashboard views Updated Gemfile/Gemfile.lock dependencies"}]...
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Title: Issued YSWS by @Acidicts | Stardance
Devlo Title: Issued YSWS by @Acidicts | Stardance
Devlogs:
Summary Major update: background removal, UI improvements, model fixes, and CI stability. Changes Added RemoveBackgroundJob with rembg CLI for automatic background removal Created Image and DesignEditSession models; updated schema comments Added brand.css and regulated form partial for new/edit designs Added dark mode support and image preview scaling Enabled PostgreSQL extensions; switched dev DB to SQLite Removed stale migrations (verified, trust columns from users) Cleaned up model validations and associations Fixed CI test suite with updated fixtures Removed node_modules from git; added to .gitignore Removed unused editor and dashboard views Updated Gemfile/Gemfile.lock dependencies
Add design image gallery with viewer page- Add image route, controller action, and full-size viewer template Add gallery grid on show page with hover overlays and timestamps Fix partial render syntax (collection with as: :image)
Used claude to brainstorm colour schemes and layouts. Created this new dashboard design and transitioned the rest of the site to follow the colour scheme
fix(auth): update product params to include thread_cost instead of cost_gbp - replace deprecated cost_gbp parameter with thread_cost in product creation/update - adjust database migration to add thread_cost column to products table, added shop, added notification page
Key Milestones & Features The project has made solid strides in building out core admin functionality and refining user interactions: Admin Controller Tests : Comprehensive tests for the dashboard, orders, and products controllers were added, ensuring reliability and laying groundwork for future expansions. Form Submission Control : A disable button feature was implemented in the design-form component to prevent multiple submissions, improving UX and reducing backend load. Dashboard Updates : The dashboard_controller.rb received updates (specifics pending documentation), likely enhancing core admin workflows. Current Status The admin interface is shaping up with test-covered controllers and polished frontend interactions. Testing prioritization suggests a focus on stability, while form improvements reflect attention to user-centric details. The project appears in an active development phase, with July 2026 commits indicating recent momentum. Things Learnt Test-Driven Practices : Adding controller tests early highlights the team’s emphasis on maintainable, scalable code. Form UX Nuances : Disabling submission buttons during processing is a small but impactful tweak to prevent errors and improve responsiveness. Documentation Gaps : The vague “Update dashboard_controller.rb” commit underscores the importance of descriptive commit messages for clarity in collaborative projects.
feat(database): migrate from SQLite to PostgreSQL and switch to Redis infrastructure- replace sqlite3 with PostgreSQL database adapter in Gemfile and config configure Redis for caching, Action Cable, and Active Job instead of Solid adapters add guide attribute to User model for onboarding flow control implement user existence validation in ApplicationController refactor CSS architecture by moving stylesheets to components directory create shared designs.css stylesheet for design pages with responsive styling update todo partial to check guide flag before displaying onboarding prompts add migration for guide column on users table
Update README, moved CSS files, fixed issues between pages (styling)Include planning file entry, revise README wording, and remove dashboard and notifications stylesheet files.
Add CurrencyConvertible include and cost conversion helpersInclude CurrencyConvertible in ApplicationHelper and Product, add cost_usd and cost_gbp methods, remove obsolete gbp_to_usd, usd_per_gbp and fetch_usd_conversion_rates, rename cost column comment, and adjust product inheritance.
Replace admin view inline styles with stylesheet_link_tag importsRemoved large embedded CSS from multiple admin templates and switched to external stylesheet links for consistency and maintainability.
Project Summary: Admin & Infrastructure Progress Key Milestones & Features Built 🛠️ Admin Product Management UI : Added a full admin interface for product management, including preview capabilities, environment variable integration, and updated order flow logic. This enables admins to efficiently manage product listings and track orders. 🆓 Privacy Enhancements : Implemented a “hide PII” controller to anonymize user data in the UI, ensuring sensitive information is protected in user-facing tables. 🧪 Product Cost Handling : Validated GBP pricing logic for products, ensuring accurate cost handling in the British Pounds currency. 🛠️ CI/CD & Dependency Updates : Configured PostgreSQL in CI pipelines, updated database URLs, and bumped Ruby gem versions to ensure a stable, up-to-date environment. 🎨 Styling Cleanup : Replaced inline styles in admin views with stylesheet_link_tag imports, improving maintainability and separation of concerns. Current Status The project now has a functional admin dashboard for product and order management, with privacy features baked into user data displays. Infrastructure is PostgreSQL-ready in CI, and styling practices align with modern Rails conventions. Core e-commerce logic (pricing, currency) is under testing, with environment variables streamlining configuration. Lessons Learned Privacy by Design : Integrating PII protection early simplifies compliance and reduces technical debt. Infrastructure as Code : Automating PostgreSQL setup in CI saves manual effort and reduces environment inconsistencies. Maintainable Styles : Moving to external stylesheets improves collaboration and long-term code hygiene. Order Page Started Created a functional order page Currency Handling : Explicit GBP validation highlights the need for clear financial logic in order systems.
Dropdown Styling & Component Replacement The design form’s dropdown interface was overhauled to improve visual consistency and user experience. A native <select> element was replaced with a custom-styled solution using 3ab7405 , allowing for greater flexibility in aligning with the project’s aesthetic goals. This change ensures smoother integration with the overall theme and avoids browser-specific styling quirks. CSS Refactoring & Theme Variables Design form styling was fully refactored in 928b7b0 , introducing global theme variables to streamline color, spacing, and typography management. This move simplifies future theme adjustments and promotes code reuse. Model defaults were also standardized to reduce redundancy in form initialization logic, making the codebase more maintainable. Admin Test Redirects In 2af0071 , the admin test workflow was updated to automatically redirect to the products list URL after test submissions. This improves user navigation by providing immediate feedback and next steps, ensuring a cohesive backend experience. Current Status The frontend is now more thematically consistent, with design forms serving as a primary focus area. Admin workflows are being optimized for clarity and efficiency, though backend test processing logic remains pending integration. The codebase is gradually adopting a modular structure, particularly for UI components and configuration. Things Learnt Custom dropdowns using CSS and JavaScript offer better cross-browser compatibility than styling native <select> elements. Theme variables significantly reduce the effort required for UI adjustments, especially as the project scales. Redirects in admin flows should be designed with user context in mind to avoid confusion.
Add brand colors, badge styles, and redesign pagesAdd brand color variables, badge styles, and a full redesign of design pages with responsive layouts, fixed redirect stuff, optimised by using one erb engine call for designs
Rename admin-product to products and refactor CSS, controller, and views. Updated class names and CSS variables, added .no-product-grid and .dashed-break styles. Simplified image loading logic in the product preview controller, and replaced large inline layout styles with external stylesheet includes.
Improved the New Order Page to be neater, and better themed along the colour scheme
Created Printful API Integration and improved order screen to allow better customisations Add Printful import endpoint and order preview UI improvementsImplemented Printful product import, added order preview generation, UI styles, and controller changes for drag‑resize‑rotate preview.
Added Variants for size and colors with stock for each printful region facility. Stimulus target which groups the variants by colour and deletes empty groups
Print area management UI & backend ( a42a00d ): Built a full stack for managing print areas (think “where the design goes” on a shirt front or back). This includes models to store print area dimensions, controllers to handle CRUD ops, and RESTful routes to tie it all together. The frontend now lets users drag/drop to define print zones with responsive positioning ( position: absolute + transform: scale to handle dynamic sizing). Edge case: Products with multiple print areas (e.g., front + back) now render distinct configurations without clobbering state. Printful service & stock syncing ( 7b5d817 ): Added printful_id to product models to map Issued products to Printful’s inventory. UI updates to display Printful sync status (green checkmarks for success, red alerts for failures). Technical tangents The print area system was a slow make. For example: To ensure designs stay within printable bounds, I had to calculate dynamic margins based on product type (e.g., a hoodie’s print area ≠ a mug’s). This involved hacking some trigonometry into the frontend to snap selections to “safe zones.” On the backend, I’m using ActiveRecord callbacks to validate print area dimensions against product specs. If a user tries to set a print area wider than the product allows It raises a PrintAreaOutOfBounds error Future features The actual ship flow and being able to edit multiple print areas instead of just the one
Since the last update, I’ve focused on enhancing the order preview system to support complex design workflows and improving image navigation for multi-image configurations. Recent changes Added multi-image preview navigation with left/right arrow buttons and an index display (e.g., “Image 2 of 5”) to streamline design review workflows ( b269fe5 ). This change directly addresses the need to review multiple design iterations in a single view without page reloads. Refactored the order preview component to support multiple print areas with independently configurable design images. This involved restructuring the preview logic to handle dynamic print area definitions while maintaining consistent state across design selections ( 0545118 ). The refactor enables customers to visualize different designs on separate print areas (e.g., front/back/ sleeves) within the same order preview.
I’ve focused on refining the shop page styling, header positioning, and cost handling logic ( d10a9c51 ). The recent batch of work involved schema adjustments for a product enabled flag, adding support for cost and thread costs ( 82f9f2d1 ), applying a schema fix ( 3f8bcb8a ), fixing CI pipeline issues ( 71e98a ), and pushing updates to production ( ca19da29 ). Recent changes Added an image variants system and updated views to utilize thumb and display variants specifically ( a2e4eb28 ). Implemented cost handling updates, including a specific support for thread costs alongside general product cost tracking ( 82f9f2d1 ). Added an auto annotaterb script executed within the Rails migration process ( 7d07d278 ). Applied schema fixes to ensure data integrity during the recent updates ( 3f8bcb8a ). Updated the RSVP page styles and refreshed the thanks template ( 217945eb ). Refined header positioning and shop page styling across the frontend ( d10a9c51 ). Added a product enabled flag to control product visibility and state in the system ( 82f9f2d1 ). Whats next: Umm, so whats next I think would be adding balance_events so you can trace changes in balances(spending/earning)
Recent changes Added support for balance events and thread adjustments to improve financial tracking accuracy. This also included an update to the notification rendering system to safely handle these new data types without breaking existing templates (commit: ( faed39b57619 )). Fixed the positioning of the design box within the product editor. This specifically addresses display issues occurring when editing products via /admin/products/<id>/edit (commit: ( aa4e314b5dcd )).
Added Devlogs and changed hackatime projects to be multi model per design. Move hackatime project linkage from a single designs.hackatime_project column to a has_many hackatime_projects model, syncing each project’s time and aggregating totals on designs. Add devlogs, ship_requests, ships, and comments models/routes/views for design logging and shipping, and make balance_events polymorphic.Update designs controller, helpers, and views to render multiple project pills, allow adding/removing linked projects, and show a combined hackatime/image/devlog layout. Add redcarpet for Markdown rendering and adjust CSS for dark mode, responsive galleries, and pill controls. Added Devlogs and the prep for adding the shipping flow I added devlogs to the project in prep for the shipping flow
Recent changes Fixed a failure in the CI/CD pipeline commit Implemented status tracking for balance events and refined the underlying thread logic associated with them commit Refactored the token rendering component for render_encoded to allow {{design: design.id}} making a pill, to improve display fidelity and added an edit functionality for devlog entries commit Integrated support for uploading images directly within the devlog interface and established links to corresponding Hackatime projects commit
Recent changes Ship request flow and SVG conversion : Added support for processing ship requests, handling SVG conversions, and validating devlog images before submission 8ca9b5d9 . Nil safety for Hackatime projects : Wrapped the @hackatime_projects variable in an Array structure to prevent nil errors when retrieving project data a29691ff . CI environment and test ordering : Set RAILS_ENV=test for the CI setup process and reordered the sequence of test steps to improve execution reliability 2968d162 . Authorization consolidation : Refactored authorization guards and consolidated the linking logic for Hackatime projects 4c2b1836 .
Recent changes Add comments to devlogs and ship requests Implement polymorphic Comment model with CommentsController, Stimulus-driven collapsing comment box, markdown preview form, and styles. Comments will be rendered by Turbo frames and allow editing by owner/admin. This is what else is included in this change: Encryption of hackclub_access_token and hackclub_refresh_token through ActiveRecord encryption, including config, env sample and migration task for already existing non-encrypted tokens. SSL enforcement in production (assume_ssl, force_ssl). Update filter_parameters to strip out sensitive information and OAuth tokens from logs. Fix ExchangeRate API call to include Bearer authentication header. Sanitization of devlogs HTML output through SafeListSanitizer. Update Design#can_make_devlog to can_make_devlog? method and restrict can_ship? check to devlogs without ship request. Add SRI integrity attribute to marked/DOMPurify scripts loaded from CDNs. UI improvements: styles for disabled buttons, utility class for hover-underline effect, devlog cards layout and info icons.
Recent changes Comment delete, Turbo Comment Box, and ship request fade functionality Add #destroy functionality to the comments with owner permission, path, delete button, and dependent comments. Make use of valid commentable_type/id while building comments and make responses as Turbo streams and wrap up comments within a Turbo frame. Resize the comment box according to the content changes detected by the MutationObserver. Make ship request modal and overlay fade in and out. Consider higher level ship request as blockers for all ship requests. Comment card and comment list styling.
Recent changes Added ship request reviews, resubmission logic, and R2 storage integration for tracking reviewed submissions ( 41b1e43 ). Started on the review workflow Started on Resubmission logic Set up support for cloudflare R2 Guarded Hack Club token persistence behind encryption configuration, ensuring tokens are only stored when encryption is explicitly enabled ( a4b6d0c ).
Made Notifications Useful Recent changes Persistent unread state for unanswered boolean notifications Notifications with unresolved boolean actions (e.g., approvals) now remain marked as unread until explicitly addressed. This ensures users revisit pending decisions. Commit: 39aabb2 . Interactive notification replies with approval time tracking Added support for direct replies to notifications, along with timestamp logging for when approvals are finalized. This enables granular tracking of response times for actionable alerts. Commit: 6ac80f9 .
## Recent changes Notifications: Unanswered notifications now retain their unread status until explicitly addressed. This ensures users can distinguish between pending and resolved interactions without relying on manual state updates ( 751a370 ). Security: Authentication workflows, file uploads, and resource authorization checks have been updated with additional safeguards. Specifics include input validation and access control refinements, though implementation details are not disclosed in the commit message ( 97e48db ).
Recent changes - Installed Bundler 4.0.4 in the Dockerfile to standardize gem management across environments ( 88ba659 ). - Ensured the verification directory exists for SVG upload tests, addressing missing file system setup in test workflows ( 83f2e53 ). - Resolved a Turbo conflict in order steps, likely related to event streaming or frame rendering in Rails views ( e8d08f4 ). Updated navigation unread counts dynamically from notification events, improving real-time feedback for user activity ( a75f6ff ).
Deploying on coolify and fixing bugs with that + encrypting current db
I created the fulfilment system for a fulfilment team to use Recent changes Removed redundant save! calls and updated fulfillment tests to reduce unnecessary database operations and align test logic with current behavior 9acc056 . Added a fulfillment role, batch pipeline, and popup controller to support new workflow automation and UI interactions afa7a20 . The popup controller likely handles transient UI elements like notifications or modals. Fixed a crash in /designs preview rendering by resolving an issue blocking Ruby scan/lint CI, ensuring previews no longer fail unexpectedly ( 911f035 ). Corrected a stray question mark in a design preview image tag to prevent malformed HTML output ( 955dd6c ). Added a note about YSWS draft sponsorship documentation, possibly for tracking external partnerships or funding discussions ( d92d571 ). No performance optimizations or subsystem overhauls were addressed in this cycle. Next steps depend on external feedback and test coverage improvements implied by recent test updates.
Ships:
Shipped!!! There are a bunch of features and stuff that I have added to this since flavortown, from the ordering system to devlogs and ship flow. Project Info This is the ruby on rails app for the ysws draft #issued where YS: Designs made with Code WS: Clothes and other swag with those designs Features added: A bunch of features have been added and I have separated them to 3 categories Major ones for functionality, quality of life for feel and use, security for data security. New Major Features: Designs view now is more detailed including hackatime projects and images from devlogs and ships Ship flow system so you can submit to the ysws Product Design system (admin only - for making the shop items by importing from printful via api) Order system using lots of hotwired turbo (choose color, design placement rotation and scale) Notifications (3 types Normal which provides info and 2 others Boolean which gets a yes or no answer and text which gets a written answer Reviewer Panel which shows pending ships to review with some data on (need to add hackatime info for it though) Storing Reviewer proof videos in a cloudflare R2 storage Quality-Of-Life: Added better UI/UX with some issues with need for ironing out (eg font change from workbench to ‘lexend’ and ‘space mono’ Kept a consistent style through the site, although some panels might need better border colour On login it redirects to the page you logged in by Security: I added User DB encryption to protect user data stored on the postgres database instance, such as name and email Summary Made the functional part of the ysws site (Designs, ordering, shipping) Added more security for user data Improved UI(Font and colour scheme)
Mostly did Admin and stuff for behind the scenes to make fufillment a easier experience for it. Created batches which will be used for fulfilment in sessions as it would give me better ideas of which orders have been pending for longer and prevents me sitting doing 50 orders, non-stop....
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1793580701.7272434
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1793667101.7272434
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14536
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Tortuga MacroPad by @esvin_hernandez35 | Stardance
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esvin_hernandez35
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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: Tortuga MacroPad by @esvin_hernandez35 | St Title: Tortuga MacroPad by @esvin_hernandez35 | Stardance...
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1793350554.8707292
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1793955354.8707292
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14537
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Mana Rune by @Mo | Stardance
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Mo
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1
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51.26
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-09T22:53:50Z", "hours": 51.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a data and texture pack for minecraft. I was a big project that added at least 49 custom items and a ton of custom textures, dimensions, advancements, and much more. The texture pack and playtesting were not counted in the hour count, but i’m guessing the total would be 150-200 hours. I hope anyone seeing this thinks that it is cool, even if they don’t play it.", "repo": "https://github.com/Im-not-a-banana/Mana-Rune", "demo": "https://onedrive.live.com/?sw=bypass&bypassReason=abandoned&qt=allmyphotos&photosData=%2Fshare%2FEFB52E9CE6833146%21s49e637cbd5b94cc5adf98c94f5ef94dc%3Fithint%3Dvideo%26e%3DfIjwP7%26migratedtospo%3Dtrue&cid=EFB52E9CE6833146&id=EFB52E9CE6833146%21s49e637cbd5b94cc5adf98c94f5ef94dc&redeem=aHR0cHM6Ly8xZHJ2Lm1zL3YvYy9lZmI1MmU5Y2U2ODMzMTQ2L0lRRExOLVpKdWRYRlRLMzVqSlQxNzVUY0FUX2pSVE5OcmZjM1BwOEZmc01SN2NjP2U9Zklqd1A3&startedResponseCatch=true&v=photos"}]...
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[{"post_id": 26188, "ts": "202 [{"post_id": 26188, "ts": "2026-07-10T20:49:49Z", "hours": 0.255, "text": "I fixed a few minor things before finally being finished, such as all of the information about it, music playing too frequently in custom dimensions, and the player being able to get an infinite supply of amulets of class if they check the general information after level 4. This is my final devlog, and I know I haven’t been deoing too many. I just do them after fully finishing and polishing major features. Happy coding :)"}, {"post_id": 25486, "ts": "2026-07-09T19:54:15Z", "hours": 29.24, "text": "I finally finished. I added a lot of new features, like all of the archer amulets. I also finished the Info system and all custom advancements. The picture shows only about a third of them."}, {"post_id": 14553, "ts": "2026-06-23T18:32:55Z", "hours": 19.9692, "text": "I’m adding four (maybe +) custom biomes and two (maybe+) dimensions. I also added custom enchantements, sitting, and lots of more custom items with custom textures."}, {"post_id": 6503, "ts": "2026-06-10T22:38:12Z", "hours": 2.0472, "text": "Some of the features and most of the custom items in my data/texture pack."}]...
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Title: Mana Rune by @Mo | Stardance
Devlogs:
Some Title: Mana Rune by @Mo | Stardance
Devlogs:
Some of the features and most of the custom items in my data/texture pack.
I’m adding four (maybe +) custom biomes and two (maybe+) dimensions. I also added custom enchantements, sitting, and lots of more custom items with custom textures.
I finally finished. I added a lot of new features, like all of the archer amulets. I also finished the Info system and all custom advancements. The picture shows only about a third of them.
I fixed a few minor things before finally being finished, such as all of the information about it, music playing too frequently in custom dimensions, and the player being able to get an infinite supply of amulets of class if they check the general information after level 4. This is my final devlog, and I know I haven’t been deoing too many. I just do them after fully finishing and polishing major features. Happy coding :)
Ships:
I made a data and texture pack for minecraft. I was a big project that added at least 49 custom items and a ton of custom textures, dimensions, advancements, and much more. The texture pack and playtesting were not counted in the hour count, but i’m guessing the total would be 150-200 hours. I hope anyone seeing this thinks that it is cool, even if they don’t play it....
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1793598952.6529868
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1793685352.6529868
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14538
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Hangman by @IronHawk109 | Stardance
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IronHawk109
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1
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0.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-14T13:55:56Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "My project is a Hangman game. It was challenging at first, but when the basic structure was done it was easy to add extra things to it. Before you play the game, it has a few words already saved but more words and categories can be added by pressing the add button. Any new words and categories added will be saved to a text file so you will have a list that can be continuously expanded. In order to run the game the zip file has to be downloaded and then extracted. At this point, when the zip file is extracted, open the extracted folder. If the name of the folder ends in .exe then you may have a blue window pop up. At the bottom of that window click on more info and then click on run anyway. However, if this does not pop then you will need Microsoft visual studio. When you click into the extracted folder, you will see something that ends in .sln. Click on this to open the game in visual studio, and then when everything is loaded, click on the start button at the top. This should also work on a Apple computer by running the game using visual studio. Enjoy!", "repo": "https://github.com/IronHawk109/Hangman", "demo": "https://drive.google.com/file/d/1rwlQsCC38BlQ_y91eoONUHr-6IjrytVh/view?usp=sharing"}]...
|
[{"post_id": 14663, "ts": "202 [{"post_id": 14663, "ts": "2026-06-23T21:02:46Z", "hours": 0.25, "text": "Hangman game built using visual basic."}]...
|
Title: Hangman by @IronHawk109 | Stardance
Devlog Title: Hangman by @IronHawk109 | Stardance
Devlogs:
Hangman game built using visual basic.
Ships:
My project is a Hangman game. It was challenging at first, but when the basic structure was done it was easy to add extra things to it. Before you play the game, it has a few words already saved but more words and categories can be added by pressing the add button. Any new words and categories added will be saved to a text file so you will have a list that can be continuously expanded. In order to run the game the zip file has to be downloaded and then extracted. At this point, when the zip file is extracted, open the extracted folder. If the name of the folder ends in .exe then you may have a blue window pop up. At the bottom of that window click on more info and then click on run anyway. However, if this does not pop then you will need Microsoft visual studio. When you click into the extracted folder, you will see something that ends in .sln. Click on this to open the game in visual studio, and then when everything is loaded, click on the start button at the top. This should also work on a Apple computer by running the game using visual studio. Enjoy!...
|
1793587895.0695179
|
1793674295.0695179
|
|
14539
|
My awesome macropad! by @rakinabsar283 | Stardance
|
rakinabsar283
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @rakinabsar283 | St Title: My awesome macropad! by @rakinabsar283 | Stardance...
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1793447776.8769743
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1794052576.8769743
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14540
|
Crazy Dave's PC by @archiepiedon | Stardance
|
archiepiedon
|
0
|
0.88
|
0
|
[]
|
[{"post_id": 6435, "ts": "2026 [{"post_id": 6435, "ts": "2026-06-10T20:25:07Z", "hours": 0.8786, "text": "Archer’s Devlog- (work is from around midnight last night and when I woke up today.) I started working on the base ideas, using the hackclub guide attached from @SerenityUX . I usually tend to have a guide pulled up even if I am confident I can do the project on my own simply because I’m one person, and I don’t really have people around that are on this level of coding, so when someone at hackclub shows their thought process, I tend to do it their way, fix it to be MY way, and then learn what processes they used and how it helped me. I need to fix the centering on the right of my peashooter image, since my text is longer than the pix x pix of my image, it looks a bit wonky. Background img needs to be scouted, placeholder is…eh. The .topbar section of the guide actually helped a lot, since I tend to default to hard coding since that’s how my brain thinks, but things like learning how to use vh and flex genuinely did wonders for my blood pressure. Overall, barebones, needs refinement, colors need fixing (though I do feel what I think looks nice will be very different than others, thanks deuteranopia), and stylization needs attention, but it’s a start."}]...
|
Title: Crazy Dave's PC by @archiepiedon | Star Title: Crazy Dave's PC by @archiepiedon | Stardance
Devlogs:
Archer’s Devlog- (work is from around midnight last night and when I woke up today.) I started working on the base ideas, using the hackclub guide attached from @SerenityUX . I usually tend to have a guide pulled up even if I am confident I can do the project on my own simply because I’m one person, and I don’t really have people around that are on this level of coding, so when someone at hackclub shows their thought process, I tend to do it their way, fix it to be MY way, and then learn what processes they used and how it helped me. I need to fix the centering on the right of my peashooter image, since my text is longer than the pix x pix of my image, it looks a bit wonky. Background img needs to be scouted, placeholder is…eh. The .topbar section of the guide actually helped a lot, since I tend to default to hard coding since that’s how my brain thinks, but things like learning how to use vh and flex genuinely did wonders for my blood pressure. Overall, barebones, needs refinement, colors need fixing (though I do feel what I think looks nice will be very different than others, thanks deuteranopia), and stylization needs attention, but it’s a start....
|
1793454497.54273
|
1794059297.54273
|
|
14541
|
PetalPomodoro by @mallory22 | Stardance
|
mallory22
|
0
|
1.09
|
0
|
[]
|
[{"post_id": 7193, "ts": "2026 [{"post_id": 7193, "ts": "2026-06-12T00:25:32Z", "hours": 1.0864, "text": "Devlog #1: PetalPomodoto Hello everyone! I am working on creating my first web app, currently it is titled petalpomodoro. The main idea is to help with productivity through time-management, while letting users grow flowers while they work! I created a similar concept for school before, and now am re-creating it with entirely new design, features, etc. Aside from the main function, you will be able to take notes in the app, schedule sessions/important dates using a calendar, upload your own materials, and more! So far, I have been working on creating a basic layout of the main features in html, and what I have is shown in the screenshot below. The emojis are just stand ins for my own designs that I will add later, and the large amount of empty space will be filled with more features in the future! Additionally, I have been working on creating the timer mechanism, and updating the flower-growth stages as it progresses in javascript. Thank you for reading my first devlog! -Mallory"}]...
|
Title: PetalPomodoro by @mallory22 | Stardance
De Title: PetalPomodoro by @mallory22 | Stardance
Devlogs:
Devlog #1: PetalPomodoto Hello everyone! I am working on creating my first web app, currently it is titled petalpomodoro. The main idea is to help with productivity through time-management, while letting users grow flowers while they work! I created a similar concept for school before, and now am re-creating it with entirely new design, features, etc. Aside from the main function, you will be able to take notes in the app, schedule sessions/important dates using a calendar, upload your own materials, and more! So far, I have been working on creating a basic layout of the main features in html, and what I have is shown in the screenshot below. The emojis are just stand ins for my own designs that I will add later, and the large amount of empty space will be filled with more features in the future! Additionally, I have been working on creating the timer mechanism, and updating the flower-growth stages as it progresses in javascript. Thank you for reading my first devlog! -Mallory...
|
1793210204.0569198
|
1793815004.0569198
|
|
14542
|
My awesome macropad! by @zico | Stardance
|
zico
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @zico | Stardance
|
1793494070.5972104
|
1794098870.5972104
|
|
14543
|
My very own WebOS by @csmith39720 | Stardance
|
csmith39720
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @csmith39720 | Stardan Title: My very own WebOS by @csmith39720 | Stardance...
|
1793227673.749735
|
1793832473.749735
|
|
14544
|
My awesome macropad! by @azzemchouayb | Stardance
|
azzemchouayb
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @azzemchouayb | Sta Title: My awesome macropad! by @azzemchouayb | Stardance...
|
1792900203.50644
|
1793764203.50644
|
|
14545
|
Untitled by @gzelo | Stardance
|
gzelo
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @gzelo | Stardance
|
1793264135.7394993
|
1793868935.7394993
|
|
14546
|
My very own WebOS by @Vane | Stardance
|
Vane
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @Vane | Stardance
|
1793519331.3404648
|
1794124131.3404648
|
|
14547
|
Wireless garage door opener by @syclusions | Stard Wireless garage door opener by @syclusions | Stardance...
|
syclusions
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Wireless garage door opener by @syclusions Title: Wireless garage door opener by @syclusions | Stardance...
|
1793382784.9414563
|
1793987584.9414563
|
|
14548
|
PhoebOS: Digital temple of Apollo by @Icky_Vicky | PhoebOS: Digital temple of Apollo by @Icky_Vicky | Stardance...
|
Icky_Vicky
|
2
|
12.0
|
4
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-31T02:55:46Z", "hours": 2.0, "multiplier": 1.72, "payout": 4, "blessing": "neutral", "text": "I made a web OS in honor of the Greek sun god Apollo! This was my first project that I’ve spent a significant amount of time on, and I’m quite proud of how it’s turned out so far. The hardest part was definitely when I had to entirely restart because the app I spent the most time on was rendered useless, but that’s over now and I have way more apps to share! Even though the end of Stardance is fast approaching, I do plan to continue work on PhoebOS after the event is over, this has been a very fun project and I am so glad I participated in this event!", "repo": "https://github.com/IckyVicky-real/PhoebOS", "demo": "https://phoebos.vercel.app/"}, {"ship_num": 2, "ts": "2026-09-25T03:10:31Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a WebOS with a functional clock in the top bar, an app that links to a list of reading material, and a work in progress weather app!", "repo": "https://github.com/IckyVicky-real/PhoebOS", "demo": "https://phoebos.vercel.app/"}]...
|
[{"post_id": 85290, "ts": "202 [{"post_id": 85290, "ts": "2026-10-31T02:50:38Z", "hours": 1.5169, "text": "Happy Halloween Eve!!! Today I’ve added two apps: one two take notes with and one with a small photo gallery for you to peruse. I have also added some calming background music!"}, {"post_id": 84047, "ts": "2026-10-29T02:17:36Z", "hours": 0.8144, "text": "WEATHER APP COMPLETED!!!!!!!!!!!! apologies for my previous devlog, i was so devestated by the loss of my work that i started talking nonsense. my weather app is now fully functional, and i will be continuing this project in WebOS 2!"}, {"post_id": 73439, "ts": "2026-09-25T02:59:08Z", "hours": 8.1939, "text": "I sorta forgot to post devlogs I was I working oops. I succesfully built several functional windows, made my simple app that linked to a list of reading material, and then the only thing I had left to do was build my complex app. The complex app I decided to build was a weather app. Over the past roughly two weeks of work I managed to complete a fully functional weather app that was based off a free API tracker that I found that was made specifically for weather apps like mine. I say all of this in past tense because, as of yesterday at the time I am posting this devlog, that API tracker shut down without warning. As a result of this, the entirety of the 8h 11m devlog I am posting will have absolutely nothing to show for it. Needless to say this is extremely frustrating, and I am hoping that whoever is reading this will see how hard I tried on that app and consider my WebOS 1 project finished enough. After losing what is essentially all of my progress, I have decided to spend the last week off this event focusing on other projects. I understand that I have not done what this mission asked of me, but I hope you understand that I tried my absolute hardest."}, {"post_id": 63285, "ts": "2026-09-07T01:04:06Z", "hours": 0.4731, "text": "I tried separating the time and date from the window, but I haven’t figured it out yet :b. I also changed the window position to the center and changed the border tyep"}, {"post_id": 63268, "ts": "2026-09-07T00:27:29Z", "hours": 1.2722, "text": "I am working on a web OS that will act as a digital temple to the Greek god Apollo! So far I’ve only added a title page with a clock that updates every second."}]...
|
Title: PhoebOS: Digital temple of Apollo by @Icky_ Title: PhoebOS: Digital temple of Apollo by @Icky_Vicky | Stardance
Devlogs:
I am working on a web OS that will act as a digital temple to the Greek god Apollo! So far I’ve only added a title page with a clock that updates every second.
I tried separating the time and date from the window, but I haven’t figured it out yet :b. I also changed the window position to the center and changed the border tyep
I sorta forgot to post devlogs I was I working oops. I succesfully built several functional windows, made my simple app that linked to a list of reading material, and then the only thing I had left to do was build my complex app. The complex app I decided to build was a weather app. Over the past roughly two weeks of work I managed to complete a fully functional weather app that was based off a free API tracker that I found that was made specifically for weather apps like mine. I say all of this in past tense because, as of yesterday at the time I am posting this devlog, that API tracker shut down without warning. As a result of this, the entirety of the 8h 11m devlog I am posting will have absolutely nothing to show for it. Needless to say this is extremely frustrating, and I am hoping that whoever is reading this will see how hard I tried on that app and consider my WebOS 1 project finished enough. After losing what is essentially all of my progress, I have decided to spend the last week off this event focusing on other projects. I understand that I have not done what this mission asked of me, but I hope you understand that I tried my absolute hardest.
WEATHER APP COMPLETED!!!!!!!!!!!! apologies for my previous devlog, i was so devestated by the loss of my work that i started talking nonsense. my weather app is now fully functional, and i will be continuing this project in WebOS 2!
Happy Halloween Eve!!! Today I’ve added two apps: one two take notes with and one with a small photo gallery for you to peruse. I have also added some calming background music!
Ships:
I made a WebOS with a functional clock in the top bar, an app that links to a list of reading material, and a work in progress weather app!
I made a web OS in honor of the Greek sun god Apollo! This was my first project that I’ve spent a significant amount of time on, and I’m quite proud of how it’s turned out so far. The hardest part was definitely when I had to entirely restart because the app I spent the most time on was rendered useless, but that’s over now and I have way more apps to share! Even though the end of Stardance is fast approaching, I do plan to continue work on PhoebOS after the event is over, this has been a very fun project and I am so glad I participated in this event!...
|
1793577418.5578933
|
1793663818.5578933
|
|
14549
|
brainrotOS by @franco | Stardance
|
franco
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-15T20:29:25Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hey, i’ve made an operating system called BrainrotOS yeah…. It has 4 main apps: Welcome Weather Zero Paloma Clicker I am not proud of the project idea but ive advanced way to much. sorry for making you review this. 🥀", "repo": "https://github.com/Franco-Senes/BrainrotOS", "demo": "https://franco-senes.github.io/BrainrotOS/"}]...
|
[{"post_id": 9461, "ts": "2026 [{"post_id": 9461, "ts": "2026-06-15T20:24:57Z", "hours": 0.3458, "text": "Made the windows smoother and also fixed some bugs"}, {"post_id": 9438, "ts": "2026-06-15T19:57:14Z", "hours": 0.4631, "text": "finished the os add weather and my personal portfolio i hate this project 🥀😭"}, {"post_id": 5953, "ts": "2026-06-09T23:33:03Z", "hours": 0.3744, "text": "what is this 😭🥀"}]...
|
Title: brainrotOS by @franco | Stardance
Devlogs: Title: brainrotOS by @franco | Stardance
Devlogs:
what is this 😭🥀
finished the os add weather and my personal portfolio i hate this project 🥀😭
Made the windows smoother and also fixed some bugs
Ships:
Hey, i’ve made an operating system called BrainrotOS yeah…. It has 4 main apps: Welcome Weather Zero Paloma Clicker I am not proud of the project idea but ive advanced way to much. sorry for making you review this. 🥀...
|
1793663399.7447634
|
1793749799.7447634
|
|
14550
|
My very own WebOS by @kristal | Stardance
|
kristal
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @kristal | Stardance
|
1793224055.9079049
|
1793828855.9079049
|