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19651
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Beta Congressional App Idea by @jeane | Stardance
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jeane
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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: Beta Congressional App Idea by @jeane | Sta Title: Beta Congressional App Idea by @jeane | Stardance...
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1793901346.5913024
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1794506146.5913024
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19652
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My very own WebOS by @AngelCalle | Stardance
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AngelCalle
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0
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0.0
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0
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[]
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[]
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Title: My very own WebOS by @AngelCalle | Stardanc Title: My very own WebOS by @AngelCalle | Stardance...
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1793354090.7444744
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1793958890.7444744
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19653
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Project Aria by @Bartosz | Stardance
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Bartosz
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0
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0.35
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0
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[]
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[{"post_id": 66571, "ts": "202 [{"post_id": 66571, "ts": "2026-09-12T12:30:57Z", "hours": 0.3475, "text": "Just testing things in basic code. Btw I hate NPM… Never ever use force flag on anything pls"}]...
|
Title: Project Aria by @Bartosz | Stardance
Devlo Title: Project Aria by @Bartosz | Stardance
Devlogs:
Just testing things in basic code. Btw I hate NPM… Never ever use force flag on anything pls...
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1793418749.0147076
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1794023549.0147076
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19654
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Untitled by @Whising | Stardance
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Whising
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0
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0.0
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0
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[]
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[]
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Title: Untitled by @Whising | Stardance
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1793444162.9393435
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1794048962.9393435
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19655
|
My first slack bot! by @filmeena | Stardance
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filmeena
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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 @filmeena | Stardanc Title: My first slack bot! by @filmeena | Stardance...
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1793980137.3447742
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1794584937.3447742
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19656
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Anukrama by @aashvik | Stardance
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aashvik
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2
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21.0
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180
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T02:47:47Z", "hours": 14.0, "multiplier": 8.67, "payout": 119, "blessing": "neutral", "text": "What did you make? Anukrama is a gita chapter 15 chanting game where you get part of a verse and try to chant the rest. I also made an ai that scores your chanting. What was challenging? Getting the ai running in the browser was the hardest part. I had to move the pytorch model to onnx and recreate the audio processing in JavaScript. What are you proud of? Prob getting the entire ai pipeline working in the actual website. It literally took most of my time and I couldn’t get it to work for like an hour :sob-spin: What should people know when testing? The AI is meant to mainly be a gimmick in beta. It’s only based on around 30 recordings per verse because there is absolutely no gita chanting data. You should test without bg noise and actually chant the verse if u want the best results.", "repo": "https://github.com/koditra/Anukrama", "demo": "https://koditra.github.io/Anukrama/"}, {"ship_num": 2, "ts": "2026-07-04T06:22:09Z", "hours": 7.0, "multiplier": 8.95, "payout": 61, "blessing": "neutral", "text": "Anukrama is a nintendo Switch homebrew app that helps people memorize and practice chanting Bhagavad Gita verses. It gives you the previous quarter of a verse as a clue, and you have to chant the next part from memory. Right now it includes all 20 verses of Chapter 15 with audio prompts and easy controller navigation. The biggest challenge was getting the audio system and verse progression working smoothly on the Switch. I also spent a lot of time organizing the verse metadata and making everything load quickly. Thanks for following my journey!", "repo": "https://github.com/koditra/Anukrama", "demo": "https://koditra.github.io/Anukrama/"}]...
|
[{"post_id": 67766, "ts": "202 [{"post_id": 67766, "ts": "2026-09-14T00:35:29Z", "hours": 4.8522, "text": "Final update/devlog !!!! I finally finished integrating the AI pronunciation system into Anukrama. This ended up being way more complicated than I originally thought. The model itself was trained in PyTorch using MFCCs, spectral features, and DTW comparisons against multiple good chanting recordings. The problem was that the .pt model couldn’t just be dropped into a website, so I had to export everything to ONNX and basically rebuild the preprocessing pipeline in JavaScript so the browser could generate the same kind of audio features from a recording. I also changed how I stored the scaler data by putting the normalization values into the .npz files, then wrote the JavaScript to load the model, scaler, reference audio, process the recording, calculate the features, and pass everything through the ONNX model. There were a bunch of stupid issues along the way too, including the ONNX runtime conflicting with a variable in my JS and the scaler data not loading correctly lol. After all of that I added the actual score display to the site, so the recording can go through the whole pipeline and come back as a pronunciation score out of 100. This took way longer than I expected lol, but I finally got it working. This is prob the end of this project!!!!"}, {"post_id": 53354, "ts": "2026-08-23T21:13:09Z", "hours": 3.5311, "text": "AI Pronunciation Model I worked on the AI pronunciation system for Anukrama! I used PyTorch to train models that compare your chanting to good reference recordings and give u a score out of 100. I made models for Verse 1 and Verse 2 using things like MFCCs and DTW. The models are trained, but I need way more data because there isn’t really a big dataset of Bhagavad Gita chanting recordings. I still need to record a lot of the data myself. I haven’t added the AI to the website yet. If u wanna help me record data for the model, pls DM me ( @aashvik )!"}, {"post_id": 47192, "ts": "2026-08-14T22:33:31Z", "hours": 3.0061, "text": "Devlog Update Today I worked on the browser version of Anukrama. i added: A browser demo at game.html GitHub-hosted verse data using the meta , verses , and audio folders Devanagari support in the browser Automatic prompt audio Special handling for Verse 1 since it has no prompt Audio fade-outs when switching verses quickly Fade animations between game states i also updated the landing page with a Try Browser Demo button. i added a short explanation of what the Bhagavad Gita is, including a comparison to the Bible to help people unfamiliar with Hinduism understand it. i might need to fix the landing page css because the buttons look a bit squished also, i learned how to type in markdown recently so tell me if u have any advice! :)"}, {"post_id": 32324, "ts": "2026-07-21T12:51:13Z", "hours": 2.3922, "text": "Final Devlog! Hi! whats up? So basically, I worked on the website and worked on rewriting it in my style because I used way too much AI for the last one, so it seemed vibecoded. I started out with a really basic page and slowly added more css. I chose a paper brown color scheme for the UI bc i think it fits the Bhagavad Gita app idea better. I also spent a while practicing css and finally understand flexbox. here are the things i added: navbar hack club flag that waves around chinmaya mission logo hover animations gameplay section with a youtube video minimalist layout i made the hack club logo wave constantly, then stop and get a little bigger when you hover over it. that was fun. Thats all! I also wanted to thank and give Chinmaya Mission credit for the audio recordings. (They didn’t even want recognition!)"}, {"post_id": 21407, "ts": "2026-07-03T10:20:08Z", "hours": 1.8864, "text": "I made a landing page for the website! I tried to make my own css but it looked kinda ahh so i ended up using a mixture of ChatGPT and Gemini to make the effects look way better. I still changed a bunch of stuff myself and messed around with the layout until it looked how i wanted. I also added my own screenshots to the website so people could actually see what it looks like instead of just reading about it. I spent some time changing little things like the spacing, colors, and animations to make it feel nicer overall. After i finished everything, i used git to upload all of the code to github so i could keep track of my changes and have it all backed up. Thats pretty much everything i worked on for the landing page!"}, {"post_id": 12464, "ts": "2026-06-20T11:03:02Z", "hours": 4.3567, "text": "Today ended up being a much bigger update than I originally planned. The original goal was simply to improve audio playback and make the application a little easier to use, but it gradually turned into a complete overhaul of the project. Earlier versions of Anukrama were entirely terminal-based and focused mainly on functionality rather than presentation. While they worked well enough for testing and practicing verses, they did not really feel like a finished Nintendo Switch application. As I continued working on the project, I decided it was time to build a proper interface. I started by experimenting with a few graphics libraries, but that quickly became frustrating due to dependency problems, linker errors, and build issues that consumed far more development time than expected. After spending a considerable amount of time trying to make those libraries cooperate, I eventually decided to take a different approach and build the rendering system myself using the Switch framebuffer along with FreeType for font rendering. This ended up being a much better solution because it gave me direct control over how text and graphics were displayed. One of the most important improvements from this change was proper Unicode support. Earlier versions struggled with Sanskrit transliteration characters, often displaying missing glyphs, incorrect symbols, or unreadable text. The new rendering system finally allowed me to render Unicode properly, which means verses and prompts can now appear correctly on screen. During the process I also redesigned the entire user interface, added larger text, created menu screens, introduced animated backgrounds, improved readability, added color-coded sections, and included a “Made by Aashvik Goel” credit within the application. Looking back, the difference between the original terminal version and the new interface is much larger than I expected when I first started making changes. The audio system also received significant improvements during this update. The application now supports separate prompt and answer recordings, allowing users to hear a prompt before revealing the complete verse. Implementing this required converting recordings into the correct PCM format, debugging playback issues, testing different audio configurations, and tracking down several recordings that did not behave as expected. While a small number of recordings still need additional work, the overall system is now much more reliable. Alongside the audio improvements, I added multiple study modes to make practice sessions more engaging. There is now a Solo Practice mode as well as a pass-and-play VS Mode where two players can take turns answering verses and earning points. Another major focus was testing on actual hardware rather than relying entirely on emulation. Although Ryujinx was extremely useful throughout development, I regularly installed builds directly onto my Nintendo Switch to verify that rendering, controls, performance, and audio behaved correctly on the real device. This helped uncover issues that would have been easy to miss in an emulator and made the project feel much more like a genuine homebrew application. By the end of this development cycle, Anukrama had gained a completely new rendering engine, proper Unicode support, improved audio playback, multiple study modes, a full menu system, animated visual effects, and a far more polished overall presentation. What originally started as a simple terminal-based study tool has now begun to feel like a complete Switch application designed specifically for practicing Bhagavad Gita verses."}, {"post_id": 9784, "ts": "2026-06-16T07:02:35Z", "hours": 0.3319, "text": "hi again, i finally got a proper shell/menu system working for the app now. right now it’s still really basic and mostly just a text UI, but it’s the first version where everything is structured properly instead of just random test code. you can move up and down with the dpad, press A to select options, and it switches between different states like practice, quiz, and settings. it doesn’t actually do much yet in those modes, but that’s kind of the point of this step. i basically wanted to build a shell first so all the core navigation and input handling is stable before i start adding the real features. before this, everything was just separate test snippets, but now it’s all inside one loop with proper states, so it’s way easier to expand without breaking things. pressing + still quits the app, and i made sure the input system is using the correct libnx setup from the examples, so the controls actually work properly on real hardware instead of randomly failing like before. now that this shell is done, i can actually start building the real parts of the project. the plan is to plug in the verse system into practice mode first, where it shows a prompt and then eventually makes you continue the verse. quiz mode will probably come after that once the structure is solid. Anyways, here is a pic of the shell from an emulator:"}, {"post_id": 9770, "ts": "2026-06-16T06:33:48Z", "hours": 0.6058, "text": "Hi everyone! I just started this project so i can get more comfortable with making my own games/apps, and I rlly wanted to make a switch app! So here’s my plan: I want to make a fully interactive and immersive 2d UI but i think ill make a text shell first so all the features work and ill make the UI later. when i was starting to make the code, I made a screen which said press + to exit. I pressed plus, but the game didn’t quit like it was supposed to. After making a test code to print all buttons pressed, I found out my code wasn’t even receiving any inputs. I had to ask on reddit and I still couldn’t find any answers so i looked in the demo folder of the library I installed and was able to fix my code after reading the proper controller initialization that I should have used. Here is a picture from an emulator of what the output is supposed to look like:"}]...
|
Title: Anukrama by @aashvik | Stardance
Devlogs:
Title: Anukrama by @aashvik | Stardance
Devlogs:
Hi everyone! I just started this project so i can get more comfortable with making my own games/apps, and I rlly wanted to make a switch app! So here’s my plan: I want to make a fully interactive and immersive 2d UI but i think ill make a text shell first so all the features work and ill make the UI later. when i was starting to make the code, I made a screen which said press + to exit. I pressed plus, but the game didn’t quit like it was supposed to. After making a test code to print all buttons pressed, I found out my code wasn’t even receiving any inputs. I had to ask on reddit and I still couldn’t find any answers so i looked in the demo folder of the library I installed and was able to fix my code after reading the proper controller initialization that I should have used. Here is a picture from an emulator of what the output is supposed to look like:
hi again, i finally got a proper shell/menu system working for the app now. right now it’s still really basic and mostly just a text UI, but it’s the first version where everything is structured properly instead of just random test code. you can move up and down with the dpad, press A to select options, and it switches between different states like practice, quiz, and settings. it doesn’t actually do much yet in those modes, but that’s kind of the point of this step. i basically wanted to build a shell first so all the core navigation and input handling is stable before i start adding the real features. before this, everything was just separate test snippets, but now it’s all inside one loop with proper states, so it’s way easier to expand without breaking things. pressing + still quits the app, and i made sure the input system is using the correct libnx setup from the examples, so the controls actually work properly on real hardware instead of randomly failing like before. now that this shell is done, i can actually start building the real parts of the project. the plan is to plug in the verse system into practice mode first, where it shows a prompt and then eventually makes you continue the verse. quiz mode will probably come after that once the structure is solid. Anyways, here is a pic of the shell from an emulator:
Today ended up being a much bigger update than I originally planned. The original goal was simply to improve audio playback and make the application a little easier to use, but it gradually turned into a complete overhaul of the project. Earlier versions of Anukrama were entirely terminal-based and focused mainly on functionality rather than presentation. While they worked well enough for testing and practicing verses, they did not really feel like a finished Nintendo Switch application. As I continued working on the project, I decided it was time to build a proper interface. I started by experimenting with a few graphics libraries, but that quickly became frustrating due to dependency problems, linker errors, and build issues that consumed far more development time than expected. After spending a considerable amount of time trying to make those libraries cooperate, I eventually decided to take a different approach and build the rendering system myself using the Switch framebuffer along with FreeType for font rendering. This ended up being a much better solution because it gave me direct control over how text and graphics were displayed. One of the most important improvements from this change was proper Unicode support. Earlier versions struggled with Sanskrit transliteration characters, often displaying missing glyphs, incorrect symbols, or unreadable text. The new rendering system finally allowed me to render Unicode properly, which means verses and prompts can now appear correctly on screen. During the process I also redesigned the entire user interface, added larger text, created menu screens, introduced animated backgrounds, improved readability, added color-coded sections, and included a “Made by Aashvik Goel” credit within the application. Looking back, the difference between the original terminal version and the new interface is much larger than I expected when I first started making changes. The audio system also received significant improvements during this update. The application now supports separate prompt and answer recordings, allowing users to hear a prompt before revealing the complete verse. Implementing this required converting recordings into the correct PCM format, debugging playback issues, testing different audio configurations, and tracking down several recordings that did not behave as expected. While a small number of recordings still need additional work, the overall system is now much more reliable. Alongside the audio improvements, I added multiple study modes to make practice sessions more engaging. There is now a Solo Practice mode as well as a pass-and-play VS Mode where two players can take turns answering verses and earning points. Another major focus was testing on actual hardware rather than relying entirely on emulation. Although Ryujinx was extremely useful throughout development, I regularly installed builds directly onto my Nintendo Switch to verify that rendering, controls, performance, and audio behaved correctly on the real device. This helped uncover issues that would have been easy to miss in an emulator and made the project feel much more like a genuine homebrew application. By the end of this development cycle, Anukrama had gained a completely new rendering engine, proper Unicode support, improved audio playback, multiple study modes, a full menu system, animated visual effects, and a far more polished overall presentation. What originally started as a simple terminal-based study tool has now begun to feel like a complete Switch application designed specifically for practicing Bhagavad Gita verses.
I made a landing page for the website! I tried to make my own css but it looked kinda ahh so i ended up using a mixture of ChatGPT and Gemini to make the effects look way better. I still changed a bunch of stuff myself and messed around with the layout until it looked how i wanted. I also added my own screenshots to the website so people could actually see what it looks like instead of just reading about it. I spent some time changing little things like the spacing, colors, and animations to make it feel nicer overall. After i finished everything, i used git to upload all of the code to github so i could keep track of my changes and have it all backed up. Thats pretty much everything i worked on for the landing page!
Final Devlog! Hi! whats up? So basically, I worked on the website and worked on rewriting it in my style because I used way too much AI for the last one, so it seemed vibecoded. I started out with a really basic page and slowly added more css. I chose a paper brown color scheme for the UI bc i think it fits the Bhagavad Gita app idea better. I also spent a while practicing css and finally understand flexbox. here are the things i added: navbar hack club flag that waves around chinmaya mission logo hover animations gameplay section with a youtube video minimalist layout i made the hack club logo wave constantly, then stop and get a little bigger when you hover over it. that was fun. Thats all! I also wanted to thank and give Chinmaya Mission credit for the audio recordings. (They didn’t even want recognition!)
Devlog Update Today I worked on the browser version of Anukrama. i added: A browser demo at game.html GitHub-hosted verse data using the meta , verses , and audio folders Devanagari support in the browser Automatic prompt audio Special handling for Verse 1 since it has no prompt Audio fade-outs when switching verses quickly Fade animations between game states i also updated the landing page with a Try Browser Demo button. i added a short explanation of what the Bhagavad Gita is, including a comparison to the Bible to help people unfamiliar with Hinduism understand it. i might need to fix the landing page css because the buttons look a bit squished also, i learned how to type in markdown recently so tell me if u have any advice! :)
AI Pronunciation Model I worked on the AI pronunciation system for Anukrama! I used PyTorch to train models that compare your chanting to good reference recordings and give u a score out of 100. I made models for Verse 1 and Verse 2 using things like MFCCs and DTW. The models are trained, but I need way more data because there isn’t really a big dataset of Bhagavad Gita chanting recordings. I still need to record a lot of the data myself. I haven’t added the AI to the website yet. If u wanna help me record data for the model, pls DM me ( @aashvik )!
Final update/devlog !!!! I finally finished integrating the AI pronunciation system into Anukrama. This ended up being way more complicated than I originally thought. The model itself was trained in PyTorch using MFCCs, spectral features, and DTW comparisons against multiple good chanting recordings. The problem was that the .pt model couldn’t just be dropped into a website, so I had to export everything to ONNX and basically rebuild the preprocessing pipeline in JavaScript so the browser could generate the same kind of audio features from a recording. I also changed how I stored the scaler data by putting the normalization values into the .npz files, then wrote the JavaScript to load the model, scaler, reference audio, process the recording, calculate the features, and pass everything through the ONNX model. There were a bunch of stupid issues along the way too, including the ONNX runtime conflicting with a variable in my JS and the scaler data not loading correctly lol. After all of that I added the actual score display to the site, so the recording can go through the whole pipeline and come back as a pronunciation score out of 100. This took way longer than I expected lol, but I finally got it working. This is prob the end of this project!!!!
Ships:
Anukrama is a nintendo Switch homebrew app that helps people memorize and practice chanting Bhagavad Gita verses. It gives you the previous quarter of a verse as a clue, and you have to chant the next part from memory. Right now it includes all 20 verses of Chapter 15 with audio prompts and easy controller navigation. The biggest challenge was getting the audio system and verse progression working smoothly on the Switch. I also spent a lot of time organizing the verse metadata and making everything load quickly. Thanks for following my journey!
What did you make? Anukrama is a gita chapter 15 chanting game where you get part of a verse and try to chant the rest. I also made an ai that scores your chanting. What was challenging? Getting the ai running in the browser was the hardest part. I had to move the pytorch model to onnx and recreate the audio processing in JavaScript. What are you proud of? Prob getting the entire ai pipeline working in the actual website. It literally took most of my time and I couldn’t get it to work for like an hour :sob-spin: What should people know when testing? The AI is meant to mainly be a gimmick in beta. It’s only based on around 30 recordings per verse because there is absolutely no gita chanting data. You should test without bg noise and actually chant the verse if u want the best results....
|
1794063180.1033912
|
1794149580.1033912
|
|
19657
|
My personal website by @leost | Stardance
|
leost
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My personal website by @leost | Stardance
|
1794059669.4568932
|
1794664469.4568932
|
|
19658
|
To-Do List by @smjp | Stardance
|
smjp
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-06T03:49:08Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Just wrapped up and deployed my To-Do List project. Key Features: Dynamic Workspaces: Users can create and switch between custom goal categories. Full CRUD Capabilities: Seamless task addition, input validation, and secure deletion routing. Interactive UI States: Real-time DOM manipulation that handles active, pending, and completed task states. The architecture focuses on clean state management and reliable event listeners.", "repo": "https://github.com/Spirit62/To-do-list", "demo": "https://spirit62.github.io/To-do-list/"}]...
|
[{"post_id": 23269, "ts": "202 [{"post_id": 23269, "ts": "2026-07-06T03:46:55Z", "hours": 0.8856, "text": "Added a green tick button which you can click after finishing a task and the text turns cut off after clicking on the green button it took some time but it looks neat and worth it"}, {"post_id": 16146, "ts": "2026-06-26T07:35:34Z", "hours": 0.6289, "text": "Hello, a very basic devlog: I added a ‘Do you want to delete’ Confirmation message alongside changed the entire preview and UI of the website so it looks neat and awesome"}, {"post_id": 13706, "ts": "2026-06-22T14:05:11Z", "hours": 1.5414, "text": "I upgraded my functional To-Do List web application to feature a dynamic, multi-list architecture that allows users to create custom categories and manage isolated task sets simultaneously. As a beginner learning JavaScript, the most challenging part of development was mastering nested state management (listTitles[activeListIndex].todolist), handling event bubbling using event.stopPropagation() so deleting a list didn’t accidentally activate it, and troubleshooting asynchronous rendering bugs where event listeners were trying to bind before the HTML was injected. However, now the application seamlessly syncs separate lists to local storage, handles input-specific Enter key listeners for both tasks and lists gracefully, and maintains clean visual state transitions, so I hope you all give it a try at least once and maybe suggest some improvements!"}, {"post_id": 13007, "ts": "2026-06-21T08:42:06Z", "hours": 1.13, "text": "Changed UI completely, added a create button, input element to enter name and save button for confirmation. Key features: Input box and save disappear and only appear when create is clicked and disappear after saving (does not recognize null value) For now it saves it in an array which I have stored in local storage, in the future will add a remove button to remove the contents of the array and ill add the array names to the list sequentially."}, {"post_id": 9744, "ts": "2026-06-16T05:13:56Z", "hours": 0.4278, "text": "I created a functional To-Do List web application featuring a clean, grid-aligned layout to manage daily tasks, track deadlines, and handle dynamic input. As a beginner learning JavaScript, the most challenging part of development was mastering array modifications, understanding how data passes by reference versus by value, and ensuring data state accumulated correctly outside of loops without wiping previous iterations. However, now the layout automatically re-sequences serial numbers perfectly when tasks are added or deleted, handles missing dates gracefully, and looks really sharp with its dark green styling, so I hope you all give it a try at least once and maybe suggest some improvements!"}]...
|
Title: To-Do List by @smjp | Stardance
Devlogs:
I Title: To-Do List by @smjp | Stardance
Devlogs:
I created a functional To-Do List web application featuring a clean, grid-aligned layout to manage daily tasks, track deadlines, and handle dynamic input. As a beginner learning JavaScript, the most challenging part of development was mastering array modifications, understanding how data passes by reference versus by value, and ensuring data state accumulated correctly outside of loops without wiping previous iterations. However, now the layout automatically re-sequences serial numbers perfectly when tasks are added or deleted, handles missing dates gracefully, and looks really sharp with its dark green styling, so I hope you all give it a try at least once and maybe suggest some improvements!
Changed UI completely, added a create button, input element to enter name and save button for confirmation. Key features: Input box and save disappear and only appear when create is clicked and disappear after saving (does not recognize null value) For now it saves it in an array which I have stored in local storage, in the future will add a remove button to remove the contents of the array and ill add the array names to the list sequentially.
I upgraded my functional To-Do List web application to feature a dynamic, multi-list architecture that allows users to create custom categories and manage isolated task sets simultaneously. As a beginner learning JavaScript, the most challenging part of development was mastering nested state management (listTitles[activeListIndex].todolist), handling event bubbling using event.stopPropagation() so deleting a list didn’t accidentally activate it, and troubleshooting asynchronous rendering bugs where event listeners were trying to bind before the HTML was injected. However, now the application seamlessly syncs separate lists to local storage, handles input-specific Enter key listeners for both tasks and lists gracefully, and maintains clean visual state transitions, so I hope you all give it a try at least once and maybe suggest some improvements!
Hello, a very basic devlog: I added a ‘Do you want to delete’ Confirmation message alongside changed the entire preview and UI of the website so it looks neat and awesome
Added a green tick button which you can click after finishing a task and the text turns cut off after clicking on the green button it took some time but it looks neat and worth it
Ships:
Just wrapped up and deployed my To-Do List project. Key Features: Dynamic Workspaces: Users can create and switch between custom goal categories. Full CRUD Capabilities: Seamless task addition, input validation, and secure deletion routing. Interactive UI States: Real-time DOM manipulation that handles active, pending, and completed task states. The architecture focuses on clean state management and reliable event listeners....
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1793944343.5720446
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1794030743.5720446
|
|
19659
|
Frictionless by @bexruz | Stardance
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bexruz
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0
|
0.0
|
0
|
[]
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[]
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Title: Frictionless by @bexruz | Stardance
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1793458496.5540419
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1794063296.5540419
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19660
|
My first slack bot! by @ethano | Stardance
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ethano
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0
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0.0
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0
|
[]
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[]
|
Title: My first slack bot! by @ethano | Stardance
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1793994604.9890277
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1794599404.9890277
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19661
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Untitled project by @josephgong | Stardance
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josephgong
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0
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0.0
|
0
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[]
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[]
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Title: Untitled project by @josephgong | Stardance
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1793404368.5132139
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1794009168.5132139
|
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19662
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Calculator by @smjp | Stardance
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smjp
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1
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0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-25T06:54:08Z", "hours": 0.0, "multiplier": 1.25, "payout": 0, "blessing": "neutral", "text": "I made a calculator project! Its very simple and one of the basic things you make while learning javascript but the biggest thing i learnt at that time was DOM. Right now, I am working on a really big project, this project was 2 weeks ago!", "repo": "https://github.com/Spirit62/Calculator", "demo": "https://spirit62.github.io/Calculator/"}]...
|
[{"post_id": 9745, "ts": "2026 [{"post_id": 9745, "ts": "2026-06-16T05:16:15Z", "hours": 0.4072, "text": "I built a sleek, dark-themed calculator web application featuring a modern minimalist button grid and real-time computation logic after practicing more of my JavaScript fundamentals. Currently, the most challenging part was managing the calculation state, updating the UI display dynamically with each button click, and ensuring operators stringed together correctly in the background, especially since I’m still quite new to web development. However, now it looks really sharp with its smooth rounded buttons and vibrant orange accent colors, and even if it’s a straightforward project, I hope you guys do give it a good spin at least once and maybe suggest some improvements!"}]...
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Title: Calculator by @smjp | Stardance
Devlogs:
I Title: Calculator by @smjp | Stardance
Devlogs:
I built a sleek, dark-themed calculator web application featuring a modern minimalist button grid and real-time computation logic after practicing more of my JavaScript fundamentals. Currently, the most challenging part was managing the calculation state, updating the UI display dynamically with each button click, and ensuring operators stringed together correctly in the background, especially since I’m still quite new to web development. However, now it looks really sharp with its smooth rounded buttons and vibrant orange accent colors, and even if it’s a straightforward project, I hope you guys do give it a good spin at least once and maybe suggest some improvements!
Ships:
I made a calculator project! Its very simple and one of the basic things you make while learning javascript but the biggest thing i learnt at that time was DOM. Right now, I am working on a really big project, this project was 2 weeks ago!...
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1794008890.905713
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1794095290.905713
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|
19663
|
Frictionless by @kanav12 | Stardance
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kanav12
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Frictionless by @kanav12 | Stardance
|
1794052375.434878
|
1794657175.434878
|
|
19664
|
Untitled by @JystBird | Stardance
|
JystBird
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @JystBird | Stardance
|
1793954959.300872
|
1794559759.300872
|
|
19665
|
My very own WebOS by @CoolManatees | Stardance
|
CoolManatees
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @CoolManatees | Starda Title: My very own WebOS by @CoolManatees | Stardance...
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1793829355.8958213
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1794434155.8958213
|
|
19666
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MOTION SENSOR BOARD by @KnoxE67 | Stardance
|
KnoxE67
|
0
|
8.51
|
0
|
[]
|
[{"post_id": 19021, "ts": "202 [{"post_id": 19021, "ts": "2026-06-30T05:55:22Z", "hours": 1.5836, "text": "Pretty much finished with the PCB design other than the problem of the sk6812 mini-e led which the pad of it, goes over the edge of the edge cut of its own footprint. I will need to ask someone if this ok tomorrow as it is shown as an error in the design rules checker of kicad. Here is my project so far with the problem in one of the photos, the schematic is the same so not going to show it in this devlog."}, {"post_id": 17959, "ts": "2026-06-28T22:25:26Z", "hours": 2.8047, "text": "Finished pretty much everything but I did a DRC and it gave a 8 errors and 128 warnings so next time will have to fix all of those. Added mounting holes in order for me to be able to mount it to a 3d printed case. Also removed one button and led for space and added some logos and text."}, {"post_id": 16711, "ts": "2026-06-27T04:42:34Z", "hours": 1.5669, "text": "I started by editing the test points then worked on the pcb layout and came up with this design. I ran into a problem where the pads of the Xiao MMwave would be on the back side instead of just the front and when I removed them it made it so the pads 2, 6, 8, 13 were not the same as the other ones and then I had to to go into the configuration of each indiviudal pad and fixed them all to be the same and to be as good as I could possibly get it to."}, {"post_id": 16480, "ts": "2026-06-26T20:32:39Z", "hours": 1.0667, "text": "I finished the schematic by adding some test points and some more buttons and leds. I also made everything look nice by adding boarders and text for names of the parts. I also made sure to ask in slack for a sanity check and still waiting to hear back as of this post."}, {"post_id": 16047, "ts": "2026-06-26T02:23:45Z", "hours": 1.4858, "text": "Working on adding all components to the schematic in kicad. Ran into a problem where I could not find the XIAO 24GHZ MMWAVE SENSOR HUMAN so I edited a normal xiao board 14U to make it into a XIAO 24GHZ MMWAVE SENSOR HUMAN because their is no symbol for it that I could find. Next steps are to add a screen to the schematic and finish the schematic."}]...
|
Title: MOTION SENSOR BOARD by @KnoxE67 | Stardance Title: MOTION SENSOR BOARD by @KnoxE67 | Stardance
Devlogs:
Working on adding all components to the schematic in kicad. Ran into a problem where I could not find the XIAO 24GHZ MMWAVE SENSOR HUMAN so I edited a normal xiao board 14U to make it into a XIAO 24GHZ MMWAVE SENSOR HUMAN because their is no symbol for it that I could find. Next steps are to add a screen to the schematic and finish the schematic.
I finished the schematic by adding some test points and some more buttons and leds. I also made everything look nice by adding boarders and text for names of the parts. I also made sure to ask in slack for a sanity check and still waiting to hear back as of this post.
I started by editing the test points then worked on the pcb layout and came up with this design. I ran into a problem where the pads of the Xiao MMwave would be on the back side instead of just the front and when I removed them it made it so the pads 2, 6, 8, 13 were not the same as the other ones and then I had to to go into the configuration of each indiviudal pad and fixed them all to be the same and to be as good as I could possibly get it to.
Finished pretty much everything but I did a DRC and it gave a 8 errors and 128 warnings so next time will have to fix all of those. Added mounting holes in order for me to be able to mount it to a 3d printed case. Also removed one button and led for space and added some logos and text.
Pretty much finished with the PCB design other than the problem of the sk6812 mini-e led which the pad of it, goes over the edge of the edge cut of its own footprint. I will need to ask someone if this ok tomorrow as it is shown as an error in the design rules checker of kicad. Here is my project so far with the problem in one of the photos, the schematic is the same so not going to show it in this devlog....
|
1793382553.380772
|
1793987353.380772
|
|
19667
|
Strea(w)m by @lachlang38 | Stardance
|
lachlang38
|
0
|
40.44
|
0
|
[]
|
[{"post_id": 25154, "ts": "202 [{"post_id": 25154, "ts": "2026-07-09T05:52:03Z", "hours": 12.8908, "text": "So a big milestone has been reached, I’m actually using it as my window manager. It definitely useable(though not without bugs), which is really cool. Things like focus switching are really janky and inconsistent though, so I definitely need to fix that. Workspaces also technically exist, but in their current state they’re a bit useless, I’ll work on that soon though (might have to build in a taskbar/dock to fit with the current workspace implentation, haven’t done any research on that yet), once the focus logic is locked down. Also on a slightly related note, why is the 10 hour dev log limit being applied to old dev logs? Was it always a rule?"}, {"post_id": 15550, "ts": "2026-06-25T08:49:42Z", "hours": 18.3906, "text": "I spent waaaay too long getting nice looking features using Scenefx, but I got it working (eventually). For some reason it worked for my terminal immediately, then nothing else, Kitty is just better I guess. The majority of my time was spent trying to fix apps losing rounded corners when they got refocused, apparently the patch I was basing my version off was using an older version of Scenefx that used clipping regions instead of inbuilt corner rounding, so it was throwing it off when a window was refocused. Made it through to the other side though, now I’ve just got workspaces, some small tweaks, and a bar to go."}, {"post_id": 11142, "ts": "2026-06-18T07:08:21Z", "hours": 7.7142, "text": "So small changes were made… I switched to dwl as the base of my wm. I ended up finding River harder to use when trying to interface with things like Waybar and Rofi. So far there have been some small hiccups with other peoples’ patches causing small errors, but they weren’t too hard to fix. Got minimise and maximise working, but currently alt tab doesn’t unhide the minimised window, so that’s next. Doesn’t actually look that good right now, but that’ll come after the wrinkles are ironed out."}, {"post_id": 9815, "ts": "2026-06-16T08:04:44Z", "hours": 1.4411, "text": "Recently I’ve been wanting a nice minimal stacking/floating window manager for Wayland, but there aren’t actually very many that keep it super minimal while also looking decent, so I decided to try my hand at making my own. I looked around a bit and came to the conclusion that my option were either do it using dwl or a tinywl fork, or use River, which handles the compositing part for me. I think it’ll be the best option because it abstracts a lot away and implements the stuff that I either couldn’t or wouldn’t want to do myself. This takes a slight hit to system resources (~70Mb bigger than unchanged dwl and ~100Mb bigger than quackwm (a premade fork of tinywl). Maybe I’ll make a super lightweight one in the future), but it’s still light and minimal. I’ll be starting from the tinyrwm example on the River codeberg page, which will give me a proper base to start from. The screenshot is just black because it just starts and not much else."}]...
|
Title: Strea(w)m by @lachlang38 | Stardance
Devlo Title: Strea(w)m by @lachlang38 | Stardance
Devlogs:
Recently I’ve been wanting a nice minimal stacking/floating window manager for Wayland, but there aren’t actually very many that keep it super minimal while also looking decent, so I decided to try my hand at making my own. I looked around a bit and came to the conclusion that my option were either do it using dwl or a tinywl fork, or use River, which handles the compositing part for me. I think it’ll be the best option because it abstracts a lot away and implements the stuff that I either couldn’t or wouldn’t want to do myself. This takes a slight hit to system resources (~70Mb bigger than unchanged dwl and ~100Mb bigger than quackwm (a premade fork of tinywl). Maybe I’ll make a super lightweight one in the future), but it’s still light and minimal. I’ll be starting from the tinyrwm example on the River codeberg page, which will give me a proper base to start from. The screenshot is just black because it just starts and not much else.
So small changes were made… I switched to dwl as the base of my wm. I ended up finding River harder to use when trying to interface with things like Waybar and Rofi. So far there have been some small hiccups with other peoples’ patches causing small errors, but they weren’t too hard to fix. Got minimise and maximise working, but currently alt tab doesn’t unhide the minimised window, so that’s next. Doesn’t actually look that good right now, but that’ll come after the wrinkles are ironed out.
I spent waaaay too long getting nice looking features using Scenefx, but I got it working (eventually). For some reason it worked for my terminal immediately, then nothing else, Kitty is just better I guess. The majority of my time was spent trying to fix apps losing rounded corners when they got refocused, apparently the patch I was basing my version off was using an older version of Scenefx that used clipping regions instead of inbuilt corner rounding, so it was throwing it off when a window was refocused. Made it through to the other side though, now I’ve just got workspaces, some small tweaks, and a bar to go.
So a big milestone has been reached, I’m actually using it as my window manager. It definitely useable(though not without bugs), which is really cool. Things like focus switching are really janky and inconsistent though, so I definitely need to fix that. Workspaces also technically exist, but in their current state they’re a bit useless, I’ll work on that soon though (might have to build in a taskbar/dock to fit with the current workspace implentation, haven’t done any research on that yet), once the focus logic is locked down. Also on a slightly related note, why is the 10 hour dev log limit being applied to old dev logs? Was it always a rule?...
|
1793483384.8687136
|
1794088184.8687136
|
|
19668
|
AI Camera Drone by @kevinschill58 | Stardance
|
kevinschill58
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: AI Camera Drone by @kevinschill58 | Stardan Title: AI Camera Drone by @kevinschill58 | Stardance...
|
1793515961.3441238
|
1794120761.3441238
|
|
19669
|
My very own WebOS by @guozonglin101 | Stardance
|
guozonglin101
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @guozonglin101 | Stard Title: My very own WebOS by @guozonglin101 | Stardance...
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1793364489.8756592
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1793969289.8756592
|
|
19670
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Frictionless by @aaravpcr7 | Stardance
|
aaravpcr7
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Frictionless by @aaravpcr7 | Stardance
|
1793505185.7513034
|
1794109985.7513034
|
|
19671
|
Nebula Timer by @JeffreyLi2134 | Stardance
|
JeffreyLi2134
|
0
|
2.9
|
0
|
[]
|
[{"post_id": 11118, "ts": "202 [{"post_id": 11118, "ts": "2026-06-18T05:56:34Z", "hours": 1.1297, "text": "Devlog #2 Today I began turning Nebula Timer from a simple Pomodoro timer into a productivity application. Added: • Home screen with activity selection • Setup screen before starting a session • Screen navigation system • Activity tracking between screens •Quote system The goal is to eventually make the app feel more like a roguelite, where users choose a task, complete focus sessions, and gradually build progress over time. Next steps: • Session goals • Results screen • XP and streak systems • Activity-specific presets"}, {"post_id": 10942, "ts": "2026-06-17T22:51:41Z", "hours": 1.7719, "text": "Devlog #1 –Nebula Timer Built the first working version of Nebula Timer, a Pomodoro-style focus timer for my web browser. Added Start, Pause, and Reset functionality using JavaScript event listeners and setInterval(). Learned how to update HTML dynamically, convert seconds into minutes and seconds, and debug issues involving multiple timers running at once. Also improved the UI with custom CSS styling and began work on a visual progress bar. Next steps: finish the progress bar, add session tracking, and implement automatic work/break cycles."}]...
|
Title: Nebula Timer by @JeffreyLi2134 | Stardance
Title: Nebula Timer by @JeffreyLi2134 | Stardance
Devlogs:
Devlog #1 –Nebula Timer Built the first working version of Nebula Timer, a Pomodoro-style focus timer for my web browser. Added Start, Pause, and Reset functionality using JavaScript event listeners and setInterval(). Learned how to update HTML dynamically, convert seconds into minutes and seconds, and debug issues involving multiple timers running at once. Also improved the UI with custom CSS styling and began work on a visual progress bar. Next steps: finish the progress bar, add session tracking, and implement automatic work/break cycles.
Devlog #2 Today I began turning Nebula Timer from a simple Pomodoro timer into a productivity application. Added: • Home screen with activity selection • Setup screen before starting a session • Screen navigation system • Activity tracking between screens •Quote system The goal is to eventually make the app feel more like a roguelite, where users choose a task, complete focus sessions, and gradually build progress over time. Next steps: • Session goals • Results screen • XP and streak systems • Activity-specific presets...
|
1793861472.6089525
|
1794466272.6089525
|
|
19672
|
My awesome macropad! by @asilzodamusajonova2 | Sta My awesome macropad! by @asilzodamusajonova2 | Stardance...
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asilzodamusajonova2
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0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @asilzodamusajonova Title: My awesome macropad! by @asilzodamusajonova2 | Stardance...
|
1793415283.5969458
|
1794020083.5969458
|
|
19673
|
My very own WebOS by @Ezoza | Stardance
|
Ezoza
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @Ezoza | Stardance
|
1793422585.0349333
|
1794027385.0349333
|
|
19674
|
Strart by @Ydv129 | Stardance
|
Ydv129
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Strart by @Ydv129 | Stardance
|
1793987703.5239413
|
1794592503.5239413
|
|
19675
|
Fun Math Battle by @m27443720 | Stardance
|
m27443720
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Fun Math Battle by @m27443720 | Stardance
|
1793494145.1783812
|
1794098945.1783812
|
|
19676
|
Untitled project by @TheBigAT | Stardance
|
TheBigAT
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @TheBigAT | Stardance
|
1793426115.1139119
|
1794030915.1139119
|
|
19677
|
modOS by @Huseyin | Stardance
|
Huseyin
|
3
|
73.0
|
239
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-29T22:11:11Z", "hours": 9.0, "multiplier": 4.19, "payout": 36, "blessing": "neutral", "text": "Welcome to modOS. This webOS is not one of those fancy ui webOS’s you saw… this is something more! Let us start from the code. It is entirely modular. All other webOS’s are hard-coded, meaning changing one thing might cause it to break. In modOS, the code being modular allowed me to build the following that is to come… A full API system for app development! Storing data in an account, meaning that you can access your files, settings, EVERYTHING, anywhere! Modular applications… You can install applications using the built-in “packer” package manager. REFER TO README FOR USAGE!!! Once again, modOS is for YOU! So any comments on how “I hate the UI!”, “Make it cooler!!”, “blah blah blah” will be returned. This UI is a TEMPLATE.", "repo": "https://github.com/krambo345/modOS", "demo": "https://modos.krambo.space"}, {"ship_num": 2, "ts": "2026-09-06T14:51:27Z", "hours": 47.0, "multiplier": 4.4, "payout": 203, "blessing": "neutral", "text": "modOS Sevda Çiçeği: A fully open-source, modular, and multi-platform webOS. Features: modOS, unlike other webOS projects, has a plentiful of unique features allowing more customization: Modular build. Developer friendly API’s Pre-built desktop Account service And many more! Usage: modOS can be used everywhere by anyone, making it a great option for people on the move. Development: modOS comes with API’s to allow integration and make it easier for developers to make new packages.", "repo": "https://github.com/krambo345/modOS", "demo": "https://modos.krambo.space"}, {"ship_num": 3, "ts": "2026-06-30T18:15:01Z", "hours": 17.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Welcome to modOS v1.0.0 Cambaz. It is a full webOS that comes with the basics of a computer. This full (almost) stable release is modular, flexible, and heavily optimized to up stand multiple situations. There were many challenges when it came to converting what I did from the guide into a modular system. It came with many problems, errors, lack of sleep, so on and so forth. Thanks to Lil ’G(PT), I was able to automate small tasks like converting HTML apps to a format that could be published in JSON. Features of modOS Cambaz: A fully modular system, with the ability to publish your own JS files with others. A small “terminal” named run. Package/App manager. Bartender(the bar of modOS) WER (Window Manager of modOS) Automated system set up. Developer friendly design. An aesthetic that combines 2000s retro and today’s modern. From here, the future releases of modOS will focus on making a full, complete package manager which makes distributing and receiving applications across modOS more easy. NOTE: In order to use many of the special features of modOS, you have to download and run modOS locally on your device. The picture shows what you would get in an out-of-the-box experience.", "repo": "https://github.com/krambo345/modOS", "demo": "https://modos.krambo.space"}]...
|
[{"post_id": 84595, "ts": "202 [{"post_id": 84595, "ts": "2026-10-29T22:02:33Z", "hours": 2.7103, "text": "Finale As yall know, stardance is ending… here is final form of modOS."}, {"post_id": 68315, "ts": "2026-09-14T22:29:25Z", "hours": 2.7064, "text": "SO MUCH BETTER! modOS is now more than just a template for your OS. It now makes it easier to template your own web OS! New Additions Settings package Splash Screen(you can turn it off in settings!) Saving settings 💾 Uses With these new features, your modOS account will officially have a working function. You can open your environment wherever you want. Future Plans Saving installed packages Saving user-made files/folders(There is already a immature version, however it does not work). Package development IDE. Customized Splash Screen Notification Daemon D-Bus Events 😟 Problems That Occured Resetting custom CSS. New user check(supposed to work. literally no reason it should not) Send Recommendations/Suggestions Sorry for excess use of EMOJIS they are fun"}, {"post_id": 67589, "ts": "2026-09-13T18:52:38Z", "hours": 3.1647, "text": "A Path to Stable From the previous… and unsuccessful ship… I learned many things that could improve modOS(other than a temporary Firebase bug🙄) First of all, there were a lot of bugs. A plenty of the time reported on this devlog are from bug fixing. Secondly, seems like people want to be able to customize the preinstalled system. So I have been working on a settings package to allow managing your account and CUSTOMIZING your system! DISCOVERY❗! Apperiantly, because modOS is modular by design, and because you can import packages, and because you can edit those packages, it turns out app development in the sense of an IDE is by design built in to modOS! With this, I was able to resolve many package related bugs running in a live environment, and even build packages! This will be utilized even more to hopefully make a full modern IDE package for anyone to use and build packages!!! Check out the video below for demonstration! I am looking for ideas, so please hit me up with some!"}, {"post_id": 47520, "ts": "2026-08-15T14:07:54Z", "hours": 8.6556, "text": "Adding stuff As of now, modOS comes with pre-installed packages to get you, the user, started. These include terminal, desktop, bartender, wer(window manager), editor, and more! With these packages you can install more packages(that do not exist yet). Do you want to be a developer? modOS is made to be one of the most developer friendly webOS’s out there! With over 10 different API’s, you can build applications that are easily integrated into the system. You can check out the source code of each package I made for modOS via first, finding the package with ls packages (in terminal) and then reading them with cat packages/PACKAGE (also in terminal)! oooor just go to the krambools github repository https://github.com/krambo345/krambools Bootstrap recovery Bootstrap works right now, for me. However, if anyone else gets errors while booting modOS, they will have the opportunity to repair it via bootstrap recovery that is presented upon failure. link due to a situation, i can not put modOS link to the information. use this link to access modOS: https://modos.krambo.space Thank yall"}, {"post_id": 45147, "ts": "2026-08-11T13:30:21Z", "hours": 11.2347, "text": "BOOYAH! After so long, we finally have VISUAL IMPROVEMENT!!! Before we start, I would appreciate if y’all followed modOS! Link: modos.krambo.space New Additions: You can now install(via packer get) or remove(via packer remove) ANY PACKAGE(from existing directory, use packer fetch for a list) You get some propriety software for modOS so it is easier for you to do stuff :) Package delivered commands! Developers can implement their own commands and API’s to the modOS ecosystem! API integration into packages Dependencies work flow modOS-VT has officially been made modOS, with the original being retired under modOS-pre. It will be removed from GitHub soon. And MANY more minor updates! Things that are needed to be fixed Guest option does not work, special rules needed to be implemented. packer.get API blindly makes a new blob file every time it is used(potential memory leak) There is no settings feature(yet), so the accounts are pretty useless rn. Sorry. And yeah that’s it to my knowledge DEVELOPERS!!! You can officially use the modOS API to make an application for the modOS ecosystem! Sadly, we do not have any documentation, but you can see the existing packages I made for reference, I tried my best to make it easy on y’all! https://github.com/krambo345/krambools/tree/master Publishing If you are a developer that made an application for modOS(tysm!), there sadly is no official way to register the application to modOS(yet!). It is still being implemented. Please hold on to your application until there is a method. Follow this project to be updated for when it is implemented! Thank you! Disclaimers: AI has been heavily used in this part of the project due to the advanced levels of TS used(that I can’t do myself). In my defense, this is the first project I ever made using TypeScript and Vite. Almost every new feature exposes me to another new thing(and problem) to learn!"}, {"post_id": 42585, "ts": "2026-08-07T12:28:48Z", "hours": 7.7994, "text": "Tada! modOS-VT is SO close to being done! I feel it! Disclaimers AI was heavily used at this point of the project. The reason is that the code was starting to get very messy(and not cool looking), which is why I asked AI to REORGANIZE the code. It basically took what I wrote, made them more organized, and made the connections. It is more than likely that the AI added a few of lines itself. Alongside that, I used AI to COMPLETELY make a terminal system using xterm.js(node module). The reason is, xterm has one of the worst and most incomplete documentations I ever saw. I really couldn’t make it myself after three tries. And finally, I used AI to make a package installation/launching system, as that would lead me into parts of Java/Type Script that I previously had no experience with. I am still trying to learn how to make it myself, however. I am very sorry for the heavy usage of AI. This is a very niche project that you can not find a lot of information for. I believe the code still meets AI requirements of Stardance. New Additions There is a fully set-up(with a Firebase back end) account management system to signup or login users. There is a guest option for people who just want to try it out! System-wide terminal. It is made so different software can be built on it! Package installation and launching: This is HUGE! This is what was needed to make modOS MODULAR ! New API’s Very cool and clean looking code(developer friendly). Future Updates modOS-VT will be rebranded to just modOS. There will be some base packages that are needed to make. A README.md for developers with the instructions on making a package. And yeah that is what’s left for modOS-VT."}, {"post_id": 28076, "ts": "2026-07-14T03:22:04Z", "hours": 9.6597, "text": "Longer Yet Shorter [Dev Post 6] After some long work, modOS is finally getting easier to get done. But it’s not done just yet. What is new? modOS now has some basic API’s, which will be used in the future by developers to make applications that can be fully integrated into the ecosystem. Bootstrap is reaching completion, which will bring us to the next step: display. We also have one of the most important functions of an OS, file management! modOS utilizes zenfs/core to store files and folders(alongside their structure) in memory! This will allow the creation of file explorers, document making, and more! This is also a crucial piece to make a modular OS. What is needed? modOS still needs some more API’s, most which will come from packages. Due to that, the next dev post should be of packer, the official package manager for modOS. It will be the connectiong between users, database, and developers. User <--> Database <--> Developer Meaning dev’s will be able to publish packages, and user’s will be able to download them! And finally, we need an account session thingy to keep track of each user’s installed packages. This also will allow the usage of YOUR modOS anywhere! Final Regards pretty cool"}, {"post_id": 25326, "ts": "2026-07-09T15:28:04Z", "hours": 6.805, "text": "A New Beginning [Dev Post 5] Here is what I got done ever since I announced modOS Sevda Çiçeği! git init So we now have modOS-VT as a GitHub repository. It’s pretty cool. VT stands for Vite Type, indicating how the project utilizes Vite and TypeScript instead of just html and javascript. What is made? I made: A bootstrap, which initializes every service necessary for modOS runtime. Basic system. Firebase!!! Jeez, why did it take 7 hours? Well, my friend, modOS is completely modular. So there is a bit of contradiction when I need to make a bootstrap that launches things, if there is no things . I worked on making a placeholder for almost everything. Core Idea modOS will be just like any other Linux distribution. You have the base system that gives you whatever you need. And you install user-generated content with a package manager! It will be so cool! But right now, I am still working on making the base system part. PSST! Do you want to contribute to modOS by making an app for it? Well you absolutely can! Right now it’s a bit difficult as there is no modOS . However, you can develop applications using typescript any time! Later modOS versions will come with API’s that you can integrate your app into the modOS ecosystem. Challenges The main challenge was getting started with modOS… again… but when I did start, it starts flowing like butter. What I LOVE about modOS right now: Because modOS-VT is built on Vite, I can use packages and make it easier to use with GitHub pages! I did not have to make 15 commits for a bug fix while setting up GitHub pages! Final Regards Thank you. :)"}, {"post_id": 19732, "ts": "2026-07-01T03:52:27Z", "hours": 3.1253, "text": "Announcing modOS Sevda Çiçeği Concept After completing the pretty underdeveloped modOS Cambaz, I think it is time we move on to a full, stable, environment. Plans for modOS Sevda Çiçeği: A fully modular webOS where you can change everything from the window rules to the very development environment. A package manager for distributing, installing, and managing user created packages. A full modOS API for consistency and compatibality. And MANY more. Here is a checklist/roadmap for modOS that you can follow as I check off the tasks: https://docs.google.com/document/d/1H7caegzGowVeYkntmm87eaJ8XJtSyU1Pbvb5vVNmgYI/edit?usp=sharing Logged hours for this dev post come from earlier bug fixes and polishing to modOS Cambaz alongside the making of modOS Sevda Çiçeği"}, {"post_id": 19271, "ts": "2026-06-30T15:17:32Z", "hours": 6.3744, "text": "The End..? [Dev Post 4] With the guide finally being done, I announce modOS v1.0.0 Cambaz . Before I nerd out about everything added, here is more information about Mor ve Ötesi , the band behind Cambaz: https://en.wikipedia.org/wiki/Mor_ve_%C3%B6tesi Why is modOS different? Well, throughout the path of following the guide and making modOS, I completely rejected the idea of a hard-coded anything. Sure, it might be open-source, but what is the point of open-source if changing the source is going to take many hours of coding? modOS competes against a permanent webOS. The following features highlight how modOS achieves that: modOS does not have any hard-coded applications, bar, desktop, etc. Every app is found in a JSON file (apps.json located in /base/system/) which can be modified to install any application you want, easily! Currently this step is manual, and there is no official repository of verified applications. However, that is subject to change. Bartender (the bar system of modOS) is a JavaScript file (bartender.js found in /base/system/bartender.js) which can be modified to make the bar whatever you want! WER (Window Manager for modOS) is a script that inserts window functions such as the minimize and close buttons alongside the name of the window, icon, and movement system. The whole script is launched with initwindow(win) where win is the main window element. Got confused with the initwindow(win) command? Not to worry, modOS comes with the exec command, which follows the format exec(appname, icon) , where you can determine the name of the application ( REQUIRED ) and its icon ( NOT REQUIRED ). Whenever the command is run, the script ( exec.js found in /base/system/ ) looks through apps.json and pulls the necessary content and scripts, giving you a fully functional app. Note: If you decide to use a custom icon with an existing app, exec.js will still use the icon used in the database to maintain the developers creativity! So are you even more lazy? Cuz modOS desktop shows every app in apps.json for easier access. All you need is the ability to double click the app you want! Note: Psst! There are hidden applications. You need to run showhidden() to show them, and hidehidden() if you would like to hide them back. You can customize modOS off of the base CSS by editing config.css (config.css found in /system/user/) Default Applications List App Template: It is a template for you to make your own app! (hidden by default) run: An alternative for the developer console that comes with modern browsers. A great option for mobile users or older, unsupported browsers. Release Notes: Your updated news for modOS! Theme Song: The theme song of modOS! Plays Cambaz by Mor ve Ötesi. Future Updates A signup/login system is planned to be added for cross-platform sync ability (e.g. apps, settings, customizations, etc). This will be optional and you can still use modOS as a guest. modOS developer mode: A way for you to build applications for you and others on modOS! Window minimization: Currently, windows do get minimized. However, you really cannot un-minimize them without running the command document.querySelector(\".win\").style.display=\"block\" , which is unreliable and annoying. More applications: You will use modOS developer mode to develop applications for the ecosystem. No more work for me."}, {"post_id": 18381, "ts": "2026-06-29T14:53:03Z", "hours": 7.1789, "text": "A Big Jump [Dev Post 3] Here is an update of what I’ve been working on over the weekend. And there is a lot! Window Movement I followed the guide to make windows movable. However, there was a challenge. Challenge If I want to make modOS modular, how could I identify user-made windows? The guide showed a hard-coded movement system, but that would mean other people couldn’t make their own apps! Solution I used .querySelector to give every window of the same class movement functionality while keeping each instance separate. This means no matter how many windows of the same app you make, they’ll all be movable! So yes, you could have 30 copies of the same ping pong app ( not on modOS… yet ) and every window would work normally. Account Feature (Still in Progress) This is mainly what took most of the 7 hours I logged today. What was used? I used Firebase to establish a backend where user info would be stored. The info consists of a username, password, and user data. The first two are self-explanatory, but the data will store user changes to their OS so they can jump back in where they left off. Challenges The account creation script should theoretically work. However, I didn’t build the project around a package manager. Firebase works much better with one, meaning the project would need to be migrated to a framework like Vite. Solution There is a solution: create a new repository with Vite installed, then move everything over. I really didn’t want to deal with that right now, so the account feature will be implemented once the base build of modOS is complete. App Launching You can now use a terminal interface to launch apps! Challenges To keep apps modular while still being… apps, I couldn’t just say “open this app.” I needed users to be able to define a preferred name, icon, and content. The first two were easy, but I also needed a list of apps and their content. This way, future modOS developers can publish their applications to the modOS environment. Solution There is now an apps.json file with a full list of apps ( 1 app right now ). Whenever you launch an app via exec(name, icon) from the Dev Console, it checks whether the app exists in the JSON file and, if it does, fetches its corresponding content. A Step Towards Modular… modOS is officially MODULAR ! What is modular as of now? Many things! I scratched the modular clock idea from the previous Dev Post… AND REPLACED IT WITH A COMPLETELY MODULAR BAR!!! So now the entire bar is modular. :) Apps are now modular too! You can launch any app via exec(name, icon) in the Dev Console (often opened with F12) to render a new window with your preferred name and icon. The clock idea was scratched… BUT THE CLOCK ITSELF IS STILL MODULAR! Challenges Making things modular takes a lot of time. You don’t just write your program in HTML anymore—you have to generate it through JavaScript. To make it modular, individual variables need to go through their own processes before everything connects together. And of course… that usually comes with a bug or two. Solution Uh… yeah, that was the challenge. Doesn’t really need a solution. Releases From now on, every new release will be named after a song from a 2000s Turkish Alternative Rock band. The next major release will be called: modOS v0.x.x-alpha [Mor Ve Ötesi - Cambaz] Make sure you give it a listen. It’s a banger! Final Thoughts I think the project is going very well. It’s taking a lot of time, but it’s worthwhile since I’m learning new things about a programming language I’ve been using for five years now. I’m hoping to add more features, finish the base build, and finally move on to the backend side of things."}, {"post_id": 10467, "ts": "2026-06-17T06:18:54Z", "hours": 2.2683, "text": "Getting Started [Dev Post 2] Today, I did not do much visual progress. However, there is way more that goes on in the background. What’s new? We now have a bar tender. There is a clock now. But it’s not just any clock, this clock is MODULAR ! A very fancy weather widget with a very (not) fancy API. A MODULAR Clock? What does that mean? I’m glad you asked. Unlike a traditional clock, this clock actually is separated in multiple tags. That means you can move the tags around to change the order of the clock values. API This Dev Post is sponsored by wttr.in! With it’s simple, no sign-up, and no data limit, wttr.in is in my top 5 API’s. With a single fetch , we achieve great things like burnin’ hot weather. Notes: The clock is by definition modular, however not too accessible. This will be fixed with future updates. No, this Dev Post is not actually sponsored. You can check out the current state of modOS here ."}, {"post_id": 9757, "ts": "2026-06-16T05:59:35Z", "hours": 1.2353, "text": "modOS v0.0.1-alpha [Dev Post 1] This is a base release for an early preview of the main idea for modOS. Current “features” Website loads. Backgrounds. Base window infrastructure. Cool window hover/leave effect. :D Notes: Although the project is supposed to be modular, it is still in early development. So every line is hard-coded and is not modular."}]...
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Title: modOS by @Huseyin | Stardance
Devlogs:
mod Title: modOS by @Huseyin | Stardance
Devlogs:
modOS v0.0.1-alpha [Dev Post 1] This is a base release for an early preview of the main idea for modOS. Current “features” Website loads. Backgrounds. Base window infrastructure. Cool window hover/leave effect. :D Notes: Although the project is supposed to be modular, it is still in early development. So every line is hard-coded and is not modular.
Getting Started [Dev Post 2] Today, I did not do much visual progress. However, there is way more that goes on in the background. What’s new? We now have a bar tender. There is a clock now. But it’s not just any clock, this clock is MODULAR ! A very fancy weather widget with a very (not) fancy API. A MODULAR Clock? What does that mean? I’m glad you asked. Unlike a traditional clock, this clock actually is separated in multiple tags. That means you can move the tags around to change the order of the clock values. API This Dev Post is sponsored by wttr.in! With it’s simple, no sign-up, and no data limit, wttr.in is in my top 5 API’s. With a single fetch , we achieve great things like burnin’ hot weather. Notes: The clock is by definition modular, however not too accessible. This will be fixed with future updates. No, this Dev Post is not actually sponsored. You can check out the current state of modOS here .
A Big Jump [Dev Post 3] Here is an update of what I’ve been working on over the weekend. And there is a lot! Window Movement I followed the guide to make windows movable. However, there was a challenge. Challenge If I want to make modOS modular, how could I identify user-made windows? The guide showed a hard-coded movement system, but that would mean other people couldn’t make their own apps! Solution I used .querySelector to give every window of the same class movement functionality while keeping each instance separate. This means no matter how many windows of the same app you make, they’ll all be movable! So yes, you could have 30 copies of the same ping pong app ( not on modOS… yet ) and every window would work normally. Account Feature (Still in Progress) This is mainly what took most of the 7 hours I logged today. What was used? I used Firebase to establish a backend where user info would be stored. The info consists of a username, password, and user data. The first two are self-explanatory, but the data will store user changes to their OS so they can jump back in where they left off. Challenges The account creation script should theoretically work. However, I didn’t build the project around a package manager. Firebase works much better with one, meaning the project would need to be migrated to a framework like Vite. Solution There is a solution: create a new repository with Vite installed, then move everything over. I really didn’t want to deal with that right now, so the account feature will be implemented once the base build of modOS is complete. App Launching You can now use a terminal interface to launch apps! Challenges To keep apps modular while still being… apps, I couldn’t just say “open this app.” I needed users to be able to define a preferred name, icon, and content. The first two were easy, but I also needed a list of apps and their content. This way, future modOS developers can publish their applications to the modOS environment. Solution There is now an apps.json file with a full list of apps ( 1 app right now ). Whenever you launch an app via exec(name, icon) from the Dev Console, it checks whether the app exists in the JSON file and, if it does, fetches its corresponding content. A Step Towards Modular… modOS is officially MODULAR ! What is modular as of now? Many things! I scratched the modular clock idea from the previous Dev Post… AND REPLACED IT WITH A COMPLETELY MODULAR BAR!!! So now the entire bar is modular. :) Apps are now modular too! You can launch any app via exec(name, icon) in the Dev Console (often opened with F12) to render a new window with your preferred name and icon. The clock idea was scratched… BUT THE CLOCK ITSELF IS STILL MODULAR! Challenges Making things modular takes a lot of time. You don’t just write your program in HTML anymore—you have to generate it through JavaScript. To make it modular, individual variables need to go through their own processes before everything connects together. And of course… that usually comes with a bug or two. Solution Uh… yeah, that was the challenge. Doesn’t really need a solution. Releases From now on, every new release will be named after a song from a 2000s Turkish Alternative Rock band. The next major release will be called: modOS v0.x.x-alpha [Mor Ve Ötesi - Cambaz] Make sure you give it a listen. It’s a banger! Final Thoughts I think the project is going very well. It’s taking a lot of time, but it’s worthwhile since I’m learning new things about a programming language I’ve been using for five years now. I’m hoping to add more features, finish the base build, and finally move on to the backend side of things.
The End..? [Dev Post 4] With the guide finally being done, I announce modOS v1.0.0 Cambaz . Before I nerd out about everything added, here is more information about Mor ve Ötesi , the band behind Cambaz: https://en.wikipedia.org/wiki/Mor_ve_%C3%B6tesi Why is modOS different? Well, throughout the path of following the guide and making modOS, I completely rejected the idea of a hard-coded anything. Sure, it might be open-source, but what is the point of open-source if changing the source is going to take many hours of coding? modOS competes against a permanent webOS. The following features highlight how modOS achieves that: modOS does not have any hard-coded applications, bar, desktop, etc. Every app is found in a JSON file (apps.json located in /base/system/) which can be modified to install any application you want, easily! Currently this step is manual, and there is no official repository of verified applications. However, that is subject to change. Bartender (the bar system of modOS) is a JavaScript file (bartender.js found in /base/system/bartender.js) which can be modified to make the bar whatever you want! WER (Window Manager for modOS) is a script that inserts window functions such as the minimize and close buttons alongside the name of the window, icon, and movement system. The whole script is launched with initwindow(win) where win is the main window element. Got confused with the initwindow(win) command? Not to worry, modOS comes with the exec command, which follows the format exec(appname, icon) , where you can determine the name of the application ( REQUIRED ) and its icon ( NOT REQUIRED ). Whenever the command is run, the script ( exec.js found in /base/system/ ) looks through apps.json and pulls the necessary content and scripts, giving you a fully functional app. Note: If you decide to use a custom icon with an existing app, exec.js will still use the icon used in the database to maintain the developers creativity! So are you even more lazy? Cuz modOS desktop shows every app in apps.json for easier access. All you need is the ability to double click the app you want! Note: Psst! There are hidden applications. You need to run showhidden() to show them, and hidehidden() if you would like to hide them back. You can customize modOS off of the base CSS by editing config.css (config.css found in /system/user/) Default Applications List App Template: It is a template for you to make your own app! (hidden by default) run: An alternative for the developer console that comes with modern browsers. A great option for mobile users or older, unsupported browsers. Release Notes: Your updated news for modOS! Theme Song: The theme song of modOS! Plays Cambaz by Mor ve Ötesi. Future Updates A signup/login system is planned to be added for cross-platform sync ability (e.g. apps, settings, customizations, etc). This will be optional and you can still use modOS as a guest. modOS developer mode: A way for you to build applications for you and others on modOS! Window minimization: Currently, windows do get minimized. However, you really cannot un-minimize them without running the command document.querySelector(".win").style.display="block" , which is unreliable and annoying. More applications: You will use modOS developer mode to develop applications for the ecosystem. No more work for me.
Announcing modOS Sevda Çiçeği Concept After completing the pretty underdeveloped modOS Cambaz, I think it is time we move on to a full, stable, environment. Plans for modOS Sevda Çiçeği: A fully modular webOS where you can change everything from the window rules to the very development environment. A package manager for distributing, installing, and managing user created packages. A full modOS API for consistency and compatibality. And MANY more. Here is a checklist/roadmap for modOS that you can follow as I check off the tasks: https://docs.google.com/document/d/1H7caegzGowVeYkntmm87eaJ8XJtSyU1Pbvb5vVNmgYI/edit?usp=sharing Logged hours for this dev post come from earlier bug fixes and polishing to modOS Cambaz alongside the making of modOS Sevda Çiçeği
A New Beginning [Dev Post 5] Here is what I got done ever since I announced modOS Sevda Çiçeği! git init So we now have modOS-VT as a GitHub repository. It’s pretty cool. VT stands for Vite Type, indicating how the project utilizes Vite and TypeScript instead of just html and javascript. What is made? I made: A bootstrap, which initializes every service necessary for modOS runtime. Basic system. Firebase!!! Jeez, why did it take 7 hours? Well, my friend, modOS is completely modular. So there is a bit of contradiction when I need to make a bootstrap that launches things, if there is no things . I worked on making a placeholder for almost everything. Core Idea modOS will be just like any other Linux distribution. You have the base system that gives you whatever you need. And you install user-generated content with a package manager! It will be so cool! But right now, I am still working on making the base system part. PSST! Do you want to contribute to modOS by making an app for it? Well you absolutely can! Right now it’s a bit difficult as there is no modOS . However, you can develop applications using typescript any time! Later modOS versions will come with API’s that you can integrate your app into the modOS ecosystem. Challenges The main challenge was getting started with modOS… again… but when I did start, it starts flowing like butter. What I LOVE about modOS right now: Because modOS-VT is built on Vite, I can use packages and make it easier to use with GitHub pages! I did not have to make 15 commits for a bug fix while setting up GitHub pages! Final Regards Thank you. :)
Longer Yet Shorter [Dev Post 6] After some long work, modOS is finally getting easier to get done. But it’s not done just yet. What is new? modOS now has some basic API’s, which will be used in the future by developers to make applications that can be fully integrated into the ecosystem. Bootstrap is reaching completion, which will bring us to the next step: display. We also have one of the most important functions of an OS, file management! modOS utilizes zenfs/core to store files and folders(alongside their structure) in memory! This will allow the creation of file explorers, document making, and more! This is also a crucial piece to make a modular OS. What is needed? modOS still needs some more API’s, most which will come from packages. Due to that, the next dev post should be of packer, the official package manager for modOS. It will be the connectiong between users, database, and developers. User <--> Database <--> Developer Meaning dev’s will be able to publish packages, and user’s will be able to download them! And finally, we need an account session thingy to keep track of each user’s installed packages. This also will allow the usage of YOUR modOS anywhere! Final Regards pretty cool
Tada! modOS-VT is SO close to being done! I feel it! Disclaimers AI was heavily used at this point of the project. The reason is that the code was starting to get very messy(and not cool looking), which is why I asked AI to REORGANIZE the code. It basically took what I wrote, made them more organized, and made the connections. It is more than likely that the AI added a few of lines itself. Alongside that, I used AI to COMPLETELY make a terminal system using xterm.js(node module). The reason is, xterm has one of the worst and most incomplete documentations I ever saw. I really couldn’t make it myself after three tries. And finally, I used AI to make a package installation/launching system, as that would lead me into parts of Java/Type Script that I previously had no experience with. I am still trying to learn how to make it myself, however. I am very sorry for the heavy usage of AI. This is a very niche project that you can not find a lot of information for. I believe the code still meets AI requirements of Stardance. New Additions There is a fully set-up(with a Firebase back end) account management system to signup or login users. There is a guest option for people who just want to try it out! System-wide terminal. It is made so different software can be built on it! Package installation and launching: This is HUGE! This is what was needed to make modOS MODULAR ! New API’s Very cool and clean looking code(developer friendly). Future Updates modOS-VT will be rebranded to just modOS. There will be some base packages that are needed to make. A README.md for developers with the instructions on making a package. And yeah that is what’s left for modOS-VT.
BOOYAH! After so long, we finally have VISUAL IMPROVEMENT!!! Before we start, I would appreciate if y’all followed modOS! Link: modos.krambo.space New Additions: You can now install(via packer get) or remove(via packer remove) ANY PACKAGE(from existing directory, use packer fetch for a list) You get some propriety software for modOS so it is easier for you to do stuff :) Package delivered commands! Developers can implement their own commands and API’s to the modOS ecosystem! API integration into packages Dependencies work flow modOS-VT has officially been made modOS, with the original being retired under modOS-pre. It will be removed from GitHub soon. And MANY more minor updates! Things that are needed to be fixed Guest option does not work, special rules needed to be implemented. packer.get API blindly makes a new blob file every time it is used(potential memory leak) There is no settings feature(yet), so the accounts are pretty useless rn. Sorry. And yeah that’s it to my knowledge DEVELOPERS!!! You can officially use the modOS API to make an application for the modOS ecosystem! Sadly, we do not have any documentation, but you can see the existing packages I made for reference, I tried my best to make it easy on y’all! https://github.com/krambo345/krambools/tree/master Publishing If you are a developer that made an application for modOS(tysm!), there sadly is no official way to register the application to modOS(yet!). It is still being implemented. Please hold on to your application until there is a method. Follow this project to be updated for when it is implemented! Thank you! Disclaimers: AI has been heavily used in this part of the project due to the advanced levels of TS used(that I can’t do myself). In my defense, this is the first project I ever made using TypeScript and Vite. Almost every new feature exposes me to another new thing(and problem) to learn!
Adding stuff As of now, modOS comes with pre-installed packages to get you, the user, started. These include terminal, desktop, bartender, wer(window manager), editor, and more! With these packages you can install more packages(that do not exist yet). Do you want to be a developer? modOS is made to be one of the most developer friendly webOS’s out there! With over 10 different API’s, you can build applications that are easily integrated into the system. You can check out the source code of each package I made for modOS via first, finding the package with ls packages (in terminal) and then reading them with cat packages/PACKAGE (also in terminal)! oooor just go to the krambools github repository https://github.com/krambo345/krambools Bootstrap recovery Bootstrap works right now, for me. However, if anyone else gets errors while booting modOS, they will have the opportunity to repair it via bootstrap recovery that is presented upon failure. link due to a situation, i can not put modOS link to the information. use this link to access modOS: https://modos.krambo.space Thank yall
A Path to Stable From the previous… and unsuccessful ship… I learned many things that could improve modOS(other than a temporary Firebase bug🙄) First of all, there were a lot of bugs. A plenty of the time reported on this devlog are from bug fixing. Secondly, seems like people want to be able to customize the preinstalled system. So I have been working on a settings package to allow managing your account and CUSTOMIZING your system! DISCOVERY❗! Apperiantly, because modOS is modular by design, and because you can import packages, and because you can edit those packages, it turns out app development in the sense of an IDE is by design built in to modOS! With this, I was able to resolve many package related bugs running in a live environment, and even build packages! This will be utilized even more to hopefully make a full modern IDE package for anyone to use and build packages!!! Check out the video below for demonstration! I am looking for ideas, so please hit me up with some!
SO MUCH BETTER! modOS is now more than just a template for your OS. It now makes it easier to template your own web OS! New Additions Settings package Splash Screen(you can turn it off in settings!) Saving settings 💾 Uses With these new features, your modOS account will officially have a working function. You can open your environment wherever you want. Future Plans Saving installed packages Saving user-made files/folders(There is already a immature version, however it does not work). Package development IDE. Customized Splash Screen Notification Daemon D-Bus Events 😟 Problems That Occured Resetting custom CSS. New user check(supposed to work. literally no reason it should not) Send Recommendations/Suggestions Sorry for excess use of EMOJIS they are fun
Finale As yall know, stardance is ending… here is final form of modOS.
Ships:
Welcome to modOS v1.0.0 Cambaz. It is a full webOS that comes with the basics of a computer. This full (almost) stable release is modular, flexible, and heavily optimized to up stand multiple situations. There were many challenges when it came to converting what I did from the guide into a modular system. It came with many problems, errors, lack of sleep, so on and so forth. Thanks to Lil ’G(PT), I was able to automate small tasks like converting HTML apps to a format that could be published in JSON. Features of modOS Cambaz: A fully modular system, with the ability to publish your own JS files with others. A small “terminal” named run. Package/App manager. Bartender(the bar of modOS) WER (Window Manager of modOS) Automated system set up. Developer friendly design. An aesthetic that combines 2000s retro and today’s modern. From here, the future releases of modOS will focus on making a full, complete package manager which makes distributing and receiving applications across modOS more easy. NOTE: In order to use many of the special features of modOS, you have to download and run modOS locally on your device. The picture shows what you would get in an out-of-the-box experience.
modOS Sevda Çiçeği: A fully open-source, modular, and multi-platform webOS. Features: modOS, unlike other webOS projects, has a plentiful of unique features allowing more customization: Modular build. Developer friendly API’s Pre-built desktop Account service And many more! Usage: modOS can be used everywhere by anyone, making it a great option for people on the move. Development: modOS comes with API’s to allow integration and make it easier for developers to make new packages.
Welcome to modOS. This webOS is not one of those fancy ui webOS’s you saw… this is something more! Let us start from the code. It is entirely modular. All other webOS’s are hard-coded, meaning changing one thing might cause it to break. In modOS, the code being modular allowed me to build the following that is to come… A full API system for app development! Storing data in an account, meaning that you can access your files, settings, EVERYTHING, anywhere! Modular applications… You can install applications using the built-in “packer” package manager. REFER TO README FOR USAGE!!! Once again, modOS is for YOU! So any comments on how “I hate the UI!”, “Make it cooler!!”, “blah blah blah” will be returned. This UI is a TEMPLATE....
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Hack pad by @Khaled | Stardance
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My first WebOS by @Abror | Stardance
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My very own WebOS by @Josiah | Stardance
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My awesome macropad! by @asertecho | Stardance
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Frictionless by @saaranya | Stardance
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Title: Frictionless by @saaranya | Stardance
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Computer by @nino | Stardance
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Frictionless by @ismoilovxushnudbek643 | Stardance
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My very own WebOS by @lmanosiremi | Stardance
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My very own WebOS by @Cyclone | Stardance
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My first slack bot! by @ardente_c | Stardance
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My very own WebOS by @Aaditya_Arora | Stardance
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My very own WebOS by @Tejas_777 | Stardance
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My very own WebOS by @asalina20092611 | Stardance
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My very own WebOS by @paceee7 | Stardance
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DecAEnvolutioner by @LowkAE | Stardance
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ESP32-NAS by @Deva | Stardance
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[{"post_id": 15843, "ts": "202 [{"post_id": 15843, "ts": "2026-06-25T19:17:56Z", "hours": 0.5481, "text": "Completed the API - Set Mode. Now currently working on API-Stats + Health. After that coming up API — FILES, the WEB dashboard settings page, then the Main WEB page."}, {"post_id": 14535, "ts": "2026-06-23T17:57:53Z", "hours": 1.6808, "text": "Completed the Login page and its web functions. Next I’m going to work on the API setup, stats, files and add the Web-OTA update feature."}, {"post_id": 12008, "ts": "2026-06-19T16:22:14Z", "hours": 1.3883, "text": "Completed the Deepsleep/Shutdown function. Now I’m working on the login and logout page of the web interface."}, {"post_id": 10745, "ts": "2026-06-17T17:10:40Z", "hours": 0.6992, "text": "Working on the Deepsleep/Shutdown function."}, {"post_id": 10571, "ts": "2026-06-17T11:34:53Z", "hours": 1.7911, "text": "Added the sd_wrappers, added all the file format systems for audio,video,doc,etc. Started making the webpage starting with the Authentication page and its backend."}, {"post_id": 10034, "ts": "2026-06-16T16:24:34Z", "hours": 1.7339, "text": "Added the Forward Declarations and NVS CONFIG. Declared the functions of the temperature monitor and automation section. Also added three ‘Power Modes’ to alter the performance of the NAS via the web UI. Made a hibernate/sleep function for the NAS to go into when not in use or forced to go into low power mode and it is also integrated to the power modes itself."}, {"post_id": 9892, "ts": "2026-06-16T11:42:43Z", "hours": 0.7539, "text": "Worked on the user config, added threshold for the nas’s system, defined the power modes, defined thermal threshold and thermal control."}]...
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Title: ESP32-NAS by @Deva | Stardance
Devlogs:
Wo Title: ESP32-NAS by @Deva | Stardance
Devlogs:
Worked on the user config, added threshold for the nas’s system, defined the power modes, defined thermal threshold and thermal control.
Added the Forward Declarations and NVS CONFIG. Declared the functions of the temperature monitor and automation section. Also added three ‘Power Modes’ to alter the performance of the NAS via the web UI. Made a hibernate/sleep function for the NAS to go into when not in use or forced to go into low power mode and it is also integrated to the power modes itself.
Added the sd_wrappers, added all the file format systems for audio,video,doc,etc. Started making the webpage starting with the Authentication page and its backend.
Working on the Deepsleep/Shutdown function.
Completed the Deepsleep/Shutdown function. Now I’m working on the login and logout page of the web interface.
Completed the Login page and its web functions. Next I’m going to work on the API setup, stats, files and add the Web-OTA update feature.
Completed the API - Set Mode. Now currently working on API-Stats + Health. After that coming up API — FILES, the WEB dashboard settings page, then the Main WEB page....
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My awesome macropad! by @JeffreyLi2134 | Stardance
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Title: My awesome macropad! by @JeffreyLi2134 | St Title: My awesome macropad! by @JeffreyLi2134 | Stardance...
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My awesome macropad! by @Soumik-De | Stardance
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Title: My awesome macropad! by @Soumik-De | Starda Title: My awesome macropad! by @Soumik-De | Stardance...
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ESP-32 Bluetooth Debug Tool by @coderguy | Stardan ESP-32 Bluetooth Debug Tool by @coderguy | Stardance...
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Title: ESP-32 Bluetooth Debug Tool by @coderguy | Title: ESP-32 Bluetooth Debug Tool by @coderguy | Stardance...
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My first slack bot! by @doui_coder | Stardance
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Title: My first slack bot! by @doui_coder | Starda Title: My first slack bot! by @doui_coder | Stardance...
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Untitled by @TheRealOpabinia | Stardance
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Title: Untitled by @TheRealOpabinia | Stardance
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Space Mission Control by @Mushtariy | Stardance
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Title: Space Mission Control by @Mushtariy | Stard Title: Space Mission Control by @Mushtariy | Stardance...
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