|
2101
|
My awesome macropad! by @Jeff | Stardance
|
Jeff
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Jeff | Stardance
|
1792515157.685408
|
1793119957.685408
|
|
2102
|
Untitled project by @LonleySailor | Stardance
|
LonleySailor
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @LonleySailor | Stardan Title: Untitled project by @LonleySailor | Stardance...
|
1792677284.8635588
|
1793282084.8635588
|
|
2103
|
My awesome macropad! by @sangameshhaibatti418 | St My awesome macropad! by @sangameshhaibatti418 | Stardance...
|
sangameshhaibatti418
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @sangameshhaibatti4 Title: My awesome macropad! by @sangameshhaibatti418 | Stardance...
|
1792543770.8084292
|
1793148570.8084292
|
|
2104
|
Lunatria by @LonleySailor | Stardance
|
LonleySailor
|
1
|
10.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-08T13:51:31Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is a custom built SSO for my server to overcome the challenges of services not support SSO’s. In this ship I am proud to present the addition of support for the Jellyfin mobile app and improved administration. The most challenging was figuring out how to split web and app traffic. After logging and comparing many HTTP requests, I eventually discovered that two small letters (wv) in the User-Agent distinguished Android WebView traffic from normal web traffic. That discovery allowed me to route requests differently and implement a mobile-specific authentication flow. (I go into much more detail in Devlog #2.). To access the demo use these credentials for the demo’s admin account: Username:lunatria-demo, Password: Y8x0nm5VDfATDH To access the administration panel go to: https://lunatria.xyz/admin-panel", "repo": "https://github.com/LonleySailor/Lunatria", "demo": "https://lunatria.xyz"}]...
|
[{"post_id": 23592, "ts": "202 [{"post_id": 23592, "ts": "2026-07-06T17:14:38Z", "hours": 6.9492, "text": "Lunatria Second Devlog: After getting Lunatria working in the browser, I wanted the Jellyfin mobile app to work as well. Unfortunately, my browser authentication flow couldn’t be reused directly inside the app, so I had to figure out how the mobile client authenticated differently. My first hypothesis was that Jellyfin explicitly identified whether a request came from the browser or the mobile app. To test this, I created a temporary domain (observe-jellyfin.lunatria.com) and logged every request passing through Nginx (Screenshot 1 shows the logging setup). However, this turned out not to be the case. After inspecting requests from both the web and mobile app, I started comparing the User-Agent headers. After going through tens of requests, I finally noticed the only consistent difference: two tiny letters in the User-Agent — wv, meaning WebView (Screenshot 2 shows the two User-Agent strings). After looking it up, I learned that wv indicates an embedded Android WebView. At first I wasn’t sure this was the real distinction, but after testing across multiple devices, I confirmed it: wv effectively separates mobile app traffic from web traffic. To handle this, I added a variable in the Nginx configuration to split routing between web and app traffic (Screenshot 3 shows the config change). However, authentication was still an issue. On the web version of Jellyfin, I route traffic through a special HTML page that uses the SSO session to fetch and store the Jellyfin auth token. In the mobile app, this approach doesn’t work. After some consideration, I decided to route all mobile app traffic directly to Jellyfin except for one endpoint: the authentication endpoint. On Jellyfin, this is /Users/AuthenticateByName. I route this request to my backend instead (Screenshot 4 shows the routing logic). The backend uses the SSO credentials provided by the user in the Jellyfin app, retrieves the corresponding Jellyfin auth token (stored securely and encrypted), and responds in place of Jellyfin. And success — the Jellyfin mobile app is now fully accessible through Lunatria. (You can check the Nginx configs in the repo.)"}, {"post_id": 20812, "ts": "2026-07-02T14:54:40Z", "hours": 3.4894, "text": "Hii, this is my first devlog about my project which is pride and honor. Let me introduce it first. I have a home server, sitting next to the router in my house. I use it for many things but one of them is entertainment. For that I use Jellyfin for streaming, radarr and sonarr for adding to the library. The issue I ran into is when granting access to these apps for friends and family I had to send 3 username+passwords and along the way as I add more services more and more passwords would be needed. So I decided to look for a SSO. There are many selfhosted options which do work well, but all had 1 downside. They need the service itself to support SSO’s. I thought about contributing to those services to integrate SSO’s but at the time I was too scared and didn’t have enough knowledge to be sure of what I am even doing. So I decided to write my own. What I came up with was a backend - for handling API’s and DB requests for user’s credentials, nginx - a proxy and routing to redirect authorization to my backend, frontend- a status dashboard, administration, and a login page for users to log in. Before stardance I managed to create the status page, form for users to log in, administration panel for adding users and adding credentials for them, as well as proxying Jellyfin, Sonarr and Radarr but only when using a browser. During stardance I want to expand and improve my SSO. This devlog covers the first improvements I made during stardance. I improved the UI of creating new users as well as adding the option to remove users. I also improved the UI of Credential management and adding the option to remove credentials, and adding the “Service Access” page to add and remove access for users to certain services. This was pretty easy as I had all the blocks in place, create a API for deleting users, credential, and access, create a API for fetching username’s. And building the UI was just expanding already existing features. I look forward to expanding more features. LonleySailor"}]...
|
Title: Lunatria by @LonleySailor | Stardance
Devl Title: Lunatria by @LonleySailor | Stardance
Devlogs:
Hii, this is my first devlog about my project which is pride and honor. Let me introduce it first. I have a home server, sitting next to the router in my house. I use it for many things but one of them is entertainment. For that I use Jellyfin for streaming, radarr and sonarr for adding to the library. The issue I ran into is when granting access to these apps for friends and family I had to send 3 username+passwords and along the way as I add more services more and more passwords would be needed. So I decided to look for a SSO. There are many selfhosted options which do work well, but all had 1 downside. They need the service itself to support SSO’s. I thought about contributing to those services to integrate SSO’s but at the time I was too scared and didn’t have enough knowledge to be sure of what I am even doing. So I decided to write my own. What I came up with was a backend - for handling API’s and DB requests for user’s credentials, nginx - a proxy and routing to redirect authorization to my backend, frontend- a status dashboard, administration, and a login page for users to log in. Before stardance I managed to create the status page, form for users to log in, administration panel for adding users and adding credentials for them, as well as proxying Jellyfin, Sonarr and Radarr but only when using a browser. During stardance I want to expand and improve my SSO. This devlog covers the first improvements I made during stardance. I improved the UI of creating new users as well as adding the option to remove users. I also improved the UI of Credential management and adding the option to remove credentials, and adding the “Service Access” page to add and remove access for users to certain services. This was pretty easy as I had all the blocks in place, create a API for deleting users, credential, and access, create a API for fetching username’s. And building the UI was just expanding already existing features. I look forward to expanding more features. LonleySailor
Lunatria Second Devlog: After getting Lunatria working in the browser, I wanted the Jellyfin mobile app to work as well. Unfortunately, my browser authentication flow couldn’t be reused directly inside the app, so I had to figure out how the mobile client authenticated differently. My first hypothesis was that Jellyfin explicitly identified whether a request came from the browser or the mobile app. To test this, I created a temporary domain (observe-jellyfin.lunatria.com) and logged every request passing through Nginx (Screenshot 1 shows the logging setup). However, this turned out not to be the case. After inspecting requests from both the web and mobile app, I started comparing the User-Agent headers. After going through tens of requests, I finally noticed the only consistent difference: two tiny letters in the User-Agent — wv, meaning WebView (Screenshot 2 shows the two User-Agent strings). After looking it up, I learned that wv indicates an embedded Android WebView. At first I wasn’t sure this was the real distinction, but after testing across multiple devices, I confirmed it: wv effectively separates mobile app traffic from web traffic. To handle this, I added a variable in the Nginx configuration to split routing between web and app traffic (Screenshot 3 shows the config change). However, authentication was still an issue. On the web version of Jellyfin, I route traffic through a special HTML page that uses the SSO session to fetch and store the Jellyfin auth token. In the mobile app, this approach doesn’t work. After some consideration, I decided to route all mobile app traffic directly to Jellyfin except for one endpoint: the authentication endpoint. On Jellyfin, this is /Users/AuthenticateByName. I route this request to my backend instead (Screenshot 4 shows the routing logic). The backend uses the SSO credentials provided by the user in the Jellyfin app, retrieves the corresponding Jellyfin auth token (stored securely and encrypted), and responds in place of Jellyfin. And success — the Jellyfin mobile app is now fully accessible through Lunatria. (You can check the Nginx configs in the repo.)
Ships:
This is a custom built SSO for my server to overcome the challenges of services not support SSO’s. In this ship I am proud to present the addition of support for the Jellyfin mobile app and improved administration. The most challenging was figuring out how to split web and app traffic. After logging and comparing many HTTP requests, I eventually discovered that two small letters (wv) in the User-Agent distinguished Android WebView traffic from normal web traffic. That discovery allowed me to route requests differently and implement a mobile-specific authentication flow. (I go into much more detail in Devlog #2.). To access the demo use these credentials for the demo’s admin account: Username:lunatria-demo, Password: Y8x0nm5VDfATDH To access the administration panel go to: https://lunatria.xyz/admin-panel...
|
1792994157.7035706
|
1793080557.7035706
|
|
2105
|
Untitled project by @Riv | Stardance
|
Riv
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @Riv | Stardance
|
1792770489.3363388
|
1793375289.3363388
|
|
2106
|
Space Birthday by @Froglan | Stardance
|
Froglan
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-04T14:33:12Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Shipping! This is my first Stardance mini project. I created a web app, where you can see the the images from NASA APOD on any date from June 16, 1995. The reason why I called it Space birthday is that you can see the NASA photo on your exact birthday. The main reason why I made this project is that I wanted to practise my Python skills and make a web app. I can not write HTML or CSS, so I decided to use Streamlit, which is very easy to use, if you know the Python basics. I am proud that I used AI only to brainstorm the main idea, but I built the app myself. Enjoy the app!", "repo": "https://github.com/Pribma/Space_birthday", "demo": "https://space-birthday.streamlit.app/"}]...
|
[{"post_id": 40746, "ts": "202 [{"post_id": 40746, "ts": "2026-08-04T14:04:33Z", "hours": 0.7372, "text": "DEVLOG [3] - Last improvements before shipping Today I managed to improve the UI, fix bug with the calendar, launch the app to the Streamlit server and rewrite README. Enjoy the app!"}, {"post_id": 40322, "ts": "2026-08-03T19:20:09Z", "hours": 0.4931, "text": "DEVLOG [2] - API Integration Today I added requests to have communication with NASA servers. Also added secure way to work with API keys. And finally added the imgae, headline and explanation of that image."}, {"post_id": 35231, "ts": "2026-07-26T15:11:04Z", "hours": 0.5478, "text": "DEVLOG [1] - First commit Today I added header, text and a button using Python and Streamlit. Still learning python, so most time was spent in browser."}]...
|
Title: Space Birthday by @Froglan | Stardance
Dev Title: Space Birthday by @Froglan | Stardance
Devlogs:
DEVLOG [1] - First commit Today I added header, text and a button using Python and Streamlit. Still learning python, so most time was spent in browser.
DEVLOG [2] - API Integration Today I added requests to have communication with NASA servers. Also added secure way to work with API keys. And finally added the imgae, headline and explanation of that image.
DEVLOG [3] - Last improvements before shipping Today I managed to improve the UI, fix bug with the calendar, launch the app to the Streamlit server and rewrite README. Enjoy the app!
Ships:
Shipping! This is my first Stardance mini project. I created a web app, where you can see the the images from NASA APOD on any date from June 16, 1995. The reason why I called it Space birthday is that you can see the NASA photo on your exact birthday. The main reason why I made this project is that I wanted to practise my Python skills and make a web app. I can not write HTML or CSS, so I decided to use Streamlit, which is very easy to use, if you know the Python basics. I am proud that I used AI only to brainstorm the main idea, but I built the app myself. Enjoy the app!...
|
1792986840.4167721
|
1793073240.4167721
|
|
2107
|
Flap-Flap by @Danish | Stardance
|
Danish
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Flap-Flap by @Danish | Stardance
|
1792752786.9895818
|
1793357586.9895818
|
|
2108
|
My awesome macropad! by @ThatAppleUser | Stardance
|
ThatAppleUser
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @ThatAppleUser | St Title: My awesome macropad! by @ThatAppleUser | Stardance...
|
1792554880.1403108
|
1793159680.1403108
|
|
2109
|
Board game organizer by @scott_tolman3 | Stardance
|
scott_tolman3
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Board game organizer by @scott_tolman3 | St Title: Board game organizer by @scott_tolman3 | Stardance...
|
1792508093.143723
|
1793112893.143723
|
|
2110
|
My awesome macropad! by @xaxa | Stardance
|
xaxa
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @xaxa | Stardance
|
1792666340.255106
|
1793271140.255106
|
|
2111
|
Bilmiyorum siz önerin by @aymirac2172 | Stardance
|
aymirac2172
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Bilmiyorum siz önerin by @aymirac2172 | Sta Title: Bilmiyorum siz önerin by @aymirac2172 | Stardance...
|
1792619313.7516136
|
1793224113.7516136
|
|
2112
|
AI-Generated Content detector by @isaprecieux112 | AI-Generated Content detector by @isaprecieux112 | Stardance...
|
isaprecieux112
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: AI-Generated Content detector by @isaprecie Title: AI-Generated Content detector by @isaprecieux112 | Stardance...
|
1792569167.930301
|
1793173967.930301
|
|
2113
|
My awesome macropad! by @ajayvabr | Stardance
|
ajayvabr
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @ajayvabr | Stardan Title: My awesome macropad! by @ajayvabr | Stardance...
|
1792702427.0639982
|
1793307227.0639982
|
|
2114
|
Untitled project by @emir53506 | Stardance
|
emir53506
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @emir53506 | Stardance
|
1792508008.3877933
|
1793112808.3877933
|
|
2115
|
My awesome macropad! by @jomanade | Stardance
|
jomanade
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @jomanade | Stardan Title: My awesome macropad! by @jomanade | Stardance...
|
1792633976.1731098
|
1793238776.1731098
|
|
2116
|
It’s a agentic so application that receives audio It’s a agentic so application that receives audio from the customer get feedback response as voice by @venkatasaiprasadpulaparthi1 | Stardance...
|
venkatasaiprasadpulaparthi1
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: It’s a agentic so application that receives Title: It’s a agentic so application that receives audio from the customer get feedback response as voice by @venkatasaiprasadpulaparthi1 | Stardance...
|
1792749003.9064379
|
1793353803.9064379
|
|
2117
|
My first slack bot! by @pizza | Stardance
|
pizza
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @pizza | Stardance
|
1792723655.4921517
|
1793328455.4921517
|
|
2118
|
Untitled project by @elena | Stardance
|
elena
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @elena | Stardance
|
1792802874.7421284
|
1793407674.7421284
|
|
2119
|
Meme Battle by @ThatWorks | Stardance
|
ThatWorks
|
0
|
1.56
|
0
|
[]
|
[{"post_id": 17215, "ts": "202 [{"post_id": 17215, "ts": "2026-06-27T22:33:53Z", "hours": 1.5608, "text": "Currently working on the server side (so there will be a multiplatform client as well). Have added a few new routes."}]...
|
Title: Meme Battle by @ThatWorks | Stardance
Devl Title: Meme Battle by @ThatWorks | Stardance
Devlogs:
Currently working on the server side (so there will be a multiplatform client as well). Have added a few new routes....
|
1792554800.4309855
|
1793159600.4309855
|
|
2120
|
Command-line Incremental Game by @oscar12333 | Sta Command-line Incremental Game by @oscar12333 | Stardance...
|
oscar12333
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Command-line Incremental Game by @oscar1233 Title: Command-line Incremental Game by @oscar12333 | Stardance...
|
1792515054.4641163
|
1793119854.4641163
|
|
2121
|
Nothing by @hamzasayedabdelhafez | Stardance
|
hamzasayedabdelhafez
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Nothing by @hamzasayedabdelhafez | Stardanc Title: Nothing by @hamzasayedabdelhafez | Stardance...
|
1792490048.536282
|
1793094848.536282
|
|
2122
|
My awesome macropad! by @Mutakwinkindi | Stardance
|
Mutakwinkindi
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Mutakwinkindi | St Title: My awesome macropad! by @Mutakwinkindi | Stardance...
|
1792525862.226324
|
1793130662.226324
|
|
2123
|
My awesome macropad! by @Noelle | Stardance
|
Noelle
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Noelle | Stardance
|
1792723751.3133087
|
1793328551.3133087
|
|
2124
|
Untitled by @ThatAppleUser | Stardance
|
ThatAppleUser
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @ThatAppleUser | Stardance
|
1792554854.8466876
|
1793159654.8466876
|
|
2125
|
My awesome macropad! by @Proatlife | Stardance
|
Proatlife
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Proatlife | Starda Title: My awesome macropad! by @Proatlife | Stardance...
|
1792713187.0784576
|
1793317987.0784576
|
|
2126
|
My first slack bot! by @JoJannik | Stardance
|
JoJannik
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @JoJannik | Stardanc Title: My first slack bot! by @JoJannik | Stardance...
|
1792551252.5694008
|
1793156052.5694008
|
|
2127
|
Narus by @kopernikus42 | Stardance
|
kopernikus42
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Narus by @kopernikus42 | Stardance
|
1792500839.7895699
|
1793105639.7895699
|
|
2128
|
Burn.rs collection by @Hikari | Stardance
|
Hikari
|
0
|
1.91
|
0
|
[]
|
[{"post_id": 10258, "ts": "202 [{"post_id": 10258, "ts": "2026-06-16T22:01:31Z", "hours": 0.4592, "text": "i find it really funny that im writing gpui code inside of zed also yay training (thanks burn.rs book its surprisingly good)"}, {"post_id": 9543, "ts": "2026-06-15T22:26:10Z", "hours": 0.87, "text": "Decided to hook up a gui because why not lets add a second library i’ve never used to the stack because two negatives equals a positive so surely this project becomes good i need sleep"}, {"post_id": 3066, "ts": "2026-06-05T23:22:13Z", "hours": 0.5811, "text": "you know i never realised how much YAP is in a typical ML library cuz u have to define the parts of the forward pass holy well if im gonna learn burn i may as well sit through it maybe il learn gpui and give the class mnist identifier a gui as well lol"}]...
|
Title: Burn.rs collection by @Hikari | Stardance
Title: Burn.rs collection by @Hikari | Stardance
Devlogs:
you know i never realised how much YAP is in a typical ML library cuz u have to define the parts of the forward pass holy well if im gonna learn burn i may as well sit through it maybe il learn gpui and give the class mnist identifier a gui as well lol
Decided to hook up a gui because why not lets add a second library i’ve never used to the stack because two negatives equals a positive so surely this project becomes good i need sleep
i find it really funny that im writing gpui code inside of zed also yay training (thanks burn.rs book its surprisingly good)...
|
1792518826.907122
|
1793123626.907122
|
|
2129
|
SuperOrbital by @obedot | Stardance
|
obedot
|
1
|
183.0
|
2657
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T00:50:05Z", "hours": 183.0, "multiplier": 14.57, "payout": 2657, "blessing": "neutral", "text": "SUPERORBITAL: The Quest of the Anomaly After months of hard work, @orivio and I finally present to you SUPERORBITAL. What on earth is a SUPERORBITAL? SUPERORBITAL is a 2D platformer where you play as Vitri, the only human born without gravity. After years of being ostracized by society, Vitri sets out on a mission to change things for the better. He decides to take a gamble on a popular story that’s been spreading about all planets having tangible gravity cores at their centers, and decides to find one for himself. Accompanied only by his robot assistant, G.R.A.V. (Great Robot Assistant of Vitri), Vitri flies out into deep space and lands on a planet named Zeta-C5, where he uses special abilities, such as turning gravity on and off, to explore and make his way towards the planet’s core. Difficult obstacles and even unexpected foes block his way, but he’s got to get through no matter what. Dev Messages: orivio: SUPERORBITAL has been a really fun introduction to Godot! Though challenging at times, designing the levels around our unique mechanics was pretty fun, and I think overall the game turned out pretty great! Obviously it is only an alpha release, so I plan on working together with Obe Dot to polish it a ton, in terms of artwork, music, story, etc. Expect lots more content to come! Obe Dot: Developing this game has been an amazing experience. This is my first big gamedev project, and I’ve learned so much. I really hope to work more on this project in the future, while also improving my art and programming skills. Much appreciation to Hack Club for creating this event! Try out the game on our itch, or watch the provided gameplay footage and/or trailer! Trailer: https://www.youtube.com/watch?v=5WPKXYqy1FI Gameplay: https://youtu.be/-zq8ps87daI?si=sUK4_9BedT1OdXU8", "repo": "https://github.com/orivio/super_orbital", "demo": "https://obedh.itch.io/superorbital"}]...
|
[{"post_id": 72452, "ts": "202 [{"post_id": 72452, "ts": "2026-09-23T00:34:22Z", "hours": 3.1192, "text": "Finished Up the GitHub Readme, Game Trailer, and Itch.io page! I did all the last remaining steps to finishing the game before shipping. I made a trailer of about 1 minute, and wrote a section of the GitHub Readme about the making of SuperOrbital. I’m going to ship now!"}, {"post_id": 71290, "ts": "2026-09-20T16:09:42Z", "hours": 4.3556, "text": "FINALLY fixed an annoying physics bug, improved the intro cutscene, and made the black holes look better I’m very happy to say that the dash/platform bug I was experiencing previously has now been solved. The player used to clip out of bounds if you dashed into a moving platform, but now, the player will get teleported back to where they were before. I also did some work on the intro cutscene, and while it isn’t yet finalized, I think it looks much better. Also, I made the center of the black hole a perfect circle now."}, {"post_id": 69415, "ts": "2026-09-17T00:28:27Z", "hours": 4.0075, "text": "THE FINISHING TOUCHES Yo yo yo, I am very close to shipping my game. I only have a little bit more to do. I’ve been working on improving the cutscenes, for example, making the colors look better and improving the perspective. I still have more work to do though, of course. Next up, I’m going to polish some of the movement mechanics some more, and then I’ll get some friends to playtest it."}, {"post_id": 65675, "ts": "2026-09-10T23:59:06Z", "hours": 9.0878, "text": "Greatly Improved Sound and Level Design I found it suprisingly easy to make good sound effects for my game. I dropped a rock on the ground and recorded it, and now, that’s the sound that plays when the player lands on rocky terrain after falling. I took a screwdriver and hit it against a bunch of things until I found something that sounded good. It’s a fun process! I also worked more on level design, by balancing everything so that the progression felt natural. I am almost finished with the final level, which I hope will challenging but fun."}, {"post_id": 63535, "ts": "2026-09-07T13:31:33Z", "hours": 1.2772, "text": "Added checkpoints to the levels If you find that the game is too challenging, you can turn on checkpoints in the settings menu. This lets you respawn at the nearest checkpoint after dying, instead of starting the whole level over again. I hope that this option can make my game playable by more people of different skill levels."}, {"post_id": 63220, "ts": "2026-09-06T22:04:35Z", "hours": 5.6608, "text": "Redesigned Old Levels to Work Better With New Player Movement With player movement out of the way, I can get to making even better levels. This one in particular, which you can see below, is a level I’m quite proud of. I took inspiration from Hollow Knight’s Path of Pain a little bit. I don’t have much left to do, but I definitely want to add some better sound effects."}, {"post_id": 62481, "ts": "2026-09-05T21:00:44Z", "hours": 5.6092, "text": "Finishing the Movement and Experimenting with Dynamic Lighting I finally got all the movement mechanics down. I still might refine the black holes a little bit, but first I want to redesign some of the earlier levels. My teammate suggested dynamic lighting for our game, and while it looks cool, it seems to difficult to set up completely for our Stardance release."}, {"post_id": 61134, "ts": "2026-09-03T21:52:29Z", "hours": 2.725, "text": "Greatly improved the Level Select screen by making animated level buttons I used Godot’s Tweens to make the level select buttons rotate and pop when you select them. The effect isn’t perfect yet, but it’s getting there. What do think of the effect?"}, {"post_id": 60806, "ts": "2026-09-03T12:28:16Z", "hours": 0.8911, "text": "Fixed a Tricky Level Transition Bug I was experiencing this frustrating bug where, if you try to run back and forth between levels too fast, you can fall off the map. I expanded the camera boundaries to see what was happening better, and slowed down the game a bit using Godot’s awesome tools. I solved the bug by reordering the level transition code. On the first slide, you can see the original bug, and on the third slide, you can see the fixed version."}, {"post_id": 60543, "ts": "2026-09-02T23:03:33Z", "hours": 1.2192, "text": "Refined the Gravity Switch Shockwave Even More It made the shockwave effect go by faster, and be properly centered on the player. This makes the shockwave feel just right when playing the game, and gives the gravity switch the perfect amount of impact."}, {"post_id": 60497, "ts": "2026-09-02T21:24:04Z", "hours": 7.9831, "text": "Improved Game Juice and Improved Visual Effects Game Juice I started working on adding the little details to the movement that make the game way more fun to play. I added a few freeze frames when starting a dash, which was inspired by Celeste. I also added a bit of camera shake to give the player even more feedback on their movement. Visual Effects This part was really satisfying. I made a shockwave warp effect around the player when they perform a gravity switch, which looks great. Then I made the black holes look better by distorting the background. Frustrating Bugs I’ve been having a lot of movement bugs that are tricky and inconsistent to replicate, and I can’t figure them out yet. Next Steps I still need to get the AnimationTree to work, but that should really be quite easy. I still have to redesign some levels."}, {"post_id": 59189, "ts": "2026-08-31T20:47:27Z", "hours": 4.8492, "text": "Added more to the opening cutscene I don’t want to give away the intro until the game is ready, but I’ll share parts of what I made. This first frame took me the longest, over 2 hours. I planned to animate the guy standing up and walking, but I now realize that that’s probably not feasible. I think it will look great anyway though. I might improve some little parts of the drawing. Creating a cutscene manager in Godot I set up an AnimationPlayer to direct the cutscene, and it’s actually quite easy. I do need to align my crossfades correctly and sync everything with the music."}, {"post_id": 58502, "ts": "2026-08-30T22:41:57Z", "hours": 6.7444, "text": "Created a rough draft of the intro cutscene, and composed music for it The intro cutscene/storyboard I used libresprite to make a basic idea of what the intro cutscene should look like. I still have more to add, and as you can tell, the text is practically illegible. Yeah, libresprite doesn’t have a text tool. But I’ll fix it soon and it’ll look awesome. The intro music I made this song using FamiStudio with the EPSM expansion and FamiStudio’s default instrument pack. This let me use the instruments I wanted while still sounding retro-ish. My brother helped me work on the song, because he’s way better at music than I am. I still need to revise the song more, this is more of a first draft. Any feedback would be appreciated lol"}, {"post_id": 57575, "ts": "2026-08-29T19:17:53Z", "hours": 2.8072, "text": "Redoing the Player Movement I remade the player movement system from scratch, because my previous implementation just wasn’t working. It was buggy, and the movement didn’t feel good to play. My new movement system is not entirely complete, but it already feels much better. For one thing, the variable jump height is much smoother, and stopping a jump midair doesn’t feel as abrupt. I added coyote time, jump buffering, air friction, and faster falling for game juice. I still need to fine tune the settings, and get some more people to playtest the movement. There are more movement mechanics I need to add, such as dashing, but I want to get the basic movement completely down first."}, {"post_id": 56888, "ts": "2026-08-28T21:33:33Z", "hours": 3.1403, "text": "Started refactoring the player movement script. I’m starting from scratch, so I only have basic horizontal movement yet. I added an input sequence recorder to make it easier to replicate bugs, so you can record a sequence of inputs and then play them back again."}, {"post_id": 56307, "ts": "2026-08-28T01:19:58Z", "hours": 3.0025, "text": "Fully refactored the level manager. After a few hours, I have finally cleaned up all the code for level transitions. Now, the code is easier to understand and maintain, and adding new levels takes significantly less time and effort. I added comments on all the related code to make it even easier to read. I also fixed a few bugs in the process. For example, trying to open the menu during a level transition used to put the game in a glitched state, but I fixed that now. I moved towards a cleaner architecture where the scene root (play.tscn) manages the game state, and the pause menu asks the play scene to open the menu, instead of just going ahead and doing it. It’s possible that this refactor may have broken some other aspects of the game, so I’ll have to look over everything later, but right now, it seems to be working fine."}, {"post_id": 54818, "ts": "2026-08-25T23:28:18Z", "hours": 1.6025, "text": "Polished the levels even more, added new art assets, and fixed some minor tile inconsistencies. I also drew this boulder, which currently doesn’t look that great, but I’ll improve it later and add it somewhere where it fits in the game. I showed this game to my grandma, and she was able to figure out the controls pretty quickly, so I see that as a win."}, {"post_id": 54128, "ts": "2026-08-24T23:06:45Z", "hours": 4.1431, "text": "Greatly improved the facility’s tileset by adding details and more background elements."}, {"post_id": 47770, "ts": "2026-08-15T22:44:25Z", "hours": 5.9028, "text": "Well, I tried to refactor the entire world system, but I gave up. It was just taking way too long. I guess I’ll just have to deal with the spaghetti code for now. I did finish the level select screen, and I think it looks pretty good. I just have to rename some of the levels because they are named very generic things."}, {"post_id": 47113, "ts": "2026-08-14T19:20:03Z", "hours": 9.8889, "text": "I’m redoing the level system to clean up the spaghetti code situation. My teammate redesigned one of the characters, and I added it to the game."}, {"post_id": 44826, "ts": "2026-08-10T21:02:18Z", "hours": 9.2131, "text": "I’m bettering my backgrounds, bettering my visuals, bettering my levels!"}, {"post_id": 43535, "ts": "2026-08-08T21:13:55Z", "hours": 5.8183, "text": "Added some more levels to my platformer game, and pretty much done-iffied the player sprite and sound effects"}, {"post_id": 39099, "ts": "2026-08-01T20:07:54Z", "hours": 9.0683, "text": "I’ve added a few more challenging levels. I also almost finished up the sprite work on the protagonist."}, {"post_id": 36431, "ts": "2026-07-28T15:36:26Z", "hours": 3.005, "text": "Made new run, idle, and jump animations and added the final layer"}, {"post_id": 35254, "ts": "2026-07-26T15:39:00Z", "hours": 1.1678, "text": "Added some great audio settings"}, {"post_id": 35153, "ts": "2026-07-26T12:07:00Z", "hours": 9.5392, "text": "Added a save file system"}, {"post_id": 32506, "ts": "2026-07-21T18:48:48Z", "hours": 10.2469, "text": "I added input control remapping for my platformer game. We also added more dialogue."}, {"post_id": 31328, "ts": "2026-07-19T17:03:06Z", "hours": 9.1842, "text": "I tried adding a parallax effect, but it didn’t turn out how I wanted. I fixed a bug with the camera scale not being a whole number ratio. I’m starting to add the last few mechanics to the game, which involve Black Holes."}, {"post_id": 27351, "ts": "2026-07-12T20:49:33Z", "hours": 6.6386, "text": "I just finished a new tileset for my 2d platformer."}, {"post_id": 20330, "ts": "2026-07-01T22:08:11Z", "hours": 6.9336, "text": "I made better running and jumping animations for my 2D platformer."}, {"post_id": 15865, "ts": "2026-06-25T19:51:18Z", "hours": 7.995, "text": "I made this cool background for my game’s menu. I learned about shaders from the book “The Book of Shaders” by Patricio Gonzalez Vivo and Jen Lowe, and some of my shaders were inspired by the content in that book. The star effect was inspired by this very helpful reddit post: https://www.reddit.com/r/godot/comments/1m0czqd/starry_background_in_this_many_lines_of_shader/"}, {"post_id": 12686, "ts": "2026-06-20T18:43:02Z", "hours": 2.7389, "text": "I added another level with a lot of spikes, platforms and timing!"}, {"post_id": 12003, "ts": "2026-06-19T16:14:06Z", "hours": 1.7231, "text": "I added a level that teaches you the jump cutting mechanic in my 2D platformer game. I’m also experimenting with new character sprites."}, {"post_id": 11513, "ts": "2026-06-18T20:06:11Z", "hours": 4.5739, "text": "I added Jump Cutting, Jump Buffering, and Death to my platformer"}, {"post_id": 5261, "ts": "2026-06-08T23:43:38Z", "hours": 6.7183, "text": "Setting up basic movement and levels for my platformer (guys I KNOW the sprites look bad)"}]...
|
Title: SuperOrbital by @obedot | Stardance
Devlog Title: SuperOrbital by @obedot | Stardance
Devlogs:
Setting up basic movement and levels for my platformer (guys I KNOW the sprites look bad)
I added Jump Cutting, Jump Buffering, and Death to my platformer
I added a level that teaches you the jump cutting mechanic in my 2D platformer game. I’m also experimenting with new character sprites.
I added another level with a lot of spikes, platforms and timing!
I made this cool background for my game’s menu. I learned about shaders from the book “The Book of Shaders” by Patricio Gonzalez Vivo and Jen Lowe, and some of my shaders were inspired by the content in that book. The star effect was inspired by this very helpful reddit post: https://www.reddit.com/r/godot/comments/1m0czqd/starry_background_in_this_many_lines_of_shader/
I made better running and jumping animations for my 2D platformer.
I just finished a new tileset for my 2d platformer.
I tried adding a parallax effect, but it didn’t turn out how I wanted. I fixed a bug with the camera scale not being a whole number ratio. I’m starting to add the last few mechanics to the game, which involve Black Holes.
I added input control remapping for my platformer game. We also added more dialogue.
Added a save file system
Added some great audio settings
Made new run, idle, and jump animations and added the final layer
I’ve added a few more challenging levels. I also almost finished up the sprite work on the protagonist.
Added some more levels to my platformer game, and pretty much done-iffied the player sprite and sound effects
I’m bettering my backgrounds, bettering my visuals, bettering my levels!
I’m redoing the level system to clean up the spaghetti code situation. My teammate redesigned one of the characters, and I added it to the game.
Well, I tried to refactor the entire world system, but I gave up. It was just taking way too long. I guess I’ll just have to deal with the spaghetti code for now. I did finish the level select screen, and I think it looks pretty good. I just have to rename some of the levels because they are named very generic things.
Greatly improved the facility’s tileset by adding details and more background elements.
Polished the levels even more, added new art assets, and fixed some minor tile inconsistencies. I also drew this boulder, which currently doesn’t look that great, but I’ll improve it later and add it somewhere where it fits in the game. I showed this game to my grandma, and she was able to figure out the controls pretty quickly, so I see that as a win.
Fully refactored the level manager. After a few hours, I have finally cleaned up all the code for level transitions. Now, the code is easier to understand and maintain, and adding new levels takes significantly less time and effort. I added comments on all the related code to make it even easier to read. I also fixed a few bugs in the process. For example, trying to open the menu during a level transition used to put the game in a glitched state, but I fixed that now. I moved towards a cleaner architecture where the scene root (play.tscn) manages the game state, and the pause menu asks the play scene to open the menu, instead of just going ahead and doing it. It’s possible that this refactor may have broken some other aspects of the game, so I’ll have to look over everything later, but right now, it seems to be working fine.
Started refactoring the player movement script. I’m starting from scratch, so I only have basic horizontal movement yet. I added an input sequence recorder to make it easier to replicate bugs, so you can record a sequence of inputs and then play them back again.
Redoing the Player Movement I remade the player movement system from scratch, because my previous implementation just wasn’t working. It was buggy, and the movement didn’t feel good to play. My new movement system is not entirely complete, but it already feels much better. For one thing, the variable jump height is much smoother, and stopping a jump midair doesn’t feel as abrupt. I added coyote time, jump buffering, air friction, and faster falling for game juice. I still need to fine tune the settings, and get some more people to playtest the movement. There are more movement mechanics I need to add, such as dashing, but I want to get the basic movement completely down first.
Created a rough draft of the intro cutscene, and composed music for it The intro cutscene/storyboard I used libresprite to make a basic idea of what the intro cutscene should look like. I still have more to add, and as you can tell, the text is practically illegible. Yeah, libresprite doesn’t have a text tool. But I’ll fix it soon and it’ll look awesome. The intro music I made this song using FamiStudio with the EPSM expansion and FamiStudio’s default instrument pack. This let me use the instruments I wanted while still sounding retro-ish. My brother helped me work on the song, because he’s way better at music than I am. I still need to revise the song more, this is more of a first draft. Any feedback would be appreciated lol
Added more to the opening cutscene I don’t want to give away the intro until the game is ready, but I’ll share parts of what I made. This first frame took me the longest, over 2 hours. I planned to animate the guy standing up and walking, but I now realize that that’s probably not feasible. I think it will look great anyway though. I might improve some little parts of the drawing. Creating a cutscene manager in Godot I set up an AnimationPlayer to direct the cutscene, and it’s actually quite easy. I do need to align my crossfades correctly and sync everything with the music.
Improved Game Juice and Improved Visual Effects Game Juice I started working on adding the little details to the movement that make the game way more fun to play. I added a few freeze frames when starting a dash, which was inspired by Celeste. I also added a bit of camera shake to give the player even more feedback on their movement. Visual Effects This part was really satisfying. I made a shockwave warp effect around the player when they perform a gravity switch, which looks great. Then I made the black holes look better by distorting the background. Frustrating Bugs I’ve been having a lot of movement bugs that are tricky and inconsistent to replicate, and I can’t figure them out yet. Next Steps I still need to get the AnimationTree to work, but that should really be quite easy. I still have to redesign some levels.
Refined the Gravity Switch Shockwave Even More It made the shockwave effect go by faster, and be properly centered on the player. This makes the shockwave feel just right when playing the game, and gives the gravity switch the perfect amount of impact.
Fixed a Tricky Level Transition Bug I was experiencing this frustrating bug where, if you try to run back and forth between levels too fast, you can fall off the map. I expanded the camera boundaries to see what was happening better, and slowed down the game a bit using Godot’s awesome tools. I solved the bug by reordering the level transition code. On the first slide, you can see the original bug, and on the third slide, you can see the fixed version.
Greatly improved the Level Select screen by making animated level buttons I used Godot’s Tweens to make the level select buttons rotate and pop when you select them. The effect isn’t perfect yet, but it’s getting there. What do think of the effect?
Finishing the Movement and Experimenting with Dynamic Lighting I finally got all the movement mechanics down. I still might refine the black holes a little bit, but first I want to redesign some of the earlier levels. My teammate suggested dynamic lighting for our game, and while it looks cool, it seems to difficult to set up completely for our Stardance release.
Redesigned Old Levels to Work Better With New Player Movement With player movement out of the way, I can get to making even better levels. This one in particular, which you can see below, is a level I’m quite proud of. I took inspiration from Hollow Knight’s Path of Pain a little bit. I don’t have much left to do, but I definitely want to add some better sound effects.
Added checkpoints to the levels If you find that the game is too challenging, you can turn on checkpoints in the settings menu. This lets you respawn at the nearest checkpoint after dying, instead of starting the whole level over again. I hope that this option can make my game playable by more people of different skill levels.
Greatly Improved Sound and Level Design I found it suprisingly easy to make good sound effects for my game. I dropped a rock on the ground and recorded it, and now, that’s the sound that plays when the player lands on rocky terrain after falling. I took a screwdriver and hit it against a bunch of things until I found something that sounded good. It’s a fun process! I also worked more on level design, by balancing everything so that the progression felt natural. I am almost finished with the final level, which I hope will challenging but fun.
THE FINISHING TOUCHES Yo yo yo, I am very close to shipping my game. I only have a little bit more to do. I’ve been working on improving the cutscenes, for example, making the colors look better and improving the perspective. I still have more work to do though, of course. Next up, I’m going to polish some of the movement mechanics some more, and then I’ll get some friends to playtest it.
FINALLY fixed an annoying physics bug, improved the intro cutscene, and made the black holes look better I’m very happy to say that the dash/platform bug I was experiencing previously has now been solved. The player used to clip out of bounds if you dashed into a moving platform, but now, the player will get teleported back to where they were before. I also did some work on the intro cutscene, and while it isn’t yet finalized, I think it looks much better. Also, I made the center of the black hole a perfect circle now.
Finished Up the GitHub Readme, Game Trailer, and Itch.io page! I did all the last remaining steps to finishing the game before shipping. I made a trailer of about 1 minute, and wrote a section of the GitHub Readme about the making of SuperOrbital. I’m going to ship now!
Ships:
SUPERORBITAL: The Quest of the Anomaly After months of hard work, @orivio and I finally present to you SUPERORBITAL. What on earth is a SUPERORBITAL? SUPERORBITAL is a 2D platformer where you play as Vitri, the only human born without gravity. After years of being ostracized by society, Vitri sets out on a mission to change things for the better. He decides to take a gamble on a popular story that’s been spreading about all planets having tangible gravity cores at their centers, and decides to find one for himself. Accompanied only by his robot assistant, G.R.A.V. (Great Robot Assistant of Vitri), Vitri flies out into deep space and lands on a planet named Zeta-C5, where he uses special abilities, such as turning gravity on and off, to explore and make his way towards the planet’s core. Difficult obstacles and even unexpected foes block his way, but he’s got to get through no matter what. Dev Messages: orivio: SUPERORBITAL has been a really fun introduction to Godot! Though challenging at times, designing the levels around our unique mechanics was pretty fun, and I think overall the game turned out pretty great! Obviously it is only an alpha release, so I plan on working together with Obe Dot to polish it a ton, in terms of artwork, music, story, etc. Expect lots more content to come! Obe Dot: Developing this game has been an amazing experience. This is my first big gamedev project, and I’ve learned so much. I really hope to work more on this project in the future, while also improving my art and programming skills. Much appreciation to Hack Club for creating this event! Try out the game on our itch, or watch the provided gameplay footage and/or trailer! Trailer: https://www.youtube.com/watch?v=5WPKXYqy1FI Gameplay: https://youtu.be/-zq8ps87daI?si=sUK4_9BedT1OdXU8...
|
1793004680.9033916
|
1793091080.9033916
|
|
2130
|
Untitled by @JacobM | Stardance
|
JacobM
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @JacobM | Stardance
|
1792479248.0361679
|
1793084048.0361679
|
|
2131
|
My first slack bot! by @HackerCat | Stardance
|
HackerCat
|
0
|
1.37
|
0
|
[]
|
[{"post_id": 13410, "ts": "202 [{"post_id": 13410, "ts": "2026-06-21T23:18:44Z", "hours": 1.3744, "text": "shtuff"}]...
|
Title: My first slack bot! by @HackerCat | Stardan Title: My first slack bot! by @HackerCat | Stardance
Devlogs:
shtuff...
|
1792745387.6788826
|
1793350187.6788826
|
|
2132
|
My awesome macropad! by @GHOST | Stardance
|
GHOST
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @GHOST | Stardance
|
1792662707.627663
|
1793267507.627663
|
|
2133
|
Personal Private AI Assistant by @the_middle_schoo Personal Private AI Assistant by @the_middle_school_maestro_MCH | Stardance...
|
the_middle_school_maestro_MCH
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Personal Private AI Assistant by @the_middl Title: Personal Private AI Assistant by @the_middle_school_maestro_MCH | Stardance...
|
1792673233.755857
|
1793278033.755857
|
|
2134
|
Jarvis Based AI Agent by @jithesh_samuel | Stardan Jarvis Based AI Agent by @jithesh_samuel | Stardance...
|
jithesh_samuel
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Jarvis Based AI Agent by @jithesh_samuel | Title: Jarvis Based AI Agent by @jithesh_samuel | Stardance...
|
1792691283.8429842
|
1793296083.8429842
|
|
2135
|
My awesome macropad! by @manuel_baetschi | Stardan My awesome macropad! by @manuel_baetschi | Stardance...
|
manuel_baetschi
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @manuel_baetschi | Title: My awesome macropad! by @manuel_baetschi | Stardance...
|
1792490016.5801017
|
1793094816.5801017
|
|
2136
|
Untitled project by @onlyth3best | Stardance
|
onlyth3best
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @onlyth3best | Stardanc Title: Untitled project by @onlyth3best | Stardance...
|
1792777781.1526356
|
1793382581.1526356
|
|
2137
|
My awesome macropad! by @ry4n | Stardance
|
ry4n
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @ry4n | Stardance
|
1792749165.055646
|
1793353965.055646
|
|
2138
|
My awesome macropad! by @nagaratnampulaparthi | St My awesome macropad! by @nagaratnampulaparthi | Stardance...
|
nagaratnampulaparthi
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @nagaratnampulapart Title: My awesome macropad! by @nagaratnampulaparthi | Stardance...
|
1792724110.8387187
|
1793328910.8387187
|
|
2139
|
Hackpad by @manuel_baetschi | Stardance
|
manuel_baetschi
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Hackpad by @manuel_baetschi | Stardance
|
1792543960.2526915
|
1793148760.2526915
|
|
2140
|
Self-Portfolio Site! by @Myotixx | Stardance
|
Myotixx
|
0
|
0.48
|
0
|
[]
|
[{"post_id": 1582, "ts": "2026 [{"post_id": 1582, "ts": "2026-06-03T18:04:12Z", "hours": 0.4797, "text": "Completely Designed my portfolio site in framer!!!! i’ve finished my self portfolio in framer, and ill start coding it in html soon, probably next week as it is my exam week! take a look below at what it’ll roughly look like. Also please feel free to give me suggestions and criticsims as much as possible, as im essentially a newbie in coding in general and html! Thank you!!!"}]...
|
Title: Self-Portfolio Site! by @Myotixx | Stardanc Title: Self-Portfolio Site! by @Myotixx | Stardance
Devlogs:
Completely Designed my portfolio site in framer!!!! i’ve finished my self portfolio in framer, and ill start coding it in html soon, probably next week as it is my exam week! take a look below at what it’ll roughly look like. Also please feel free to give me suggestions and criticsims as much as possible, as im essentially a newbie in coding in general and html! Thank you!!!...
|
1792767286.2803342
|
1793372086.2803342
|
|
2141
|
My awesome macropad! by @kotosmiornica | Stardance
|
kotosmiornica
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @kotosmiornica | St Title: My awesome macropad! by @kotosmiornica | Stardance...
|
1792774211.1278462
|
1793379011.1278462
|
|
2142
|
My first slack bot! by @Aubrey | Stardance
|
Aubrey
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Aubrey | Stardance
|
1792547290.784953
|
1793152090.784953
|
|
2143
|
My first slack bot! by @robopugo | Stardance
|
robopugo
|
1
|
7.0
|
42
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-08T21:02:19Z", "hours": 7.0, "multiplier": 5.99, "payout": 42, "blessing": "neutral", "text": "I made a functioning 24/7 cryptography based slack bot. The main challenge I faced was getting nest setup and running my code, so it could run 24/7. The main feature I’m proud of is the /e$ custom encoding. The image shows the /e$ encoding and how it varies with different keys, and how the /d$ decoding always uses the current key to decode messages.", "repo": "https://github.com/no10123/First-Slack-Bot", "demo": "https://hackclub.enterprise.slack.com/archives/C0B96QM14UR"}]...
|
[{"post_id": 5150, "ts": "2026 [{"post_id": 5150, "ts": "2026-06-08T20:44:38Z", "hours": 0.4386, "text": "getting my project ship reday"}, {"post_id": 5116, "ts": "2026-06-08T20:05:37Z", "hours": 1.2078, "text": "added a python backend, cause i like python, originally tried it with hash, but added new ai function that calls gemini through it."}, {"post_id": 1732, "ts": "2026-06-03T22:16:53Z", "hours": 0.8989, "text": "added 3 ciphers to my bot."}, {"post_id": 1658, "ts": "2026-06-03T19:48:49Z", "hours": 0.7231, "text": "added weather command, and coppy + paste"}, {"post_id": 1602, "ts": "2026-06-03T18:48:31Z", "hours": 0.5686, "text": "added a key file, so key would remain, even while the server is being restarted or edited. Along with a translation command."}, {"post_id": 1555, "ts": "2026-06-03T17:21:18Z", "hours": 1.1325, "text": "added more cryptography themed commands"}, {"post_id": 1490, "ts": "2026-06-03T15:29:58Z", "hours": 1.6397, "text": "put it on nest, and added cryptography commands"}, {"post_id": 1046, "ts": "2026-06-02T20:59:36Z", "hours": 0.4261, "text": "Added first few commands, with plans on adding more commands. Currently waiting on my pending application for the nest, which will allow it to run 24/7."}]...
|
Title: My first slack bot! by @robopugo | Stardanc Title: My first slack bot! by @robopugo | Stardance
Devlogs:
Added first few commands, with plans on adding more commands. Currently waiting on my pending application for the nest, which will allow it to run 24/7.
put it on nest, and added cryptography commands
added more cryptography themed commands
added a key file, so key would remain, even while the server is being restarted or edited. Along with a translation command.
added weather command, and coppy + paste
added 3 ciphers to my bot.
added a python backend, cause i like python, originally tried it with hash, but added new ai function that calls gemini through it.
getting my project ship reday
Ships:
I made a functioning 24/7 cryptography based slack bot. The main challenge I faced was getting nest setup and running my code, so it could run 24/7. The main feature I’m proud of is the /e$ custom encoding. The image shows the /e$ encoding and how it varies with different keys, and how the /d$ decoding always uses the current key to decode messages....
|
1792968514.9517832
|
1793054914.9517832
|
|
2144
|
My awesome macropad! by @Fated_077 | Stardance
|
Fated_077
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Fated_077 | Starda Title: My awesome macropad! by @Fated_077 | Stardance...
|
1792561719.909093
|
1793166519.909093
|
|
2145
|
Discogs to CSV by @kobegeens | Stardance
|
kobegeens
|
0
|
1.25
|
0
|
[]
|
[{"post_id": 2820, "ts": "2026 [{"post_id": 2820, "ts": "2026-06-05T17:21:50Z", "hours": 1.2453, "text": "I finished the rough goal for the project. I might still add pricechecking, the ability to import collections and other tweaks in the future."}]...
|
Title: Discogs to CSV by @kobegeens | Stardance
D Title: Discogs to CSV by @kobegeens | Stardance
Devlogs:
I finished the rough goal for the project. I might still add pricechecking, the ability to import collections and other tweaks in the future....
|
1792604917.2902923
|
1793209717.2902923
|
|
2146
|
Untitled project by @Dimitris | Stardance
|
Dimitris
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @Dimitris | Stardance
|
1792738047.4630005
|
1793342847.4630005
|
|
2147
|
TEST by @mohnish | Stardance
|
mohnish
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: TEST by @mohnish | Stardance
|
1792522517.6046138
|
1793127317.6046138
|
|
2148
|
Chore Scheduler by @cash | Stardance
|
cash
|
0
|
3.3
|
0
|
[]
|
[{"post_id": 2506, "ts": "2026 [{"post_id": 2506, "ts": "2026-06-05T01:10:24Z", "hours": 1.6436, "text": "DEVLOG #2 I created an authentication with FastAPI and set up the database with SQLAlchemy. It’s boring with no frontend, but the automatic docs from FastAPI makes up for it :). I’m having some trouble understanding the dependency injection stuff in FastAPI with the database. Tomorrow, I plan to continue working on and hopefully finish authentication. THANK YOU!"}, {"post_id": 1668, "ts": "2026-06-03T20:12:16Z", "hours": 1.6589, "text": "Hello Stardance, I’ve been programming for some time now in many languages, but I’ve never tries my hand at any web development, so when my mom complained about me and my brothers never doing chores on our own, I had an idea to make a website to automatically schedule chores for my family. I thought this would the perfect way to both learn about web development while helping my family. . The website will essentially will allow parents to create families and add children to them. The parent can then add chores with specific parameters controlling how often they are scheduled and how difficult the chore is to complete. The website will then automatically schedule these chores to be completed in a fair manner depending on the specified workload of each child. . My plan is to use FastAPI for the backend and SQLAlchemy for the database since I have some experience in Python, but I’m unsure about what to use for the frontend. . I have already started working on the backend, but there isn’t much to show yet. . I would love any feedback or recommendations. Thank you for reading!"}]...
|
Title: Chore Scheduler by @cash | Stardance
Devlo Title: Chore Scheduler by @cash | Stardance
Devlogs:
Hello Stardance, I’ve been programming for some time now in many languages, but I’ve never tries my hand at any web development, so when my mom complained about me and my brothers never doing chores on our own, I had an idea to make a website to automatically schedule chores for my family. I thought this would the perfect way to both learn about web development while helping my family. . The website will essentially will allow parents to create families and add children to them. The parent can then add chores with specific parameters controlling how often they are scheduled and how difficult the chore is to complete. The website will then automatically schedule these chores to be completed in a fair manner depending on the specified workload of each child. . My plan is to use FastAPI for the backend and SQLAlchemy for the database since I have some experience in Python, but I’m unsure about what to use for the frontend. . I have already started working on the backend, but there isn’t much to show yet. . I would love any feedback or recommendations. Thank you for reading!
DEVLOG #2 I created an authentication with FastAPI and set up the database with SQLAlchemy. It’s boring with no frontend, but the automatic docs from FastAPI makes up for it :). I’m having some trouble understanding the dependency injection stuff in FastAPI with the database. Tomorrow, I plan to continue working on and hopefully finish authentication. THANK YOU!...
|
1792536446.502181
|
1793141246.502181
|
|
2149
|
Motorized Curtains by @choccy | Stardance
|
choccy
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Motorized Curtains by @choccy | Stardance
|
1792529637.020744
|
1793134437.020744
|
|
2150
|
Untitled project by @Jntro | Stardance
|
Jntro
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @Jntro | Stardance
|
1792583688.563227
|
1793188488.563227
|