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301
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Almost There by @Osaidii | Stardance
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Osaidii
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1
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20.0
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133
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-11T13:08:24Z", "hours": 20.0, "multiplier": 13.35, "payout": 133, "blessing": "neutral", "text": "I made a horror game, making the settings menu was pretty challenging but that is the part I am most proud of too. One thing people should know is that the gameplay is far from comeplete, and the whole settings menu works. controls arent changeabe btw.", "repo": "https://github.com/Osaidii/Almost-There", "demo": "https://osaidii.itch.io/almost-there"}]...
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[{"post_id": 78722, "ts": "202 [{"post_id": 78722, "ts": "2026-10-11T12:28:31Z", "hours": 19.6383, "text": "I worked on completing my settings menu and then adding more gameplay. I also fixed bugs with previous stuff like the special walls. I also added subtitles and tutorials."}]...
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Title: Almost There by @Osaidii | Stardance
Devlo Title: Almost There by @Osaidii | Stardance
Devlogs:
I worked on completing my settings menu and then adding more gameplay. I also fixed bugs with previous stuff like the special walls. I also added subtitles and tutorials.
Ships:
I made a horror game, making the settings menu was pretty challenging but that is the part I am most proud of too. One thing people should know is that the gameplay is far from comeplete, and the whole settings menu works. controls arent changeabe btw....
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1792853676.9751074
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1792940076.9751074
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302
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beans by @MMK21_Spam2 | Stardance
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MMK21_Spam2
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Title: beans by @MMK21_Spam2 | Stardance
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1792532979.7868414
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1793137779.7868414
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303
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A productivity tool by @ezechukwumiracle52 | Stard A productivity tool by @ezechukwumiracle52 | Stardance...
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ezechukwumiracle52
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Title: A productivity tool by @ezechukwumiracle52 Title: A productivity tool by @ezechukwumiracle52 | Stardance...
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1792518849.197014
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1793123649.197014
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304
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Untitled by @imu | Stardance
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imu
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0
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Title: Untitled by @imu | Stardance
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1791824355.1680336
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1792688355.1680336
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305
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Untitled by @imu | Stardance
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imu
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0
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Title: Untitled by @imu | Stardance
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1791825708.6018033
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1792689708.6018033
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306
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My first slack bot! by @SSLTunezz | Stardance
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SSLTunezz
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0
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0.0
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Title: My first slack bot! by @SSLTunezz | Stardan Title: My first slack bot! by @SSLTunezz | Stardance...
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1792752529.9190128
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1793357329.9190128
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Idk by @pratikkumararyan | Stardance
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pratikkumararyan
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Title: Idk by @pratikkumararyan | Stardance
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1792568863.1016521
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1793173663.1016521
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308
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Apollo Accord by @alien | Stardance
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alien
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1
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49.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-11T12:42:36Z", "hours": 49.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a shooter-RPG ish game where you fight invading aliens that are seeking to take over your ship. As the captain, you must fight your way against the overpowering enemies, and send clear signals of surrender before your entire ship is taken over. I wanted to finish this project up until the player can communicate with other alien civilizations other than the invading one, but due to time constraints and my busier than ever schedule I won’t be able to work on this project much more, at least for the time being. I’ll be shipping this project and packing up. You can try the project by downloading the appropriate zip file for your system. Linux and the web package is still unverified, so potential players are advised to stick to the MacOS and Windows releases. Thank you for your understanding.", "repo": "https://github.com/SoHiEarth/Apollo-Accord", "demo": "https://sohiearth.itch.io/apollo-accord"}]...
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[{"post_id": 65938, "ts": "202 [{"post_id": 65938, "ts": "2026-09-11T12:36:46Z", "hours": 1.3, "text": "Build Update. Worked on building releases for Linux, Mac, Windows and web (html). Not much on the technical side either, just baking light maps and polishing up some stuff in the game. This is because I have some priorities that are higher than Stardance, unfortunately, and I think I won’t be able to finish this project to the level I was expecting. I appreciate your understanding."}, {"post_id": 59140, "ts": "2026-08-31T19:23:39Z", "hours": 3.3025, "text": "Lights Out. Major Doom 3 vibes happening Explore the Unknown, and sometimes, terrifying. Decided to lean in a bit more on the “explore” factor and made many rooms darker overall. The capsules you see here are the enemies you fight, multiplied by the difficulty set in the settings. I’m thinking of adding red, glowing eyes or something to make it a bit scarier. I plan to not lean too much on this aspect, though. This is only for the first chapter of the story. PSA on the lighting. The reflections on the gun is a bit off, I know, I’m fixing it right now. Anyway, that’s the update for today! Going to work on some more story content soon."}, {"post_id": 57188, "ts": "2026-08-29T09:21:04Z", "hours": 2.8056, "text": "Apollo Accord: Gameplay and story updates, finally! After multiple delays, I started working on expanding the next chapter of the story. Story areas! First, I made the mess hall area where the player goes to support their teammates and fight the boss. I’ve started noticing the similarities between my combat system and the combat systems of arena style shooters, so I intentionally made this area larger so the player has a lot of space to move around (foreshadowing) I’ve finished the interaction system where the player can interact with in-game objects to trigger story changes, etc. Nothing too special to see here. Major movement updates! I made a GRAPPLING SYSTEM . It works by pressing right mouse button, and a circle shows up at where the target is. Simple, but it allows for more dynamic combat, and lets players take advantage of height. So, simple stuff! I have a lot of smaller updates like showing damage dealt when shooting enemies and stuff like that packed into this update, be tuned for more!"}, {"post_id": 54316, "ts": "2026-08-25T08:22:20Z", "hours": 2.0378, "text": "Apollo Accord: Finishing up the main menu. I was working on the SaveManager system, and thought, Hey, why don’t I just finish up the options menu using this interface? , and voila , 2 hours later I finished up the partially done main menu. This update includes very minor changes to the game itself, only the main menu, so nothing to note of gameplay changes here… I feel like the main menu looks pretty good and functional, the only complaint I have right now is the visibly low-poly moon (the moon is NOT supposed to look like that lol) Also, I had to make a work-around for Unity’s default JSON utility not being compatible with Dictionary structures, made my own custom format instead which is MUCH more space efficient than JSON and suits my needs perfectly. Well, what happened to the game itself? Will continue working on the story and gameplay after this little tangent. P.S. Tysm for the super star!!"}, {"post_id": 46763, "ts": "2026-08-14T07:54:46Z", "hours": 2.1783, "text": "APOLLO ACCORD: Spherical enemies, In-Game UI Combat Primitive enemy combat implementation, but it works. Stylizing will come later. The sensitivity’s a bit low, so I will have to investigate that. In addition, the enemies are all capsules atm, which is 100% temporary ( obviously ). With this update I also started laying down the groundwork for the next step, which is a world space control panel for communicating with aliens. This is probably the most challenging part of this game, since I have very little experience in Unity’s Canvas system and I don’t like it too much."}, {"post_id": 45357, "ts": "2026-08-11T19:14:32Z", "hours": 3.0819, "text": "APOLLO ACCORD: Official website is now open! Minor update that isn’t directly linked to the game. Made a website for the page advertising its promised features. Also added a news section that will bring more frequent updates to the project, based on GitHub commits. Development Update Things are going smoothly. Enemy combat need some reworking, but other than that I still have plenty of time to finish this game."}, {"post_id": 42810, "ts": "2026-08-07T18:36:08Z", "hours": 1.0667, "text": "APOLLO ACCORD: Honing in Specific Parts Working on improving the movement, creating scripts for future gameplay and changing the lighting to feel less intrusive. Graphics Graphically, this update isn’t much different compared to the previous update. I added localized post process volumes that make each area look different and cleaner. In addition, this allowed me to make some areas brighter , letting me do cool scenes like screenshot #1 . (I wish they weren’t T-posing) Scripting and Behaviour In the real world, you’ll be fired from the military as soon as you point a rifle to an ally, in a safe place. This is why I implemented safe zones , where health recovers and the gun is holstered (pointed down in a M4’s case) so that they aren’t always pointing towards someone. Plus, I made use of the localized post process areas to only enable DOF in the command center, so the gun is out of focus. Take a look at screenshot #2 for reference. Next Up: Storytime I keep procastinating making the story, but I’ll do it this time. The foundations are all set and everything non-story related is pretty polished, such as scripts and movement. This is where I: Implement enemies (and create assets) so that they block the player’s path to the tech module. Implement a scene equipment interaction script/UI so the player can communicate to alien civilizations. Implement a tutorial system so the player doesn’t get lost. Phew! That’s quite a lot to finish. I guess I’ll start cracking at it then. Quote of the Update: Motivation is key. Enjoying what you’re doing is the best way to put in more effort and make a better product."}, {"post_id": 41242, "ts": "2026-08-05T10:16:08Z", "hours": 3.8, "text": "Apollo Accord: Refining graphics, improving gameplay, expanding the story. Minor upgrades that span across all aspects of the game Story Wrote the script up to the point where the player interacts with the communication system. Improved the fading in/out of dialouge by removing the hardcoded wait times and making it into a integrated animation system. I also added the ability for the dialouge system to know when the player has exited the speaker’s range of influence, and quits speaking after. Graphical changes I think I hit peak with this one. Performance-wise, it’s not much different compared to earlier builds and it looks much more colorful and interesting. The blue undertones give it a much more colder and space-like look. Next steps Working on the assets, fleshing out boxes (theres alot of them) and making the communication system. I hope to be able to integrate procedural generation when making aliens, making for a fun gameplay loop."}, {"post_id": 40421, "ts": "2026-08-03T22:17:57Z", "hours": 1.3, "text": "Apollo Accord Minor Update TL;DR: Minor updates that improve the UX Focused on cleaning up the lighting and improving legibility. Removed excessive effects like film grain and motion blur that reduces clarity and bogs down performance. Added stylized backgrounds to the quest HUD so there’s more contrast between the scene and text. Colors are matched to the 70’s - 80’s retro kind of color scheme (I think it was called supergraphics ) that I feel like represents the golden age of space. Again, HDR screenshots look overly bright, explaining the blinding white of the screenshot attached. Next Steps I am going to work more on the story next, up until the player interacts with the aliens. After that, I’m going to implement gameplay mechanics for communicating with external civilizations, which will mark a departure from the first person camera for a bit."}, {"post_id": 40267, "ts": "2026-08-03T18:00:05Z", "hours": 0.7333, "text": "Changing the project’s goals Just a ramble on how the project is gonna be made for the future. First, graphically I’m going to try to achieve a matte, clean look since I don’t have access to tools (cameras, money for 3d model websites, etc) that would let me get high quality, realistic textures/models in order to maintain a uniform look throughout the game. Going to focus more on shaders and world details, and also adding more handmade models to the game. Update on the project Other than that, I improved the stability of dialouges now, they trigger consistently and don’t get confused when the player enters multiple dialouge trigger spaces. PS Had to go through exam stuff and formatting my computer because Asahi Linux messed it up hard. Working on recovering my data and reinstalling Unity, etc."}, {"post_id": 4035, "ts": "2026-06-07T06:46:03Z", "hours": 2.1025, "text": "Apollo Accord Movement Update TL;DR Crouching works! Snappier movement Leaning in the works; conflicts with mouse yaw. Raycasted bullets Long Version So I was somehow able to get crouching working. It’s more of a semi-crouch , since I haven’t implemented the humanoid animator yet and it works by moving the camera down. (Yikes) In addition, I’m currently working on leaning, but it’s not really stable yet and conflicts with the mouse yaw. I think it’ll be fixed by the next devlog. ?? Last, I got a comment on the last devlog suggesting a raycast + physics based solution for bullets and implemented that."}, {"post_id": 3484, "ts": "2026-06-06T13:17:41Z", "hours": 1.0453, "text": "[RANT] Character Animation Woes I have ALOT to say about Unity’s Humanoid animation system. Like, why do I have to go through the Animator thing that has wayy too much parameters, that override each other and create a jumbled mess?? And WHY actually WHY??? does the character dip through the floor when it’s idle??? Who in the world decided that humanoids should ignore all boundaries and start dipping through the floor when there’s nothing playing??? Why is the default animation like that??? I literally have no idea. [^1] [^1]: I eventually got it working somehow. Really frustrating process. Edit: I just noticed that the video looks really bright. That’s because I’m recording in SDR while the game is in HDR. In reality, the game looks much darker."}, {"post_id": 3388, "ts": "2026-06-06T09:01:31Z", "hours": 0.6489, "text": "Very minor update. I changed the weapon script so it fires physical bullets instead of raycasting. Shooting moveable stuff like chairs now interact with the bullet upon collision, and also bump into other objects in the process which creates a domino effect. Very cool to see. In addition, I added a flash light to the underbarrel of the gun so players can navigate dark environments (which I predict will be a lot of)"}, {"post_id": 3370, "ts": "2026-06-06T08:10:22Z", "hours": 3.0089, "text": "Apollo Accord Minor Update Finally finished the (temporary) control center. Control center made! Performance & Color Improvements Also detailed some other parts of the ship The main idea was to have a bright, high-tech command & control center, so I took reference from a lot of NASA and Sci-Fi media and made this. It’s supposed to encompass the people inside it. In addition, the control center has chairs that are moveable. Since this is in space, I turned down the gravity quite a lot so now they float when you bump into them, and settle onto the ground after some time. Feels more like a physics simulator now. Next Steps I’m going to start working on the storytelling next. While development has definitely slowed over the past week, I hope to maintain this pace, and accumulate small improvements over time to make this into something I’m proud of."}, {"post_id": 2125, "ts": "2026-06-04T13:36:53Z", "hours": 1.5869, "text": "Apollo Accord Minor Update: Main Menu Changes Added Features Added Earth, Mars and Moon ( Luna ) to the main menu’s background. (With animated clouds and rotation!) Added a options menu that allows the player to change the planet in the background, or set it to random on start. Comments Just a minor update. More settings to tweak coming soon. Planned Features DLSS/FSR upscaler support Ability to change enemy difficulty Ability to change volume Probably delaying these features for more important stuff, like storybuilding, etc."}, {"post_id": 1479, "ts": "2026-06-03T15:01:54Z", "hours": 2.6597, "text": "Apollo Accord Update #5: Curing Loneliness The Premise & Changes Decided I was lonely so I added some background characters and a “colleague” character to spice things up a bit. While not fully AI, these guys can say stuff and makes the atmosphere a bit more grounded. Added dudes talking military lingo Changed up the environment lighting a bit more so it looks more like a emergency and not just a house on fire. Assisted the player a bit by shining spotlights onto path signs. The guys also act as blockades to assist player navigation. Next up: More environment building Expand the right side of the base a bit more Clean up messy geometry I STILL HAVEN’T WORKED ON THE MAIN MENU Detail the control center. Script systems for campaign flow & to make it a true RPG, a inventory system Quote of the Update Animating these guys is DEFINITELY something I am NOT looking forward to."}, {"post_id": 1348, "ts": "2026-06-03T09:32:22Z", "hours": 5.0986, "text": "Apollo Accord Minor Update: HDRP Changes Finished the dialouge thingy Changed rendering pipeline from URP to HDRP (mostly for volumetric effects) It was a pretty daunting task, and as you can see from the time I spent just changing the rendering pipeline, was painstakingly buggy. Major Issues Solved Exposure being weird, everything was either white or black. Materials not being ported from URP to HDRP - I had to create them from scratch . Artifacting when backing lighting. The Earth disappearing?!?!?! Emissions and lighting combined made things really complicated. To make it easier to maintain, I decided to only use material emissions for baked environment lights and actual lights for dynamic lights. Quote of the Update It’s really hard to debug visually"}, {"post_id": 1227, "ts": "2026-06-03T02:36:24Z", "hours": 3.2822, "text": "Apollo Accord Update 4 What’s New Lots of animations for jumping and shooting, all smoothly transitioning between movement animations. More work on the environment. Showcasing the power of baked lighting. Optimizations to improve performance. ~150k vertices in total, around 200 FPS on my Mac rn. Next Steps Expanding and detailing environment (mostly blocking, textures later) Finishing up the main menu Working on game characters & HUD Animating the character model DLSS? Maybe? Quote of the Update Don’t want to get close to C#"}, {"post_id": 783, "ts": "2026-06-02T13:27:05Z", "hours": 1.0147, "text": "Let There Be Light! Long Version Small update onto the development of Apollo Accord. Implemented baked lighting to optmize performance early on. Had trouble deciding which light type to use (directional, spot, point, area) but ultimately I decided on a option E - emissive materials . Basically, emissive materials make the material itself a light. The downside is that it’s only baked, so non-static objects, like the gun and player, isn’t affected by it. So in short, it makes non-static objects unlit. To resolve this, I had to use Adaptive Probe Volumes , which are basically version 2 of Light Probes . These take data from baked lights to approximately light moving objects. In combination with reflection probes, these make great visuals - or at least visuals better than my last devlog, w/o sacrificing performance. TL;DR: Baked lighting beautiful computer go brrr"}, {"post_id": 756, "ts": "2026-06-02T12:04:16Z", "hours": 3.9294, "text": "Apollo Accord Update 3 What’s New Major refinements to UI. Found a way to combine in-world text (weapon ammo, etc) and on-screen text. Animations for walking, running and idling Wrote scripts for core gameplay systems, like weapon switching and character communication (putting alot of emphasis on the RPG mechanics this time around) Next Steps Incremental changes over time for the shooting system. Getting started on the environment. Adding a core story. Finishing the UI/Load+Save systems Thoughts I’m trying to get things right the first time, so I’m putting a lot more work into my initial “draft” for the game. I’ll work on hud legibility, procedural recoil, and more afterwards, once the core gameplay mechanics are pretty tidy. Quote of the Update I really don’t like C#"}, {"post_id": 92, "ts": "2026-05-31T18:01:51Z", "hours": 1.4375, "text": "Apollo Accord: Assets & Envisioning Roadmap Summary Started moving forward into the start screen. Thinking of a soldier on the ground w/ a M4 to their left, and then being helped up to fight the offensive. During that, the player listens to the main character speaking about the past. Then, FF a few days and the player is promoted to commander, where then the main gameplay starts. New Changes Added spacesuit model (player) Added M4A1 model Scripted & animated scene Performance improvements here and there (player settings, using Vulkan, etc.) Early HDR Support"}, {"post_id": 62, "ts": "2026-05-31T15:36:11Z", "hours": 1.3606, "text": "Space is calling! Started work on Apollo Accord , a game where you command Earth and discover new aliens. You can trade, fight or form alliances with aliens, and lead Earth to become a galactic empire. What I did today Created the banner and logotype for promotion purposes. Finished a temporary main menu with a cool little animation. Made a rather detailed README.md"}]...
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Title: Apollo Accord by @alien | Stardance
Devlog Title: Apollo Accord by @alien | Stardance
Devlogs:
Space is calling! Started work on Apollo Accord , a game where you command Earth and discover new aliens. You can trade, fight or form alliances with aliens, and lead Earth to become a galactic empire. What I did today Created the banner and logotype for promotion purposes. Finished a temporary main menu with a cool little animation. Made a rather detailed README.md
Apollo Accord: Assets & Envisioning Roadmap Summary Started moving forward into the start screen. Thinking of a soldier on the ground w/ a M4 to their left, and then being helped up to fight the offensive. During that, the player listens to the main character speaking about the past. Then, FF a few days and the player is promoted to commander, where then the main gameplay starts. New Changes Added spacesuit model (player) Added M4A1 model Scripted & animated scene Performance improvements here and there (player settings, using Vulkan, etc.) Early HDR Support
Apollo Accord Update 3 What’s New Major refinements to UI. Found a way to combine in-world text (weapon ammo, etc) and on-screen text. Animations for walking, running and idling Wrote scripts for core gameplay systems, like weapon switching and character communication (putting alot of emphasis on the RPG mechanics this time around) Next Steps Incremental changes over time for the shooting system. Getting started on the environment. Adding a core story. Finishing the UI/Load+Save systems Thoughts I’m trying to get things right the first time, so I’m putting a lot more work into my initial “draft” for the game. I’ll work on hud legibility, procedural recoil, and more afterwards, once the core gameplay mechanics are pretty tidy. Quote of the Update I really don’t like C#
Let There Be Light! Long Version Small update onto the development of Apollo Accord. Implemented baked lighting to optmize performance early on. Had trouble deciding which light type to use (directional, spot, point, area) but ultimately I decided on a option E - emissive materials . Basically, emissive materials make the material itself a light. The downside is that it’s only baked, so non-static objects, like the gun and player, isn’t affected by it. So in short, it makes non-static objects unlit. To resolve this, I had to use Adaptive Probe Volumes , which are basically version 2 of Light Probes . These take data from baked lights to approximately light moving objects. In combination with reflection probes, these make great visuals - or at least visuals better than my last devlog, w/o sacrificing performance. TL;DR: Baked lighting beautiful computer go brrr
Apollo Accord Update 4 What’s New Lots of animations for jumping and shooting, all smoothly transitioning between movement animations. More work on the environment. Showcasing the power of baked lighting. Optimizations to improve performance. ~150k vertices in total, around 200 FPS on my Mac rn. Next Steps Expanding and detailing environment (mostly blocking, textures later) Finishing up the main menu Working on game characters & HUD Animating the character model DLSS? Maybe? Quote of the Update Don’t want to get close to C#
Apollo Accord Minor Update: HDRP Changes Finished the dialouge thingy Changed rendering pipeline from URP to HDRP (mostly for volumetric effects) It was a pretty daunting task, and as you can see from the time I spent just changing the rendering pipeline, was painstakingly buggy. Major Issues Solved Exposure being weird, everything was either white or black. Materials not being ported from URP to HDRP - I had to create them from scratch . Artifacting when backing lighting. The Earth disappearing?!?!?! Emissions and lighting combined made things really complicated. To make it easier to maintain, I decided to only use material emissions for baked environment lights and actual lights for dynamic lights. Quote of the Update It’s really hard to debug visually
Apollo Accord Update #5: Curing Loneliness The Premise & Changes Decided I was lonely so I added some background characters and a “colleague” character to spice things up a bit. While not fully AI, these guys can say stuff and makes the atmosphere a bit more grounded. Added dudes talking military lingo Changed up the environment lighting a bit more so it looks more like a emergency and not just a house on fire. Assisted the player a bit by shining spotlights onto path signs. The guys also act as blockades to assist player navigation. Next up: More environment building Expand the right side of the base a bit more Clean up messy geometry I STILL HAVEN’T WORKED ON THE MAIN MENU Detail the control center. Script systems for campaign flow & to make it a true RPG, a inventory system Quote of the Update Animating these guys is DEFINITELY something I am NOT looking forward to.
Apollo Accord Minor Update: Main Menu Changes Added Features Added Earth, Mars and Moon ( Luna ) to the main menu’s background. (With animated clouds and rotation!) Added a options menu that allows the player to change the planet in the background, or set it to random on start. Comments Just a minor update. More settings to tweak coming soon. Planned Features DLSS/FSR upscaler support Ability to change enemy difficulty Ability to change volume Probably delaying these features for more important stuff, like storybuilding, etc.
Apollo Accord Minor Update Finally finished the (temporary) control center. Control center made! Performance & Color Improvements Also detailed some other parts of the ship The main idea was to have a bright, high-tech command & control center, so I took reference from a lot of NASA and Sci-Fi media and made this. It’s supposed to encompass the people inside it. In addition, the control center has chairs that are moveable. Since this is in space, I turned down the gravity quite a lot so now they float when you bump into them, and settle onto the ground after some time. Feels more like a physics simulator now. Next Steps I’m going to start working on the storytelling next. While development has definitely slowed over the past week, I hope to maintain this pace, and accumulate small improvements over time to make this into something I’m proud of.
Very minor update. I changed the weapon script so it fires physical bullets instead of raycasting. Shooting moveable stuff like chairs now interact with the bullet upon collision, and also bump into other objects in the process which creates a domino effect. Very cool to see. In addition, I added a flash light to the underbarrel of the gun so players can navigate dark environments (which I predict will be a lot of)
[RANT] Character Animation Woes I have ALOT to say about Unity’s Humanoid animation system. Like, why do I have to go through the Animator thing that has wayy too much parameters, that override each other and create a jumbled mess?? And WHY actually WHY??? does the character dip through the floor when it’s idle??? Who in the world decided that humanoids should ignore all boundaries and start dipping through the floor when there’s nothing playing??? Why is the default animation like that??? I literally have no idea. [^1] [^1]: I eventually got it working somehow. Really frustrating process. Edit: I just noticed that the video looks really bright. That’s because I’m recording in SDR while the game is in HDR. In reality, the game looks much darker.
Apollo Accord Movement Update TL;DR Crouching works! Snappier movement Leaning in the works; conflicts with mouse yaw. Raycasted bullets Long Version So I was somehow able to get crouching working. It’s more of a semi-crouch , since I haven’t implemented the humanoid animator yet and it works by moving the camera down. (Yikes) In addition, I’m currently working on leaning, but it’s not really stable yet and conflicts with the mouse yaw. I think it’ll be fixed by the next devlog. ?? Last, I got a comment on the last devlog suggesting a raycast + physics based solution for bullets and implemented that.
Changing the project’s goals Just a ramble on how the project is gonna be made for the future. First, graphically I’m going to try to achieve a matte, clean look since I don’t have access to tools (cameras, money for 3d model websites, etc) that would let me get high quality, realistic textures/models in order to maintain a uniform look throughout the game. Going to focus more on shaders and world details, and also adding more handmade models to the game. Update on the project Other than that, I improved the stability of dialouges now, they trigger consistently and don’t get confused when the player enters multiple dialouge trigger spaces. PS Had to go through exam stuff and formatting my computer because Asahi Linux messed it up hard. Working on recovering my data and reinstalling Unity, etc.
Apollo Accord Minor Update TL;DR: Minor updates that improve the UX Focused on cleaning up the lighting and improving legibility. Removed excessive effects like film grain and motion blur that reduces clarity and bogs down performance. Added stylized backgrounds to the quest HUD so there’s more contrast between the scene and text. Colors are matched to the 70’s - 80’s retro kind of color scheme (I think it was called supergraphics ) that I feel like represents the golden age of space. Again, HDR screenshots look overly bright, explaining the blinding white of the screenshot attached. Next Steps I am going to work more on the story next, up until the player interacts with the aliens. After that, I’m going to implement gameplay mechanics for communicating with external civilizations, which will mark a departure from the first person camera for a bit.
Apollo Accord: Refining graphics, improving gameplay, expanding the story. Minor upgrades that span across all aspects of the game Story Wrote the script up to the point where the player interacts with the communication system. Improved the fading in/out of dialouge by removing the hardcoded wait times and making it into a integrated animation system. I also added the ability for the dialouge system to know when the player has exited the speaker’s range of influence, and quits speaking after. Graphical changes I think I hit peak with this one. Performance-wise, it’s not much different compared to earlier builds and it looks much more colorful and interesting. The blue undertones give it a much more colder and space-like look. Next steps Working on the assets, fleshing out boxes (theres alot of them) and making the communication system. I hope to be able to integrate procedural generation when making aliens, making for a fun gameplay loop.
APOLLO ACCORD: Honing in Specific Parts Working on improving the movement, creating scripts for future gameplay and changing the lighting to feel less intrusive. Graphics Graphically, this update isn’t much different compared to the previous update. I added localized post process volumes that make each area look different and cleaner. In addition, this allowed me to make some areas brighter , letting me do cool scenes like screenshot #1 . (I wish they weren’t T-posing) Scripting and Behaviour In the real world, you’ll be fired from the military as soon as you point a rifle to an ally, in a safe place. This is why I implemented safe zones , where health recovers and the gun is holstered (pointed down in a M4’s case) so that they aren’t always pointing towards someone. Plus, I made use of the localized post process areas to only enable DOF in the command center, so the gun is out of focus. Take a look at screenshot #2 for reference. Next Up: Storytime I keep procastinating making the story, but I’ll do it this time. The foundations are all set and everything non-story related is pretty polished, such as scripts and movement. This is where I: Implement enemies (and create assets) so that they block the player’s path to the tech module. Implement a scene equipment interaction script/UI so the player can communicate to alien civilizations. Implement a tutorial system so the player doesn’t get lost. Phew! That’s quite a lot to finish. I guess I’ll start cracking at it then. Quote of the Update: Motivation is key. Enjoying what you’re doing is the best way to put in more effort and make a better product.
APOLLO ACCORD: Official website is now open! Minor update that isn’t directly linked to the game. Made a website for the page advertising its promised features. Also added a news section that will bring more frequent updates to the project, based on GitHub commits. Development Update Things are going smoothly. Enemy combat need some reworking, but other than that I still have plenty of time to finish this game.
APOLLO ACCORD: Spherical enemies, In-Game UI Combat Primitive enemy combat implementation, but it works. Stylizing will come later. The sensitivity’s a bit low, so I will have to investigate that. In addition, the enemies are all capsules atm, which is 100% temporary ( obviously ). With this update I also started laying down the groundwork for the next step, which is a world space control panel for communicating with aliens. This is probably the most challenging part of this game, since I have very little experience in Unity’s Canvas system and I don’t like it too much.
Apollo Accord: Finishing up the main menu. I was working on the SaveManager system, and thought, Hey, why don’t I just finish up the options menu using this interface? , and voila , 2 hours later I finished up the partially done main menu. This update includes very minor changes to the game itself, only the main menu, so nothing to note of gameplay changes here… I feel like the main menu looks pretty good and functional, the only complaint I have right now is the visibly low-poly moon (the moon is NOT supposed to look like that lol) Also, I had to make a work-around for Unity’s default JSON utility not being compatible with Dictionary structures, made my own custom format instead which is MUCH more space efficient than JSON and suits my needs perfectly. Well, what happened to the game itself? Will continue working on the story and gameplay after this little tangent. P.S. Tysm for the super star!!
Apollo Accord: Gameplay and story updates, finally! After multiple delays, I started working on expanding the next chapter of the story. Story areas! First, I made the mess hall area where the player goes to support their teammates and fight the boss. I’ve started noticing the similarities between my combat system and the combat systems of arena style shooters, so I intentionally made this area larger so the player has a lot of space to move around (foreshadowing) I’ve finished the interaction system where the player can interact with in-game objects to trigger story changes, etc. Nothing too special to see here. Major movement updates! I made a GRAPPLING SYSTEM . It works by pressing right mouse button, and a circle shows up at where the target is. Simple, but it allows for more dynamic combat, and lets players take advantage of height. So, simple stuff! I have a lot of smaller updates like showing damage dealt when shooting enemies and stuff like that packed into this update, be tuned for more!
Lights Out. Major Doom 3 vibes happening Explore the Unknown, and sometimes, terrifying. Decided to lean in a bit more on the “explore” factor and made many rooms darker overall. The capsules you see here are the enemies you fight, multiplied by the difficulty set in the settings. I’m thinking of adding red, glowing eyes or something to make it a bit scarier. I plan to not lean too much on this aspect, though. This is only for the first chapter of the story. PSA on the lighting. The reflections on the gun is a bit off, I know, I’m fixing it right now. Anyway, that’s the update for today! Going to work on some more story content soon.
Build Update. Worked on building releases for Linux, Mac, Windows and web (html). Not much on the technical side either, just baking light maps and polishing up some stuff in the game. This is because I have some priorities that are higher than Stardance, unfortunately, and I think I won’t be able to finish this project to the level I was expecting. I appreciate your understanding.
Ships:
I built a shooter-RPG ish game where you fight invading aliens that are seeking to take over your ship. As the captain, you must fight your way against the overpowering enemies, and send clear signals of surrender before your entire ship is taken over. I wanted to finish this project up until the player can communicate with other alien civilizations other than the invading one, but due to time constraints and my busier than ever schedule I won’t be able to work on this project much more, at least for the time being. I’ll be shipping this project and packing up. You can try the project by downloading the appropriate zip file for your system. Linux and the web package is still unverified, so potential players are advised to stick to the MacOS and Windows releases. Thank you for your understanding....
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Title: WarioWare Game by @clutch | Stardance
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Telescope Control System by @Enigma_124 | Stardanc Telescope Control System by @Enigma_124 | Stardance...
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Title: Telescope Control System by @Enigma_124 | S Title: Telescope Control System by @Enigma_124 | Stardance...
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Epoch by @alien | Stardance
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[{"post_id": 19005, "ts": "202 [{"post_id": 19005, "ts": "2026-06-30T05:09:51Z", "hours": 1.0, "text": "Epoch Engine New Changes: Added project boilerplate Separated subsystems etc into separate libraries for dynamic linking, improving testability and a swap in-out mechanic. Some comments Took a hiatus to play DMC5, Persona, and Cyberpunk but now I’m back on the grind again. Will work on Apollo Accord soon, but since Unity seems too performance demanding and bloat for my needs, I am considering moving over to Godot at an early stage of development. Epoch will be sort of a hobby since I made multiple game engines with various structures but I never used Vulkan. It also serves as a opportunity to learn multithreading and make my own job system. I hope this improves my C++ skills."}]...
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Title: Epoch by @alien | Stardance
Devlogs:
Epoch Title: Epoch by @alien | Stardance
Devlogs:
Epoch Engine New Changes: Added project boilerplate Separated subsystems etc into separate libraries for dynamic linking, improving testability and a swap in-out mechanic. Some comments Took a hiatus to play DMC5, Persona, and Cyberpunk but now I’m back on the grind again. Will work on Apollo Accord soon, but since Unity seems too performance demanding and bloat for my needs, I am considering moving over to Godot at an early stage of development. Epoch will be sort of a hobby since I made multiple game engines with various structures but I never used Vulkan. It also serves as a opportunity to learn multithreading and make my own job system. I hope this improves my C++ skills....
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Title: . by @Enigma_124 | Stardance
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My first slack bot! by @MAYAchondria | Stardance
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Title: My first slack bot! by @MAYAchondria | Star Title: My first slack bot! by @MAYAchondria | Stardance...
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Frictionless by @ashmildax | Stardance
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-01T07:53:00Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a cli chatbot for retrieving information from your documents, the challenging part was setting up the RAG , I am a beginner in python and iam proud I made this working using groq api and langchain , try project lets you see the working demo.if you want to try it out you should go to source code and read Readme for more information.Thank you -Ashmil", "repo": "https://github.com/ashmilgit15/RAG_DOCS_Q-A", "demo": "https://asciinema.org/a/oyTxudgQWvh1HFY5"}]...
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[{"post_id": 200, "ts": "2026- [{"post_id": 200, "ts": "2026-06-01T07:47:05Z", "hours": 0.2858, "text": "Finally pushed latest changes and shipping…"}, {"post_id": 65, "ts": "2026-05-31T16:00:54Z", "hours": 0.5092, "text": "I finsished my DOCS-Q&A this will be my first project in hackclub and stardance heres the url for github repo : https://github.com/ashmilgit15/RAG_DOCS_Q-A#features"}, {"post_id": 58, "ts": "2026-05-31T15:23:22Z", "hours": 1.0103, "text": "iam working on an AI_CLI tool for retrieving info from docs through RAG , no guesses , no hallucination"}]...
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Title: Frictionless by @ashmildax | Stardance
Dev Title: Frictionless by @ashmildax | Stardance
Devlogs:
iam working on an AI_CLI tool for retrieving info from docs through RAG , no guesses , no hallucination
I finsished my DOCS-Q&A this will be my first project in hackclub and stardance heres the url for github repo : https://github.com/ashmilgit15/RAG_DOCS_Q-A#features
Finally pushed latest changes and shipping…
Ships:
I built a cli chatbot for retrieving information from your documents, the challenging part was setting up the RAG , I am a beginner in python and iam proud I made this working using groq api and langchain , try project lets you see the working demo.if you want to try it out you should go to source code and read Readme for more information.Thank you -Ashmil...
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Mesa AI by @ng_qi_an | Stardance
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-23T13:44:58Z", "hours": 56.0, "multiplier": 16.82, "payout": 917, "blessing": "neutral", "text": "Finally, a ship!! 🚢 This project was really rushed, as my exams are coming, and I couldn’t finish much of it. Really hope to continue in the next event! But here is what Mesa AI does right now: 📋 Generate concise summary notes from lectures which you can edit yourself, in a Notion-style editor. 🤖 Comes with a agent (i like to call it sidekick) that can search your lecture notes, research on the web, and put all that together by editing directly into your notes. 🗹 Ships with a quiz function for reinforced learning as well Built with a flexible tab-interface, allowing you to make opened chats/quizzes larger, or on the side as you please. 📑 Subject-specific instructions keep notes & quizzes relevant to syllabus, instead of those generic AI study apps out there. 📚 And an organization system that splits notes into classes, and files into folders. Demo credentials: Email: [email protected] Password: test1234 I don’t recommend using this, since you’ll be skipping out on the actual tutorials and onboarding flow. Just use if you’re too lazy. Here are some improvements from the Flavourtown edition: Model flexiblity: No longer locked to just Gemini in the chat 👀 Custom Rag pipeline built from scratch: Files are uploaded in 10s, while chat context is no longer bloated. 🖼️ More supported files: PDFs, slides, word documents, images can all be uploaded. 🗲 Efficient notebooks design: The layout has been reconfigured, letting you resize the side panel, and move tabs anywhere you like. 🔍 Agent chat: Chat can now search through your files directly instead of being a wrapper ☁️ Editable notes: Notes are no longer read-only, and save your changes! Things I learned: How to upload files with streams, and making those streams editable. How to integrate a text-editor. How to make AI interact with the BlockNote editor, given they don’t have a direct AI extension for my use case. How to create a RAG system, from extracting, to chunking, to embedding and querying. How to add tools to the model, making it truly agentic. For more technical details & future plans, checkout the github! Full breakdown of tech stack is there. Show some love and try the demo too!", "repo": "https://github.com/ng-qi-an/mesa-ai", "demo": "https://mesa-ai.vercel.app"}]...
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[{"post_id": 53049, "ts": "202 [{"post_id": 53049, "ts": "2026-08-23T13:19:48Z", "hours": 0.3097, "text": "Image embeddings!! Forgot to install hackatime on a new editor so all the time i spent here on here was wasted 💔 Notebook improvements 🖼️ Images from files are extracted and saved 🖹 The model is presented with a list of images to choose from, and can embed them directly into the notebook. 🗲 Generating notes are now single-step . The old generate title, subtitle, topics then generate notes is abolished and combined into a single request. This makes note generation almost instant! 📋 New bottom bar that shows notebook actions, along with a editor mode (toggle between editing and viewing). File uploads Files uploaded are now indexed reliably. Images are also extracted from files, as mentioned before. Other changes Topics has been removed temporarily. Quiz no longer has topic options as well. Notebook is no longer accessible on mobile The tutorial was cut short. 😢 Things I couldn’t do: Having to focus on exams, I couldn’t finish Mesa AI before stardance ends. Here are a list of things I’ll work to complete the next hackclub event: Mobile support for Notebooks Notebook topics that are procedurally generated Add flashcards Freshen up UI (little unpolished here and there) Add a marking mode (AI marks papers for you) Collaboration & sharing notebooks Code the dashboard page (as a consolation i included a mockup of what it would have been) Making topics on the class page actually work 📹 Check out the demo video and screenshots! (show some love for me missing like almost 4-5 hours of work here)"}, {"post_id": 43313, "ts": "2026-08-08T14:43:23Z", "hours": 3.0472, "text": "Upload improvements File uploads are more stable, and status updates resume between reloads Users can see what stage their file is at on the indexing progress Allows for file statuses to still work even if the file selector dialog box is closed and reopened."}, {"post_id": 39434, "ts": "2026-08-02T11:57:23Z", "hours": 10.0094, "text": "Agentic notes?!?! 👀 *i really need to post devlogs more often ;p) check out the demo first if you’re too lazy to read 🤓 Agent 🤖 : ⭐️ This is a crazy milestone, and I finally finished one of the biggest features i really wanted to bring to Mesa ai when i decided to continue it on stardance. The chat window can now edit, delete and move notebook content ! ✍️ You can ask the chat to summarise blocks, turn into different formats or even create tables ⚡️ 📖 Basically a mini notion + notebookLM but with a study agent Use this with your sources and the web to supercharge research ! 🔬 I have plans to make the chat be able to create flashcards, quizzes and future tools directly from the chat window along with history, so there wont be a need to make those manually anymore ✨ Editor : Chat agent cursor shows which block it’s interacting with (the white bar on the left) ⌨️ Diff editor to see what the agent changed 📋 Tool approvals so you can choose whether to accept it or not! ✅ While Blocknote provides some helpers for the AI extension, since i’m not using it as intended, I had to patch up alot of the implementation myself 😭 Chat : Finally allowed images to be pasted or dragged into the chat window 🖼️ Added cool tool UI for notebook edits too 🎶 Check out the new demo!!!! 🎥 (sorry if its abit dizzying i was playing with the zooms a little too much) Honestly, I never imagined I would be capable enough to create something like this, starting just about 6 months ago. 🥲 Gimme a follow too if u wanna see more of this project and find out when its done ❤️"}, {"post_id": 35216, "ts": "2026-07-26T14:32:20Z", "hours": 11.23, "text": "Usage limits! Went over the 10hr limit 😭 🙈 In this update, messages now count towards a single usage limit. The default is 3000 credits, which is equivalent to 3 million tokens of Gemini 3 Flash. 💸 Limits are enforced at the API level, and the chat level. Free models can still be used even when the limit is exhausted. 🔁 Limits reset every billing cycle, which is about 1 month from the same day. Built in mind to be extended with stripe in the future to be monetised. ❤️ This is a soft limit, so currently generating chats won’t stop halfway. 📋 Billing breakdown can be seen in the usage tab on account settings, will be extended in the future! Other than that, 🍝 The notebook chat API and main chat API were merged, fixing some of the spaghetti code building up. 📁 The main chat can now reference ALL files too! That’s right, ALL FILES. 🤓 Notebook chats are still limited to files only linked to the notebook. 📹 Check out the awesome demo & screenshot i forgot to include in the video. Chat generation kinda slow, just skip forward."}, {"post_id": 30674, "ts": "2026-07-18T13:24:33Z", "hours": 0.8264, "text": "Web search! Short devlog, but I added Perplexity Search as a tool to both standalone chat & notebook chat. 🔍 🐛 Took considerably longer cause I found some weird bug where thinking modes would become null on reload Check out the screenshot for the UI eyecandy! 🍭"}, {"post_id": 30606, "ts": "2026-07-18T09:57:26Z", "hours": 8.9583, "text": "Notebook & Chat updates! Been really busy and I forgot to log :( Notebooks ☁️ Notebooks now save ! Changes made to the editor persist between reloads. ➗ Math equations can be edited using Latex. You can now create custom physics formulas :) ✨ Brand new animation when generating that unintentionally looks like siri (it’s kinda laggy though) Chat 🤖Claude now works ⚒️ New UI to visualise the model’s tool calls 👀 Seeing which queries and sources the model pulls information from is now easier than ever 🌐 Plans to implement this for web search Check out this amazing demo below 📹 (might be a lil blurry cause of the file limit)"}, {"post_id": 27675, "ts": "2026-07-13T13:36:17Z", "hours": 6.6358, "text": "More UI overhauls!! I completely forgot to make devlogs 😭 Been really busy so far In this update, I introduced a notion style notebook editor, allowing users to edit their AI-generated notes. Along with that, I’ve polished up the library panel Chats and quizzes now open in a seperate tab Tabs can be dragged between the sidebar and the main panel, allowing for ultimate flexibility(check out the video!!!!) The main panel (notebook) can also be resized, making it more flexible on smaller devices like ipads. In my next devlog, I’ll work on making edited notes save, and polish up the quiz UI (it was rushed from flavourtown)"}, {"post_id": 19258, "ts": "2026-06-30T14:58:42Z", "hours": 5.4336, "text": "Facelift! Made some huge design changes to notebooks! The interface is now tabbed, and notebook content is finally editable like Notion. Still ironing out formatting for the new editor, so math is a little broken New library interface is resizable and supports dragging! (Took longer than usual cause alot of things had to be moved around ❤️. Enjoy the videos!!)"}, {"post_id": 9245, "ts": "2026-06-15T15:04:49Z", "hours": 1.2183, "text": "RAG pipeline! Finally migrated the old notebooks to a rag-based one. Most of the changes are backend, so theres not much to show :( Files (PDFs, slides, lecture notes) were directly used as sources for notebooks before. This was slow, inefficient, and wasted tokens. Now, files are converted to markdown on upload. This markdown is then processed, and broken down into chunks in the rag pipeline, making chat faster and more accurate! Additionally, chat uses the new AI gateway/Openrouter provider to ensure fallback and consistent speeds regardless of provider downtime (plagued the app during flavourtown) On preliminary testing, generation speeds jumped from 30s ttft to 10s ttft, with chat seeing the most improvements. The next update should improve UI and refine subject prompts (a lil too robotic rn)!"}, {"post_id": 1290, "ts": "2026-06-03T05:54:05Z", "hours": 3.4972, "text": "Added a model selector to the chat menu! Along with this, thinking modes were standardised across all models, and usages are now tabulated. I plan to add tools too, so the chat window can actually retrieve information from notebooks or materials uploaded."}, {"post_id": 222, "ts": "2026-06-01T10:14:52Z", "hours": 4.5847, "text": "Stardance!! 🌟 . Back story This project is a continuation from flavourtown ( https://flavortown.hackclub.com/projects/10428 ), initially to help students use AI to make studying faster. A short summary for those unfamiliar: Mesa AI would create summary notes, quizzes and chats in a interface called notebooks. It’s meant to be similar to Notebook LM, but actually make notes and offer more exam accurate (subject-based instructions) notes & quizzes. Unfortunately, I couldn’t finish Mesa AI in time (took almost 100 hours!). In Stardance, I aim to complete this project’s ambitious plans, and finally ship it. Here are the things I intend to change or add: Complete all the unfinished pages Migrate to a fully custom RAG engine Move towards openrouter and Vercel AI gateway after that gemini outage which plagued Mesa AI in most of flavourtown Move from a read-only summary notes to notes which you can actually edit, and Mesa AI will edit them with you (agentic studying) . All those changes would need me to fundementally rewrite how Mesa AI was built, and make this journey on Stardance even more interesting. Mesa AI could also evolve to not just be a notetaker, but a researcher and an entire online tutor too. . First Devlog To start off this rewrite, I’ve already made the custom RAG engine, which replaces Google’s file search API (too slow, unreliable, and locks me into using a Google API key). All files are indexed automatically by a combination of Jina (PDF to markdown) and Mistral (PDF to markdown too), along with OpenAI’s embedding models. A 20-word summary is then generated with Gemma 4 such that search queries are more relevant without relying on file name alone. To test this, I made a barebones boilerplate to simulate a real chat. (See the image!) Sorry I don’t have more pictures! This devlog was mainly backend. In my testing, indexing (turning the file into embeddings and the summary) takes about 20s, with subsequent messages regarding that file taking about 5-8s (search and retrieval). Really pleased with the accuracy though! Sadly i forgot to install hackatime on my mac so a few hours were lost when i was working outside :("}]...
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Title: Mesa AI by @ng_qi_an | Stardance
Devlogs:
Title: Mesa AI by @ng_qi_an | Stardance
Devlogs:
Stardance!! 🌟 . Back story This project is a continuation from flavourtown ( https://flavortown.hackclub.com/projects/10428 ), initially to help students use AI to make studying faster. A short summary for those unfamiliar: Mesa AI would create summary notes, quizzes and chats in a interface called notebooks. It’s meant to be similar to Notebook LM, but actually make notes and offer more exam accurate (subject-based instructions) notes & quizzes. Unfortunately, I couldn’t finish Mesa AI in time (took almost 100 hours!). In Stardance, I aim to complete this project’s ambitious plans, and finally ship it. Here are the things I intend to change or add: Complete all the unfinished pages Migrate to a fully custom RAG engine Move towards openrouter and Vercel AI gateway after that gemini outage which plagued Mesa AI in most of flavourtown Move from a read-only summary notes to notes which you can actually edit, and Mesa AI will edit them with you (agentic studying) . All those changes would need me to fundementally rewrite how Mesa AI was built, and make this journey on Stardance even more interesting. Mesa AI could also evolve to not just be a notetaker, but a researcher and an entire online tutor too. . First Devlog To start off this rewrite, I’ve already made the custom RAG engine, which replaces Google’s file search API (too slow, unreliable, and locks me into using a Google API key). All files are indexed automatically by a combination of Jina (PDF to markdown) and Mistral (PDF to markdown too), along with OpenAI’s embedding models. A 20-word summary is then generated with Gemma 4 such that search queries are more relevant without relying on file name alone. To test this, I made a barebones boilerplate to simulate a real chat. (See the image!) Sorry I don’t have more pictures! This devlog was mainly backend. In my testing, indexing (turning the file into embeddings and the summary) takes about 20s, with subsequent messages regarding that file taking about 5-8s (search and retrieval). Really pleased with the accuracy though! Sadly i forgot to install hackatime on my mac so a few hours were lost when i was working outside :(
Added a model selector to the chat menu! Along with this, thinking modes were standardised across all models, and usages are now tabulated. I plan to add tools too, so the chat window can actually retrieve information from notebooks or materials uploaded.
RAG pipeline! Finally migrated the old notebooks to a rag-based one. Most of the changes are backend, so theres not much to show :( Files (PDFs, slides, lecture notes) were directly used as sources for notebooks before. This was slow, inefficient, and wasted tokens. Now, files are converted to markdown on upload. This markdown is then processed, and broken down into chunks in the rag pipeline, making chat faster and more accurate! Additionally, chat uses the new AI gateway/Openrouter provider to ensure fallback and consistent speeds regardless of provider downtime (plagued the app during flavourtown) On preliminary testing, generation speeds jumped from 30s ttft to 10s ttft, with chat seeing the most improvements. The next update should improve UI and refine subject prompts (a lil too robotic rn)!
Facelift! Made some huge design changes to notebooks! The interface is now tabbed, and notebook content is finally editable like Notion. Still ironing out formatting for the new editor, so math is a little broken New library interface is resizable and supports dragging! (Took longer than usual cause alot of things had to be moved around ❤️. Enjoy the videos!!)
More UI overhauls!! I completely forgot to make devlogs 😭 Been really busy so far In this update, I introduced a notion style notebook editor, allowing users to edit their AI-generated notes. Along with that, I’ve polished up the library panel Chats and quizzes now open in a seperate tab Tabs can be dragged between the sidebar and the main panel, allowing for ultimate flexibility(check out the video!!!!) The main panel (notebook) can also be resized, making it more flexible on smaller devices like ipads. In my next devlog, I’ll work on making edited notes save, and polish up the quiz UI (it was rushed from flavourtown)
Notebook & Chat updates! Been really busy and I forgot to log :( Notebooks ☁️ Notebooks now save ! Changes made to the editor persist between reloads. ➗ Math equations can be edited using Latex. You can now create custom physics formulas :) ✨ Brand new animation when generating that unintentionally looks like siri (it’s kinda laggy though) Chat 🤖Claude now works ⚒️ New UI to visualise the model’s tool calls 👀 Seeing which queries and sources the model pulls information from is now easier than ever 🌐 Plans to implement this for web search Check out this amazing demo below 📹 (might be a lil blurry cause of the file limit)
Web search! Short devlog, but I added Perplexity Search as a tool to both standalone chat & notebook chat. 🔍 🐛 Took considerably longer cause I found some weird bug where thinking modes would become null on reload Check out the screenshot for the UI eyecandy! 🍭
Usage limits! Went over the 10hr limit 😭 🙈 In this update, messages now count towards a single usage limit. The default is 3000 credits, which is equivalent to 3 million tokens of Gemini 3 Flash. 💸 Limits are enforced at the API level, and the chat level. Free models can still be used even when the limit is exhausted. 🔁 Limits reset every billing cycle, which is about 1 month from the same day. Built in mind to be extended with stripe in the future to be monetised. ❤️ This is a soft limit, so currently generating chats won’t stop halfway. 📋 Billing breakdown can be seen in the usage tab on account settings, will be extended in the future! Other than that, 🍝 The notebook chat API and main chat API were merged, fixing some of the spaghetti code building up. 📁 The main chat can now reference ALL files too! That’s right, ALL FILES. 🤓 Notebook chats are still limited to files only linked to the notebook. 📹 Check out the awesome demo & screenshot i forgot to include in the video. Chat generation kinda slow, just skip forward.
Agentic notes?!?! 👀 *i really need to post devlogs more often ;p) check out the demo first if you’re too lazy to read 🤓 Agent 🤖 : ⭐️ This is a crazy milestone, and I finally finished one of the biggest features i really wanted to bring to Mesa ai when i decided to continue it on stardance. The chat window can now edit, delete and move notebook content ! ✍️ You can ask the chat to summarise blocks, turn into different formats or even create tables ⚡️ 📖 Basically a mini notion + notebookLM but with a study agent Use this with your sources and the web to supercharge research ! 🔬 I have plans to make the chat be able to create flashcards, quizzes and future tools directly from the chat window along with history, so there wont be a need to make those manually anymore ✨ Editor : Chat agent cursor shows which block it’s interacting with (the white bar on the left) ⌨️ Diff editor to see what the agent changed 📋 Tool approvals so you can choose whether to accept it or not! ✅ While Blocknote provides some helpers for the AI extension, since i’m not using it as intended, I had to patch up alot of the implementation myself 😭 Chat : Finally allowed images to be pasted or dragged into the chat window 🖼️ Added cool tool UI for notebook edits too 🎶 Check out the new demo!!!! 🎥 (sorry if its abit dizzying i was playing with the zooms a little too much) Honestly, I never imagined I would be capable enough to create something like this, starting just about 6 months ago. 🥲 Gimme a follow too if u wanna see more of this project and find out when its done ❤️
Upload improvements File uploads are more stable, and status updates resume between reloads Users can see what stage their file is at on the indexing progress Allows for file statuses to still work even if the file selector dialog box is closed and reopened.
Image embeddings!! Forgot to install hackatime on a new editor so all the time i spent here on here was wasted 💔 Notebook improvements 🖼️ Images from files are extracted and saved 🖹 The model is presented with a list of images to choose from, and can embed them directly into the notebook. 🗲 Generating notes are now single-step . The old generate title, subtitle, topics then generate notes is abolished and combined into a single request. This makes note generation almost instant! 📋 New bottom bar that shows notebook actions, along with a editor mode (toggle between editing and viewing). File uploads Files uploaded are now indexed reliably. Images are also extracted from files, as mentioned before. Other changes Topics has been removed temporarily. Quiz no longer has topic options as well. Notebook is no longer accessible on mobile The tutorial was cut short. 😢 Things I couldn’t do: Having to focus on exams, I couldn’t finish Mesa AI before stardance ends. Here are a list of things I’ll work to complete the next hackclub event: Mobile support for Notebooks Notebook topics that are procedurally generated Add flashcards Freshen up UI (little unpolished here and there) Add a marking mode (AI marks papers for you) Collaboration & sharing notebooks Code the dashboard page (as a consolation i included a mockup of what it would have been) Making topics on the class page actually work 📹 Check out the demo video and screenshots! (show some love for me missing like almost 4-5 hours of work here)
Ships:
Finally, a ship!! 🚢 This project was really rushed, as my exams are coming, and I couldn’t finish much of it. Really hope to continue in the next event! But here is what Mesa AI does right now: 📋 Generate concise summary notes from lectures which you can edit yourself, in a Notion-style editor. 🤖 Comes with a agent (i like to call it sidekick) that can search your lecture notes, research on the web, and put all that together by editing directly into your notes. 🗹 Ships with a quiz function for reinforced learning as well Built with a flexible tab-interface, allowing you to make opened chats/quizzes larger, or on the side as you please. 📑 Subject-specific instructions keep notes & quizzes relevant to syllabus, instead of those generic AI study apps out there. 📚 And an organization system that splits notes into classes, and files into folders. Demo credentials: Email: [email protected] Password: test1234 I don’t recommend using this, since you’ll be skipping out on the actual tutorials and onboarding flow. Just use if you’re too lazy. Here are some improvements from the Flavourtown edition: Model flexiblity: No longer locked to just Gemini in the chat 👀 Custom Rag pipeline built from scratch: Files are uploaded in 10s, while chat context is no longer bloated. 🖼️ More supported files: PDFs, slides, word documents, images can all be uploaded. 🗲 Efficient notebooks design: The layout has been reconfigured, letting you resize the side panel, and move tabs anywhere you like. 🔍 Agent chat: Chat can now search through your files directly instead of being a wrapper ☁️ Editable notes: Notes are no longer read-only, and save your changes! Things I learned: How to upload files with streams, and making those streams editable. How to integrate a text-editor. How to make AI interact with the BlockNote editor, given they don’t have a direct AI extension for my use case. How to create a RAG system, from extracting, to chunking, to embedding and querying. How to add tools to the model, making it truly agentic. For more technical details & future plans, checkout the github! Full breakdown of tech stack is there. Show some love and try the demo too!...
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My first slack bot! by @Starrry_Suhaan | Stardance
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Title: My first slack bot! by @Starrry_Suhaan | St Title: My first slack bot! by @Starrry_Suhaan | Stardance...
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My first slack bot! by @freddie | Stardance
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Title: My first slack bot! by @freddie | Stardance
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My first slack bot! by @Aiman | Stardance
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[{"post_id": 13572, "ts": "202 [{"post_id": 13572, "ts": "2026-06-22T07:00:09Z", "hours": 2.6153, "text": "OMGGGG my first devlog YAYAYAYAY. so basically its just a simple slackbot but i could NOT figure it out it was honestly the hardest ever so pleaseee be easy on me. Oh and i would lovee some advice on how i can improve myself :)"}]...
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Title: My first slack bot! by @Aiman | Stardance
Title: My first slack bot! by @Aiman | Stardance
Devlogs:
OMGGGG my first devlog YAYAYAYAY. so basically its just a simple slackbot but i could NOT figure it out it was honestly the hardest ever so pleaseee be easy on me. Oh and i would lovee some advice on how i can improve myself :)...
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My first slack bot! by @Anson | Stardance
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Title: My first slack bot! by @Anson | Stardance
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Frictionless by @yehor | Stardance
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Title: Frictionless by @yehor | Stardance
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Frictionless by @eithe0r | Stardance
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Title: Frictionless by @eithe0r | Stardance
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unin by @notchapplez | Stardance
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[{"post_id": 44157, "ts": "202 [{"post_id": 44157, "ts": "2026-08-09T18:46:05Z", "hours": 1.7878, "text": "started with uniconf support, allowing third-party developers to use unin to streamline installation processes"}]...
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Title: unin by @notchapplez | Stardance
Devlogs:
Title: unin by @notchapplez | Stardance
Devlogs:
started with uniconf support, allowing third-party developers to use unin to streamline installation processes...
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Title: somethinc by @Hexaa | Stardance
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Refract Foundation Site by @Oliver | Stardance
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[{"post_id": 38146, "ts": "202 [{"post_id": 38146, "ts": "2026-07-31T12:02:21Z", "hours": 2.5294, "text": "Improvements including a new visual identity, updated and expanded information across the site, better contact page."}, {"post_id": 2373, "ts": "2026-06-04T20:35:48Z", "hours": 4.2133, "text": "A few big improvements to the site, including: Adding better partner sections across the site Implementing a news section, with 2 backdated posts Legal pages (privacy, terms, safeguarding, conduct) Podium and improved gallery carousel for the Campfire page Slightly improved Bootstrap implementation"}]...
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Title: Refract Foundation Site by @Oliver | Starda Title: Refract Foundation Site by @Oliver | Stardance
Devlogs:
A few big improvements to the site, including: Adding better partner sections across the site Implementing a news section, with 2 backdated posts Legal pages (privacy, terms, safeguarding, conduct) Podium and improved gallery carousel for the Campfire page Slightly improved Bootstrap implementation
Improvements including a new visual identity, updated and expanded information across the site, better contact page.
Ships:
Many general visual and QoL improvements....
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Untitled project by @istabrakouertani12 | Stardanc Untitled project by @istabrakouertani12 | Stardance...
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Title: Untitled project by @istabrakouertani12 | S Title: Untitled project by @istabrakouertani12 | Stardance...
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ToBeDone... by @Koy | Stardance
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-14T21:48:12Z", "hours": 35.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is a notetaking app for the TUI. Please read the Readme for quickstart instructions!", "repo": "https://github.com/By-Koy/ToBeDone", "demo": "https://github.com/By-Koy/ToBeDone/releases/latest"}]...
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[{"post_id": 79282, "ts": "202 [{"post_id": 79282, "ts": "2026-10-13T09:56:35Z", "hours": 2.3603, "text": "DevLog[9] - “Wait didn’t you ship this alr?” well hello to you too but uhh yeah… I tried to ship this like 5 times by now but it had so many problems that I didn’t think of (thanks Shipwrights! ) Anyway here are the changes since my last devlog: 1. Windows install scripts: Made with help from my friend Nadav Babad ( @smokinghotcode on github) because he has an actual windows capable pc 2. Switched to stderr: This switch happened because of windows not opening the exe file directly in the terminal (you would have to open it via command prompt). I am yet to test it but this was the only I have found to maybe make this work. 3. Better Github actions: This was just a by-product of all the iterations I went through, it was a nice intro to actions though! Anw good luck to me and the shipwrights, here’s a picture of the windows iso downloading (Insert edit from after testing since I feel like it won’t work)"}, {"post_id": 68298, "ts": "2026-09-14T21:43:39Z", "hours": 4.1486, "text": "DevLog[8] - “The End.” TL;DR: I got sick of this project and ended it. How did we get here? Formatting suckssssss. anyway, So I’ve been thinking about how I can save formatting to a file without encoding it into md and long story short, I can’t. The only way I could think of was to save binary files and simply (it was so hard I gave up) flush the memory into a file. Yeah I couldn’t figure that out. So what DID I do in the last 4 hours? Finishing touches! basically, I made build scripts, finished the readme, and made a github action to build the portable files. I also cleaned up just a bit from the uneaded code and (theoretically) made the app cross-platform (I don’t have access to a windows machine so it ended up getting a lot less love… oopsie…) I hope you can still enjoy my project (or my wacky writing ) without everything I neglected to do. and for one last (maybe) time. Have a nice day!"}, {"post_id": 66508, "ts": "2026-09-12T10:50:01Z", "hours": 4.4931, "text": "DevLog[7] - “MiniLog!” Hiiiiiii this time I focused on one thing (wasn’t easy lol) and that was a reset option! you can now remove all notes in one command! :3 I also gave up and then un-gave up on cross-platform so that’s cool Anyway I might go back to work and do cross-platform next (I rlly don’t wanna do formating )"}, {"post_id": 50968, "ts": "2026-08-20T13:18:44Z", "hours": 9.0122, "text": "DevLog[6] - “Rebase Rebase Rebase Rebase Rebase” Hi again! This… is a sad one. But first, the accomplishments!! in this devlog I have: Refactored the file.rs file (that saves/reads the files) to remove things like creating an uninitialized variable just to initialize it 3.14 seconds later in an if statement, in favor of initializing the variable with the if statement. ( let id = if input... ) Changed the massive iterator function line for cutting away from the displayed strings into the paragraph.scroll() function (which like, since when does that exist yk?) Moved the args struct into a static LazyLock<Mutex> which allows for a (relatively) safe global variable defined at runtime :3. Added modifier parsing for proper hotkeys and an options menu (internally called FormatDisplay , for reasons to be explained later) to show all the hotkeys. Turns out 9 hours is a lot lol. WAIT NO I DON’T WANN- Markdown Or well, the lack of it. over time while trying to work on this I realised that full markdown support is wayyyyy out of the scope of my (and the TUI’s) capabilities. {more info in the readme } after testing a few options (including a line-by-line implementation) I had found a silver-lining: FormatDisplay The menu is a new widget in the program, it simply shows the available keybinds, with SUPER keybinds formatting text, while control does things in the program. Do be warned though. I did not have time to make the actual functionality 😭"}, {"post_id": 38192, "ts": "2026-07-31T13:54:28Z", "hours": 2.0144, "text": "DevLog[5] - “I’m not wasting time or anything, why do you ask?” 👀👀👀 Hey all! this is a smaller one as I get things ready for the next part, markdown! Today, (and by this I mean it’s no longer 3 am) I have added CLI arguments for debugging, generating sample text, and no… eggs? Yeah Idk what that’s about (actually though that one is saved for later it might disappear) I have also fixed a few leftover errors and have tested the program on MacOS! :33 it worked almost immediately once I created the folder where all the notes are stored and set its permissions (I will set up install scripts to set everything up once I do all the functionality and windows support) By the way.. I wrote the readme.. you should check it out!! » Anw, have a nice dayy :3 (🥚)"}, {"post_id": 37943, "ts": "2026-07-30T23:45:40Z", "hours": 6.3153, "text": "DevLog[4] - “Movement, again” Hi there, welcome to my personal hell. ( ) It’s called movement. I have spent the last (non-consecutive) 6 hours to make something not too interesting, but not too uninteresting. (👀 ) cursor movement is extremely important for a note-taking app which currently doesn’t have planned mouse support, so I made sure to perfect (copy nano’s) it! Over the time I also: Moved all cursor based functions and the terminal constraint vars into the cursor struct itself Seperated some code to make it easier to read/edit Changed function names about a thousand times (it’s hard ) Learned the value of friendship (/j) I don’t really have much to show just because of the shear monotony of the task but here is a video of the weirdest bug I encountered on this journey (and probably the weirdest I ever will encounter), let’s see if you can figure out what happened :p"}, {"post_id": 10142, "ts": "2026-06-16T19:02:31Z", "hours": 2.425, "text": "DevLog[3] - “This Takes Way Too Long” Hey everyone!! For this log I have prepared a delightful… nevermind, this is all technical stuff. :sadge Never the less we will take a look! the main things I did was adding cursor support and improving input handling, which went from temporary to (practically) production! The other part (the hard part that took like two hours) was adding the cursor. I hate this thing. The cursor made the program panic in so many ways that I stopped counting. also figuring out how to even add it was another hour or two just in research (this ended up as like three lines btw) for anyone wondering, the cursor is held in the main struct as it’s own struct of two u16 variables which are added (or removed from) whenever the arrow keys are pressed. The displayed block is Ratatui’s default cursor that took me a million years to find. :sob Anyway, I have attached a video of most of the programs capabilities (I forgot to film the recent option and am too tired to do it again, sorry) [the hello and goodbye notes were not there initially]"}, {"post_id": 4751, "ts": "2026-06-08T06:18:40Z", "hours": 3.3658, "text": "DevLog[2] - “File Reader” Hiiiiii In this devlog I have implemented all of the logic to read files, save them to the main app struct and then save a symlink that let’s you access the last used note without specifying its title. (currently everything is linux only, cross-platform support will come later) (explanation for the screenshots: both commands shown in fig. 1 have the same output [shown in fig. 2.])"}, {"post_id": 3412, "ts": "2026-06-06T10:20:28Z", "hours": 3.1089, "text": "DevLog[1] - POC Hey! in this devlog I implemented the main TUI function, though I have not yet implemented a good way to control it (currently I am not even checking which key was pressed or if the event was a key press…), and a little Sample text file for testing. I don’t really have much to add, I am still new to Rust and Ratatui so I am very slow. (sorry :sob) Thanks for reading! :purple-heart"}]...
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Title: ToBeDone... by @Koy | Stardance
Devlogs:
D Title: ToBeDone... by @Koy | Stardance
Devlogs:
DevLog[1] - POC Hey! in this devlog I implemented the main TUI function, though I have not yet implemented a good way to control it (currently I am not even checking which key was pressed or if the event was a key press…), and a little Sample text file for testing. I don’t really have much to add, I am still new to Rust and Ratatui so I am very slow. (sorry :sob) Thanks for reading! :purple-heart
DevLog[2] - “File Reader” Hiiiiii In this devlog I have implemented all of the logic to read files, save them to the main app struct and then save a symlink that let’s you access the last used note without specifying its title. (currently everything is linux only, cross-platform support will come later) (explanation for the screenshots: both commands shown in fig. 1 have the same output [shown in fig. 2.])
DevLog[3] - “This Takes Way Too Long” Hey everyone!! For this log I have prepared a delightful… nevermind, this is all technical stuff. :sadge Never the less we will take a look! the main things I did was adding cursor support and improving input handling, which went from temporary to (practically) production! The other part (the hard part that took like two hours) was adding the cursor. I hate this thing. The cursor made the program panic in so many ways that I stopped counting. also figuring out how to even add it was another hour or two just in research (this ended up as like three lines btw) for anyone wondering, the cursor is held in the main struct as it’s own struct of two u16 variables which are added (or removed from) whenever the arrow keys are pressed. The displayed block is Ratatui’s default cursor that took me a million years to find. :sob Anyway, I have attached a video of most of the programs capabilities (I forgot to film the recent option and am too tired to do it again, sorry) [the hello and goodbye notes were not there initially]
DevLog[4] - “Movement, again” Hi there, welcome to my personal hell. ( ) It’s called movement. I have spent the last (non-consecutive) 6 hours to make something not too interesting, but not too uninteresting. (👀 ) cursor movement is extremely important for a note-taking app which currently doesn’t have planned mouse support, so I made sure to perfect (copy nano’s) it! Over the time I also: Moved all cursor based functions and the terminal constraint vars into the cursor struct itself Seperated some code to make it easier to read/edit Changed function names about a thousand times (it’s hard ) Learned the value of friendship (/j) I don’t really have much to show just because of the shear monotony of the task but here is a video of the weirdest bug I encountered on this journey (and probably the weirdest I ever will encounter), let’s see if you can figure out what happened :p
DevLog[5] - “I’m not wasting time or anything, why do you ask?” 👀👀👀 Hey all! this is a smaller one as I get things ready for the next part, markdown! Today, (and by this I mean it’s no longer 3 am) I have added CLI arguments for debugging, generating sample text, and no… eggs? Yeah Idk what that’s about (actually though that one is saved for later it might disappear) I have also fixed a few leftover errors and have tested the program on MacOS! :33 it worked almost immediately once I created the folder where all the notes are stored and set its permissions (I will set up install scripts to set everything up once I do all the functionality and windows support) By the way.. I wrote the readme.. you should check it out!! » Anw, have a nice dayy :3 (🥚)
DevLog[6] - “Rebase Rebase Rebase Rebase Rebase” Hi again! This… is a sad one. But first, the accomplishments!! in this devlog I have: Refactored the file.rs file (that saves/reads the files) to remove things like creating an uninitialized variable just to initialize it 3.14 seconds later in an if statement, in favor of initializing the variable with the if statement. ( let id = if input... ) Changed the massive iterator function line for cutting away from the displayed strings into the paragraph.scroll() function (which like, since when does that exist yk?) Moved the args struct into a static LazyLock<Mutex> which allows for a (relatively) safe global variable defined at runtime :3. Added modifier parsing for proper hotkeys and an options menu (internally called FormatDisplay , for reasons to be explained later) to show all the hotkeys. Turns out 9 hours is a lot lol. WAIT NO I DON’T WANN- Markdown Or well, the lack of it. over time while trying to work on this I realised that full markdown support is wayyyyy out of the scope of my (and the TUI’s) capabilities. {more info in the readme } after testing a few options (including a line-by-line implementation) I had found a silver-lining: FormatDisplay The menu is a new widget in the program, it simply shows the available keybinds, with SUPER keybinds formatting text, while control does things in the program. Do be warned though. I did not have time to make the actual functionality 😭
DevLog[7] - “MiniLog!” Hiiiiiii this time I focused on one thing (wasn’t easy lol) and that was a reset option! you can now remove all notes in one command! :3 I also gave up and then un-gave up on cross-platform so that’s cool Anyway I might go back to work and do cross-platform next (I rlly don’t wanna do formating )
DevLog[8] - “The End.” TL;DR: I got sick of this project and ended it. How did we get here? Formatting suckssssss. anyway, So I’ve been thinking about how I can save formatting to a file without encoding it into md and long story short, I can’t. The only way I could think of was to save binary files and simply (it was so hard I gave up) flush the memory into a file. Yeah I couldn’t figure that out. So what DID I do in the last 4 hours? Finishing touches! basically, I made build scripts, finished the readme, and made a github action to build the portable files. I also cleaned up just a bit from the uneaded code and (theoretically) made the app cross-platform (I don’t have access to a windows machine so it ended up getting a lot less love… oopsie…) I hope you can still enjoy my project (or my wacky writing ) without everything I neglected to do. and for one last (maybe) time. Have a nice day!
DevLog[9] - “Wait didn’t you ship this alr?” well hello to you too but uhh yeah… I tried to ship this like 5 times by now but it had so many problems that I didn’t think of (thanks Shipwrights! ) Anyway here are the changes since my last devlog: 1. Windows install scripts: Made with help from my friend Nadav Babad ( @smokinghotcode on github) because he has an actual windows capable pc 2. Switched to stderr: This switch happened because of windows not opening the exe file directly in the terminal (you would have to open it via command prompt). I am yet to test it but this was the only I have found to maybe make this work. 3. Better Github actions: This was just a by-product of all the iterations I went through, it was a nice intro to actions though! Anw good luck to me and the shipwrights, here’s a picture of the windows iso downloading (Insert edit from after testing since I feel like it won’t work)
Ships:
This is a notetaking app for the TUI. Please read the Readme for quickstart instructions!...
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My first slack bot! by @ | Stardance
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Title: My first slack bot! by @ | Stardance
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CubeSat by @Aurora | Stardance
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Title: CubeSat by @Aurora | Stardance
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Good Enough by @incend1um | Stardance
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Title: Good Enough by @incend1um | Stardance
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Untitled project by @0xrphy | Stardance
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Title: Untitled project by @0xrphy | Stardance
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Trido by @Ardelyo | Stardance
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Title: Trido by @Ardelyo | Stardance
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ZenPlay by @yadavtejas1947 | Stardance
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[{"post_id": 11176, "ts": "202 [{"post_id": 11176, "ts": "2026-06-18T08:37:53Z", "hours": 0.2778, "text": "Today just did basic designing of the project and find the best components needed to build the project ."}]...
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Title: ZenPlay by @yadavtejas1947 | Stardance
Dev Title: ZenPlay by @yadavtejas1947 | Stardance
Devlogs:
Today just did basic designing of the project and find the best components needed to build the project ....
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test by @tecknet | Stardance
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Title: test by @tecknet | Stardance
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productive and games by @Jihan | Stardance
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Title: productive and games by @Jihan | Stardance
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bedrockR by @xFN10x | Stardance
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xFN10x
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-07T14:06:05Z", "hours": 67.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I am shipping bedrockR a3.0PRE, a pre-release to the next major alpha version a3.0. bedrockR has been my main project for about a year now, starting it in Summer Of Making last year. This is the first bedrockR pre-release, you will most likely find bugs. Please report them here Please also read https://github.com/xFN10x/bedrockR/blob/master/a3PRE-known-issues.md to make sure you aren’t reporting already known issues.", "repo": "https://github.com/xFN10x/bedrockR", "demo": "https://github.com/xFN10x/bedrockR/releases/tag/a3.0PRE"}]...
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[{"post_id": 63553, "ts": "202 [{"post_id": 63553, "ts": "2026-09-07T13:58:20Z", "hours": 7.1344, "text": "devlog 8 It’s time… Yes, I’m finally shipping a3.0PRE. I thought i would have more time to release the whole version at once, but a new YSWS is starting today, and i haven’t released a bedrockR version in quite a while. Resource Building (again) I did fix the resources, so now they do build properly, but there are some weird bugs that i have no idea where to even start with… this is why i made a known issues file on the github, because im hoping i can narrow down what might be causing this. What to expect from this release This release is about 50% of the work that will be in a3.0, the release is lacking quite a few important things that the final release will have. Mainly workspace upgrading, new UI features, and more network features. You almost certainly WILL find bugs, I NEED these reported , I don’t want an a2.0.2 situation again, where the whole program was found to be broken AFTER I shipped. . Anyways, this might very well be the last of me on Stardance , thank you for following my code optimization journey, and I hope you enjoy bedrockR!"}, {"post_id": 60784, "ts": "2026-09-03T11:41:43Z", "hours": 3.7117, "text": "devlog 7 I wasn’t planning on making this… but seeing as im going to highschool for the first time in 30 minutes , uhhh… i think i should make this. Resource Building I finally started implementing resource building. Ive been doing all of this with plugins in mind, so its very flexible. Well, this devlog is quite short, but… oh it doesn’t work… (well ill fix it when i have time) New item & block selectors I redid the Item selector, to make it easier to use, and program with, and I also removed the old block selector, seeing as it was literally the same class, but with some slightly different filtering… This release I’ve also decided that i should probably release this version in 2 releases, a3.0PRE , and a3.0 , because i haven’t released any versions in over 4 months."}, {"post_id": 58512, "ts": "2026-08-30T22:58:50Z", "hours": 5.2397, "text": "devlog 6 this time, i didn’t take 10 hours to do something! Yes, this devlog is only ~5 hours, not 10 lime usual, however, i did actually do something. More Resource work Now, you can actually use resources. You can select them in elements, and do things to them called “Resource tasks.” You execute them by right clicking them in the workspace view. You can also FINALLY select them for blocks and such. (hopefully the video works) General UI fixes Ive also fixed some other UI things, mainly being the icons for UI looking kinda crunchy… its very obvious with the social icons. The issue was with werid java scaling stuff… but its fixed now. I also changed the icon that the program uses from 1600x1600 to 1024x1024, because of some scaling artifacts. Also, I implemented some old, custom window icons, that i never figured out how to use."}, {"post_id": 54598, "ts": "2026-08-25T16:59:29Z", "hours": 10.1442, "text": "devlog 5 i kinda underestimated how long i was coding for yesterday I did more cleaning, and some more ui stuff. One of those was the social icons. I finally finished adding back all of the RElementValues , so now i can focus on other things. One of those other things was fixing some block texture related things, like fixing a random bug i introduced, aaand also making the block downloading 10x faster…. Block Downloading It was always annoying when trying to test bedrockR on other platforms, and i would have to sit through the block downloading… so i added a way to cancel it… but now i completely negated that problem; i multi-threaded it. Yea it actually seems like its 10x faster now, which is nice. RMapValue s rework Just like with RElementValue s, the class for RMapValue was huge… so now im doing the same thing with it; seperating it into different classes. So far, i dont have many reimplemented, but thats because i was doing something else; Resource UI Yes, im finally adding the new resource UI. I’ve started with remaking the resource tab, it looks pretty good so far, but i still need to do some work. Now im gonna continue resource stuff Changelog add resource gui in RWorkspace, and icons ( c7747e9 ) Bump gradle-wrapper from 9.7.0 to 9.7.1 ( 48bbd25 ) Bump com.google.guava:guava from 33.6.0-jre to 33.7.1-jre ( 6dd20bc ) make resources appear i think ( 4ad3140 ) fix layout ( 202dae9 ) move abstract resource classes to a new package, rename some resource functions, and add new resource category function ( c351bcc ) alright, i need to lock in, so now i actually need new resource ui ( 11154bb ) fix stuff with RMapElementValues and RElementValues + random code clean ( a9d82e7 ) fix top image, and make downloading 10x faster ( d03cc6a ) rename item components, and start readding map values ( 72c30f1 )"}, {"post_id": 44934, "ts": "2026-08-11T00:52:38Z", "hours": 9.5525, "text": "devlog 4 pssst, hey i have a slack channel if you want more dev things im not rewriting everything i said again, stardance utils deleted this whole thing, instead ill give you 1 sentence bullet points: i redid the recipe screen wow it was so bad redid launch page mmm smooth animation also did a bunch of random ass things that i cant explain cause they were mostly like 1 line of code being altered… also, stardance utils doesn’t edit this textbox correctly, so below should be the changelog v Changelog make this appear on the right screen ( 6d8b140 ) make the recipe creation screen better ( 0660edd ) make this smooth ( 52e32fb ) clean ( 8e86c27 ) fix the positioning ( 2c88991 ) Bump gradle-wrapper from 9.6.1 to 9.7.0 ( 928260d ) clean, make help button a class ( 2fc07dc ) make windows open on the current screen the mouse is on ( 23ee12f ) add more greetings, and make it a record ( 6bbee27 ) fix where windows open ( f33af46 )"}, {"post_id": 42146, "ts": "2026-08-06T19:10:23Z", "hours": 9.1933, "text": "devlog 3, this is why you write clean code early ok so the dreaded day has finally come… The largest class in this program, RElementValue is finally being cleaned up. It is the thing you see when changing your settings, or when editing ANY element… it automatically changes depending on the type of the variable its targeting… but the code i wrote for it was SO BAD! 🥀 3 giant if statements, checking through each possible implemented type, making the class over 1300+ lines long. However, I finally decided to redo the whole thing to continue my “code cleaning quest” So now different types get their own classes, e. g, strings get; REStringValue booleans get; REBoolValue (not actually implemented yet), etc. And as usual, this has NO effect on the user experience, which is… great to be putting so much effort into… but it has to be done before it gets to out of hand. (I promise im gonna start doing fun stuff soon 😅) This is why you write clean code from the start."}, {"post_id": 40173, "ts": "2026-08-03T16:04:12Z", "hours": 8.5211, "text": "devlog 2, again i kinda forgot to mention this… but im completely redoing the resource system…. oh wait i already did yea i thought i said this last devlog, but cleaned more code, and redid most of the program again. Resources instead of saving to one json file with the files, now save in a structured directory system, that you can see in the screenshot. (its actually a full workspace, but you get the idea.) Resources also are now their own classes, which makes it soooo much easier to add them… they are quite similar to how i programmed elements. Right now, you can’t convert older workspaces to these new resource system one, but thatll be worked on later. Time to do some ui! (also i did more code cleaning, and i renamed a ton of stuff)"}, {"post_id": 37960, "ts": "2026-07-31T00:48:37Z", "hours": 5.9425, "text": "devlog 1 Alright, I’m actually resuming normal development. I’M NOT MAKING THAT INSTALLER. I expect to be doing a bunch of code clean, now that I have even MORE experience with java. For release a2.2, I’m planning structures , but thats gonna take a bunch of work internally… because i’ll have to redo a bunch of stuff to make this program easier to work on. I also MIGHT continue on the android version. slack channel for more updates"}, {"post_id": 23586, "ts": "2026-07-06T17:02:00Z", "hours": 2.3186, "text": "Progress is going faster than before now that im using Rider now, I have made an API for getting the versions, instead of using the latest.json file in the github, and now im using it in the installer, and next hotfix i’ll use it for bedrockR updating. Oh and bedrockR 1.3.1 is finally out now… i guess i forgot to upload the release assets when i published it…"}, {"post_id": 22285, "ts": "2026-07-04T17:50:38Z", "hours": 0.6433, "text": "Im back to working on this, stopped using visual studio because it was horrible, now im using Jetbrains Rider. Ive implemented some methods to get releases from the github, so now im gonna implement them."}, {"post_id": 7015, "ts": "2026-06-11T19:27:00Z", "hours": 4.3383, "text": "it took a long time, but i finally figured out how to style the ui, and i recreated the bedrockR style. (the versions page will be fixed soon)"}, {"post_id": 107, "ts": "2026-05-31T19:30:56Z", "hours": 0.3497, "text": "I’ve been working on creating a bedrockR installer in C#, this will be cross-platform, and it will be released with each version, handling installing, and i also might add a way to run it without installing"}]...
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Title: bedrockR by @xFN10x | Stardance
Devlogs:
I Title: bedrockR by @xFN10x | Stardance
Devlogs:
I’ve been working on creating a bedrockR installer in C#, this will be cross-platform, and it will be released with each version, handling installing, and i also might add a way to run it without installing
it took a long time, but i finally figured out how to style the ui, and i recreated the bedrockR style. (the versions page will be fixed soon)
Im back to working on this, stopped using visual studio because it was horrible, now im using Jetbrains Rider. Ive implemented some methods to get releases from the github, so now im gonna implement them.
Progress is going faster than before now that im using Rider now, I have made an API for getting the versions, instead of using the latest.json file in the github, and now im using it in the installer, and next hotfix i’ll use it for bedrockR updating. Oh and bedrockR 1.3.1 is finally out now… i guess i forgot to upload the release assets when i published it…
devlog 1 Alright, I’m actually resuming normal development. I’M NOT MAKING THAT INSTALLER. I expect to be doing a bunch of code clean, now that I have even MORE experience with java. For release a2.2, I’m planning structures , but thats gonna take a bunch of work internally… because i’ll have to redo a bunch of stuff to make this program easier to work on. I also MIGHT continue on the android version. slack channel for more updates
devlog 2, again i kinda forgot to mention this… but im completely redoing the resource system…. oh wait i already did yea i thought i said this last devlog, but cleaned more code, and redid most of the program again. Resources instead of saving to one json file with the files, now save in a structured directory system, that you can see in the screenshot. (its actually a full workspace, but you get the idea.) Resources also are now their own classes, which makes it soooo much easier to add them… they are quite similar to how i programmed elements. Right now, you can’t convert older workspaces to these new resource system one, but thatll be worked on later. Time to do some ui! (also i did more code cleaning, and i renamed a ton of stuff)
devlog 3, this is why you write clean code early ok so the dreaded day has finally come… The largest class in this program, RElementValue is finally being cleaned up. It is the thing you see when changing your settings, or when editing ANY element… it automatically changes depending on the type of the variable its targeting… but the code i wrote for it was SO BAD! 🥀 3 giant if statements, checking through each possible implemented type, making the class over 1300+ lines long. However, I finally decided to redo the whole thing to continue my “code cleaning quest” So now different types get their own classes, e. g, strings get; REStringValue booleans get; REBoolValue (not actually implemented yet), etc. And as usual, this has NO effect on the user experience, which is… great to be putting so much effort into… but it has to be done before it gets to out of hand. (I promise im gonna start doing fun stuff soon 😅) This is why you write clean code from the start.
devlog 4 pssst, hey i have a slack channel if you want more dev things im not rewriting everything i said again, stardance utils deleted this whole thing, instead ill give you 1 sentence bullet points: i redid the recipe screen wow it was so bad redid launch page mmm smooth animation also did a bunch of random ass things that i cant explain cause they were mostly like 1 line of code being altered… also, stardance utils doesn’t edit this textbox correctly, so below should be the changelog v Changelog make this appear on the right screen ( 6d8b140 ) make the recipe creation screen better ( 0660edd ) make this smooth ( 52e32fb ) clean ( 8e86c27 ) fix the positioning ( 2c88991 ) Bump gradle-wrapper from 9.6.1 to 9.7.0 ( 928260d ) clean, make help button a class ( 2fc07dc ) make windows open on the current screen the mouse is on ( 23ee12f ) add more greetings, and make it a record ( 6bbee27 ) fix where windows open ( f33af46 )
devlog 5 i kinda underestimated how long i was coding for yesterday I did more cleaning, and some more ui stuff. One of those was the social icons. I finally finished adding back all of the RElementValues , so now i can focus on other things. One of those other things was fixing some block texture related things, like fixing a random bug i introduced, aaand also making the block downloading 10x faster…. Block Downloading It was always annoying when trying to test bedrockR on other platforms, and i would have to sit through the block downloading… so i added a way to cancel it… but now i completely negated that problem; i multi-threaded it. Yea it actually seems like its 10x faster now, which is nice. RMapValue s rework Just like with RElementValue s, the class for RMapValue was huge… so now im doing the same thing with it; seperating it into different classes. So far, i dont have many reimplemented, but thats because i was doing something else; Resource UI Yes, im finally adding the new resource UI. I’ve started with remaking the resource tab, it looks pretty good so far, but i still need to do some work. Now im gonna continue resource stuff Changelog add resource gui in RWorkspace, and icons ( c7747e9 ) Bump gradle-wrapper from 9.7.0 to 9.7.1 ( 48bbd25 ) Bump com.google.guava:guava from 33.6.0-jre to 33.7.1-jre ( 6dd20bc ) make resources appear i think ( 4ad3140 ) fix layout ( 202dae9 ) move abstract resource classes to a new package, rename some resource functions, and add new resource category function ( c351bcc ) alright, i need to lock in, so now i actually need new resource ui ( 11154bb ) fix stuff with RMapElementValues and RElementValues + random code clean ( a9d82e7 ) fix top image, and make downloading 10x faster ( d03cc6a ) rename item components, and start readding map values ( 72c30f1 )
devlog 6 this time, i didn’t take 10 hours to do something! Yes, this devlog is only ~5 hours, not 10 lime usual, however, i did actually do something. More Resource work Now, you can actually use resources. You can select them in elements, and do things to them called “Resource tasks.” You execute them by right clicking them in the workspace view. You can also FINALLY select them for blocks and such. (hopefully the video works) General UI fixes Ive also fixed some other UI things, mainly being the icons for UI looking kinda crunchy… its very obvious with the social icons. The issue was with werid java scaling stuff… but its fixed now. I also changed the icon that the program uses from 1600x1600 to 1024x1024, because of some scaling artifacts. Also, I implemented some old, custom window icons, that i never figured out how to use.
devlog 7 I wasn’t planning on making this… but seeing as im going to highschool for the first time in 30 minutes , uhhh… i think i should make this. Resource Building I finally started implementing resource building. Ive been doing all of this with plugins in mind, so its very flexible. Well, this devlog is quite short, but… oh it doesn’t work… (well ill fix it when i have time) New item & block selectors I redid the Item selector, to make it easier to use, and program with, and I also removed the old block selector, seeing as it was literally the same class, but with some slightly different filtering… This release I’ve also decided that i should probably release this version in 2 releases, a3.0PRE , and a3.0 , because i haven’t released any versions in over 4 months.
devlog 8 It’s time… Yes, I’m finally shipping a3.0PRE. I thought i would have more time to release the whole version at once, but a new YSWS is starting today, and i haven’t released a bedrockR version in quite a while. Resource Building (again) I did fix the resources, so now they do build properly, but there are some weird bugs that i have no idea where to even start with… this is why i made a known issues file on the github, because im hoping i can narrow down what might be causing this. What to expect from this release This release is about 50% of the work that will be in a3.0, the release is lacking quite a few important things that the final release will have. Mainly workspace upgrading, new UI features, and more network features. You almost certainly WILL find bugs, I NEED these reported , I don’t want an a2.0.2 situation again, where the whole program was found to be broken AFTER I shipped. . Anyways, this might very well be the last of me on Stardance , thank you for following my code optimization journey, and I hope you enjoy bedrockR!
Ships:
I am shipping bedrockR a3.0PRE, a pre-release to the next major alpha version a3.0. bedrockR has been my main project for about a year now, starting it in Summer Of Making last year. This is the first bedrockR pre-release, you will most likely find bugs. Please report them here Please also read https://github.com/xFN10x/bedrockR/blob/master/a3PRE-known-issues.md to make sure you aren’t reporting already known issues....
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A Fun Quiz Game by @Beast | Stardance
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Beast
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0
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0.3
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0
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[]
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[{"post_id": 2065, "ts": "2026 [{"post_id": 2065, "ts": "2026-06-04T11:36:43Z", "hours": 0.3, "text": "It just a test :D."}]...
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Title: A Fun Quiz Game by @Beast | Stardance
Devl Title: A Fun Quiz Game by @Beast | Stardance
Devlogs:
It just a test :D....
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Weather tracker by @FabulousHippoOfOrangeLake | St Weather tracker by @FabulousHippoOfOrangeLake | Stardance...
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FabulousHippoOfOrangeLake
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2
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8.0
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49
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-03T08:25:49Z", "hours": 0.0, "multiplier": 2.95, "payout": 1, "blessing": "neutral", "text": "This was my first ever project that had an actual gui, using pyqt6 was a task because the video i was taking inspiration and assistance from was a tutorial for pyqt5☠️. Along with that this was actually my first ever project for stardance and hackclub so i am proud of it, but in the future i will probably be even more proud of what i had done in this project and how it heped me develop my upcoming projects..", "repo": "https://github.com/sharmashashwat27-source/Weather_Application", "demo": "https://github.com/sharmashashwat27-source/Weather_Application/releases/tag/v1.0.0"}, {"ship_num": 2, "ts": "2026-06-06T13:24:18Z", "hours": 8.0, "multiplier": 6.29, "payout": 48, "blessing": "neutral", "text": "I created a desktop weather application using Python, PyQt6, and the OpenWeatherMap API that allows users to search for cities and view real-time weather information. The application displays details such as temperature, weather conditions, and weather icons through a simple and user-friendly graphical interface. Some of the biggest challenges were integrating the API and ensuring that the application could correctly handle errors such as invalid city names, missing data, or connection issues and the fact that this was my first PyQt6 project. I am proud of finally creating a GUI project in python that is fully functional I am also proud of how this project combines programming, API integration, and GUI design into a practical tool that people can use every day. To test the project, users simply need to run the application, enter the name of a city, and the latest weather information will be retrieved and displayed instantly.", "repo": "https://github.com/sharmashashwat27-source/Weather_Application", "demo": "https://github.com/sharmashashwat27-source/Weather_Application/releases/tag/v1.0.0"}]...
|
[{"post_id": 3492, "ts": "2026 [{"post_id": 3492, "ts": "2026-06-06T13:36:12Z", "hours": 0.25, "text": "DEVLOG #4 Not going to lie this devlog was not necessary because I didn’t really code today I just made minor changes, i made this devlog just because the platform asked me to post another one before shipping but here’s a summary of my project: This project involved developing a weather application that provides users with quick access to current weather conditions for cities around the world .Developing this weather application was a valuable learning experience that improved my skills in Python programming, API integration, and GUI design. Throughout the project, I overcame challenges related to data retrieval and error handling while creating a functional and user-friendly application. The project strengthened both my technical and problem-solving abilities"}, {"post_id": 2784, "ts": "2026-06-05T16:18:29Z", "hours": 2.0767, "text": "DEVLOG#3 Today I was worked up fixing all the small details like how when you enter a city and you get the weather and then after that when you enter an invalid city you still see the previous emoji and weather description; this ended up being an easy fix but the demo url version is a previous model so is the release on the github page, updating these things are the first thing im going to do tomorrow ,I’m also considering working on a popup bar for when you start typing a city’s name and according to the limited amount of letters entered it gives you suggestion; like the google search bar. So yeah that’s today’s summary, but most probably I’m not gonna do that since this is just my first project and i want to keep it light and simple ,instead what i will do is that I’ll start working on a more time consuming one and put more efforts into that . Anyways I hope to submit this project by tomorrow and this is probably me signing off from this project"}, {"post_id": 2176, "ts": "2026-06-04T15:04:39Z", "hours": 3.3097, "text": "DEVLOG #2 This was my second day of working on this project and somehow i finished it! (kind of).Using the API keys to display the weather conditions of different places was vey easy. What took me 5 hours was me making stupid mistakes and taking a shit ton of time to correct them, and it was also my first time making a GUI project in python using PyQt6.I also realized that this was a very light, less time consuming project and I hope to keep on going to make harder, more complex and more time consuming projects. Wonderful Experience! Btw: The reason I said “kind of” was because the moment at which I’m writing this I haven’t made the final touches like using fitting emojis, completing the project information (i hope i can by the end of day)."}, {"post_id": 869, "ts": "2026-06-02T16:17:49Z", "hours": 2.2728, "text": "DEVLOG #1 This was my first day of working on this project (a weather tracker application). This was also my first time making a GUI using python ,I used PyQt6, though the tutorial I was following used PyQt5, converting was the easy part ,but I kept making simple mistakes! :like forgetting to call the self.initUI method, wrong indentation, and similar stupid ahh mistakes. But overall, I found the project very interesting to work on as I learnt alot more about python than I previously new. I hope that I can keep posting updates about the project every day, without breaks and I also hope to learn even more things!"}]...
|
Title: Weather tracker by @FabulousHippoOfOrangeLa Title: Weather tracker by @FabulousHippoOfOrangeLake | Stardance
Devlogs:
DEVLOG #1 This was my first day of working on this project (a weather tracker application). This was also my first time making a GUI using python ,I used PyQt6, though the tutorial I was following used PyQt5, converting was the easy part ,but I kept making simple mistakes! :like forgetting to call the self.initUI method, wrong indentation, and similar stupid ahh mistakes. But overall, I found the project very interesting to work on as I learnt alot more about python than I previously new. I hope that I can keep posting updates about the project every day, without breaks and I also hope to learn even more things!
DEVLOG #2 This was my second day of working on this project and somehow i finished it! (kind of).Using the API keys to display the weather conditions of different places was vey easy. What took me 5 hours was me making stupid mistakes and taking a shit ton of time to correct them, and it was also my first time making a GUI project in python using PyQt6.I also realized that this was a very light, less time consuming project and I hope to keep on going to make harder, more complex and more time consuming projects. Wonderful Experience! Btw: The reason I said “kind of” was because the moment at which I’m writing this I haven’t made the final touches like using fitting emojis, completing the project information (i hope i can by the end of day).
DEVLOG#3 Today I was worked up fixing all the small details like how when you enter a city and you get the weather and then after that when you enter an invalid city you still see the previous emoji and weather description; this ended up being an easy fix but the demo url version is a previous model so is the release on the github page, updating these things are the first thing im going to do tomorrow ,I’m also considering working on a popup bar for when you start typing a city’s name and according to the limited amount of letters entered it gives you suggestion; like the google search bar. So yeah that’s today’s summary, but most probably I’m not gonna do that since this is just my first project and i want to keep it light and simple ,instead what i will do is that I’ll start working on a more time consuming one and put more efforts into that . Anyways I hope to submit this project by tomorrow and this is probably me signing off from this project
DEVLOG #4 Not going to lie this devlog was not necessary because I didn’t really code today I just made minor changes, i made this devlog just because the platform asked me to post another one before shipping but here’s a summary of my project: This project involved developing a weather application that provides users with quick access to current weather conditions for cities around the world .Developing this weather application was a valuable learning experience that improved my skills in Python programming, API integration, and GUI design. Throughout the project, I overcame challenges related to data retrieval and error handling while creating a functional and user-friendly application. The project strengthened both my technical and problem-solving abilities
Ships:
I created a desktop weather application using Python, PyQt6, and the OpenWeatherMap API that allows users to search for cities and view real-time weather information. The application displays details such as temperature, weather conditions, and weather icons through a simple and user-friendly graphical interface. Some of the biggest challenges were integrating the API and ensuring that the application could correctly handle errors such as invalid city names, missing data, or connection issues and the fact that this was my first PyQt6 project. I am proud of finally creating a GUI project in python that is fully functional I am also proud of how this project combines programming, API integration, and GUI design into a practical tool that people can use every day. To test the project, users simply need to run the application, enter the name of a city, and the latest weather information will be retrieved and displayed instantly.
This was my first ever project that had an actual gui, using pyqt6 was a task because the video i was taking inspiration and assistance from was a tutorial for pyqt5☠️. Along with that this was actually my first ever project for stardance and hackclub so i am proud of it, but in the future i will probably be even more proud of what i had done in this project and how it heped me develop my upcoming projects.....
|
1792835296.7218878
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1792921696.7218878
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339
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BitRoll 100 by @Kartikey | Stardance
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Kartikey
|
0
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0.38
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0
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[]
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[{"post_id": 179, "ts": "2026- [{"post_id": 179, "ts": "2026-06-01T05:54:07Z", "hours": 0.3831, "text": "It was quick, and kinda boring"}]...
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Title: BitRoll 100 by @Kartikey | Stardance
Devlo Title: BitRoll 100 by @Kartikey | Stardance
Devlogs:
It was quick, and kinda boring...
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1792705797.6668258
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1793310597.6668258
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340
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space shooter by @secretx | Stardance
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secretx
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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: space shooter by @secretx | Stardance
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1792658982.2333393
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1793263782.2333393
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341
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WarioWare Game by @supercoolcodinggirl | Stardance
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supercoolcodinggirl
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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: WarioWare Game by @supercoolcodinggirl | St Title: WarioWare Game by @supercoolcodinggirl | Stardance...
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1792896597.1783504
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1793760597.1783504
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342
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Untitled by @secretx | Stardance
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secretx
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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 @secretx | Stardance
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1792533305.7520955
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1793138105.7520955
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343
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Alien Arrow Shooter Game by @secretx | Stardance
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secretx
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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: Alien Arrow Shooter Game by @secretx | Star Title: Alien Arrow Shooter Game by @secretx | Stardance...
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1792792316.3236032
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1793397116.3236032
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344
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Hackatime by @mat | Stardance
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mat
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0
|
0.0
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0
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[]
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[]
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Title: Hackatime by @mat | Stardance
|
1792612168.055789
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1793216968.055789
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345
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Game by @gunjit-gyawali | Stardance
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gunjit-gyawali
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0
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0.33
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0
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[]
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[{"post_id": 262, "ts": "2026- [{"post_id": 262, "ts": "2026-06-01T13:41:27Z", "hours": 0.3283, "text": "a website"}]...
|
Title: Game by @gunjit-gyawali | Stardance
Devlog Title: Game by @gunjit-gyawali | Stardance
Devlogs:
a website...
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1791821566.749722
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1792685566.749722
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346
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Jump Game by @tamimsalman | Stardance
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tamimsalman
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0
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0.0
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0
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[]
|
[]
|
Title: Jump Game by @tamimsalman | Stardance
|
1792785183.4311314
|
1793389983.4311314
|
|
347
|
snazzy by @aahil | Stardance
|
aahil
|
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: snazzy by @aahil | Stardance
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1792641225.2320924
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1793246025.2320924
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|
348
|
Frictionless by @h4_zer21 | Stardance
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h4_zer21
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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: Frictionless by @h4_zer21 | Stardance
|
1792550983.752149
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1793155783.752149
|
|
349
|
Stardance Orbit by @keerthi | Stardance
|
keerthi
|
1
|
26.0
|
423
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-17T14:40:40Z", "hours": 26.0, "multiplier": 16.65, "payout": 423, "blessing": "neutral", "text": "This is a extention that improves the overall UI/UX of the stardance site to make it more easy for users to access. I had to learn scrapping a lottt before writing this.. but was pretty fun ngl.", "repo": "https://github.com/keerthi-officials/stardance-orbit", "demo": "https://github.com/keerthi-officials/stardance-orbit/releases/"}]...
|
[{"post_id": 4214, "ts": "2026 [{"post_id": 4214, "ts": "2026-06-07T13:30:26Z", "hours": 1.06, "text": "added tabs in home page to switch between following people’s devlogs, my devlogs and everyone devlogs"}, {"post_id": 4106, "ts": "2026-06-07T09:26:47Z", "hours": 0.8575, "text": "added readme file with all the features i have added in this extension & installation guide along with sm notes for better understanding of the extension"}, {"post_id": 4065, "ts": "2026-06-07T07:47:45Z", "hours": 0.4497, "text": "make the styles work for every light theme. previously the styles only worked for the catppuccin-latte light theme.. now the styles work for every light theme. added option to show light mode styles in custom themes depends on user!"}, {"post_id": 4023, "ts": "2026-06-07T06:12:21Z", "hours": 0.4872, "text": "added rearrangeable items in wishlist. also increase the quantity of each item (max 30)"}, {"post_id": 3675, "ts": "2026-06-06T18:42:18Z", "hours": 1.8106, "text": "added custom themes and fonts in the popup now you can customize what theme you want the stardance site to look like and what choose font u would like to use from 20+ fonts added 4 new themes too:- dark-plus, pastel, neon & high-contrast. also added auto saving drafts so that even if u reload the tab. what you have typed wont go away!"}, {"post_id": 3588, "ts": "2026-06-06T16:16:18Z", "hours": 1.1703, "text": "added quick-search, using Ctrl+K open a command menu where u can open pages/your projects with ease. you can also search up any project, any person and any post in the whole stardance site!"}, {"post_id": 3535, "ts": "2026-06-06T14:54:05Z", "hours": 0.2894, "text": "added overlay for shortcuts.."}, {"post_id": 3512, "ts": "2026-06-06T14:20:43Z", "hours": 1.3831, "text": "added the following shortcuts Home - alt + h Rate - alt + v Missions - alt + m Shop - alt + d Resources - alt + e Projects - alt + p Project 1 (what ever is the first project that comes in A-Z order) - alt + 1 Project 2 - alt + 2"}, {"post_id": 3442, "ts": "2026-06-06T11:50:35Z", "hours": 0.905, "text": "options to customize projects tab: grid and list alignment sort by: last updated, most devlogs, most hours, a-z"}, {"post_id": 3407, "ts": "2026-06-06T10:09:22Z", "hours": 0.7833, "text": "added number of words count and estimated time to read devlog. added collapse devlog option where user can collapse devlog so they can scroll thru feed section faster."}, {"post_id": 3384, "ts": "2026-06-06T08:56:05Z", "hours": 0.4122, "text": "added focus mode, which disables everything that might be distracting so u can write all ur ideas into the devlog!"}, {"post_id": 3215, "ts": "2026-06-06T01:20:25Z", "hours": 0.6861, "text": "what i added: pre-made devlog templates to type faster.. templates added: how it works: click on the dropdown that is placed above the post button and you will have 5 options to chose from. note: this devlog was also written with the help of a template"}, {"post_id": 2816, "ts": "2026-06-05T17:17:41Z", "hours": 0.8397, "text": "fixed sm bugs: in shop when u close a wishlisted item the shop item card still is activated. couldn’t figure it out first but it seems the problem was cuz i didnt update localstorage.. matched both the states now it works properly. also did sm button color fixes"}, {"post_id": 2780, "ts": "2026-06-05T16:10:55Z", "hours": 0.4817, "text": "added inline edit devlogs instead of redirecting to another page. heavily inspired by stardance-utils!"}, {"post_id": 2740, "ts": "2026-06-05T14:39:00Z", "hours": 1.3256, "text": "added light theme.. for who ever crazy enough to deal with that level of brightness.."}, {"post_id": 2695, "ts": "2026-06-05T12:04:47Z", "hours": 1.49, "text": "added a new theme called rose-pine.. also option to change between themes. changes applies almost instantly"}, {"post_id": 2056, "ts": "2026-06-04T11:02:30Z", "hours": 0.4669, "text": "improved time for extention to load and fixed looping issue. also added readme for better understanding of the extension"}, {"post_id": 2036, "ts": "2026-06-04T10:07:03Z", "hours": 0.7872, "text": "made the card ui better by disabling button if u dont get enough coins.. also removed that weird white color and replaced it with similar color to the bg"}, {"post_id": 2008, "ts": "2026-06-04T09:04:59Z", "hours": 0.8219, "text": "added the stardust prediction feature to the goals section in shop. also added cumulative and individual tabs for better understanding.."}, {"post_id": 1927, "ts": "2026-06-04T05:05:52Z", "hours": 1.5578, "text": "added stardust prediction to every project show page"}, {"post_id": 1465, "ts": "2026-06-03T14:53:01Z", "hours": 0.5347, "text": "in the shop page when ever you try to remove a wishlisted item by clicking on the x option it redirects to another page “/wishlist/:id”. i removed the redirecting and made the page only reload to show the change. i also added proper staring logic so that the wishlist gets updated in real-time i also added nice animation to turn the star yellow if its wishlisted and black if it isnt wishlisted"}, {"post_id": 1438, "ts": "2026-06-03T14:03:55Z", "hours": 1.3244, "text": "added goal items to shop page now by clicking on the star option you can see the progress u made to buy the item. todo: add predicting depending on how many hours done."}, {"post_id": 1367, "ts": "2026-06-03T11:12:58Z", "hours": 0.6736, "text": "added a progress bar to track how much more coins u need for that specific item. added this to all the shop items.. will update automatically when u get stardust"}, {"post_id": 743, "ts": "2026-06-02T11:32:32Z", "hours": 0.7617, "text": "added devlog inline… doesn’t work atm just a placeholder"}, {"post_id": 663, "ts": "2026-06-02T06:27:29Z", "hours": 1.5389, "text": "remove buttons and moved ship button. also by depending on turbo the changes made by this extention will apply way faster."}, {"post_id": 233, "ts": "2026-06-01T11:09:15Z", "hours": 0.5172, "text": "added better ui for the categories section in shop page…"}, {"post_id": 223, "ts": "2026-06-01T10:22:48Z", "hours": 2.1542, "text": "Created a basic extension using plasma. After experimenting a lot i made the shop page better. here are all the updates: i changed the layout of the shop updates orders and waitlist. moved them downwards to make it look better. updated the cards of shop items.. it was a test i made with ai, il update it soon and bring it back to normal.. i have also fixed the arrow keys in the new section of the shop page. made a button called order to redirect to a different page"}]...
|
Title: Stardance Orbit by @keerthi | Stardance
De Title: Stardance Orbit by @keerthi | Stardance
Devlogs:
Created a basic extension using plasma. After experimenting a lot i made the shop page better. here are all the updates: i changed the layout of the shop updates orders and waitlist. moved them downwards to make it look better. updated the cards of shop items.. it was a test i made with ai, il update it soon and bring it back to normal.. i have also fixed the arrow keys in the new section of the shop page. made a button called order to redirect to a different page
added better ui for the categories section in shop page…
remove buttons and moved ship button. also by depending on turbo the changes made by this extention will apply way faster.
added devlog inline… doesn’t work atm just a placeholder
added a progress bar to track how much more coins u need for that specific item. added this to all the shop items.. will update automatically when u get stardust
added goal items to shop page now by clicking on the star option you can see the progress u made to buy the item. todo: add predicting depending on how many hours done.
in the shop page when ever you try to remove a wishlisted item by clicking on the x option it redirects to another page “/wishlist/:id”. i removed the redirecting and made the page only reload to show the change. i also added proper staring logic so that the wishlist gets updated in real-time i also added nice animation to turn the star yellow if its wishlisted and black if it isnt wishlisted
added stardust prediction to every project show page
added the stardust prediction feature to the goals section in shop. also added cumulative and individual tabs for better understanding..
made the card ui better by disabling button if u dont get enough coins.. also removed that weird white color and replaced it with similar color to the bg
improved time for extention to load and fixed looping issue. also added readme for better understanding of the extension
added a new theme called rose-pine.. also option to change between themes. changes applies almost instantly
added light theme.. for who ever crazy enough to deal with that level of brightness..
added inline edit devlogs instead of redirecting to another page. heavily inspired by stardance-utils!
fixed sm bugs: in shop when u close a wishlisted item the shop item card still is activated. couldn’t figure it out first but it seems the problem was cuz i didnt update localstorage.. matched both the states now it works properly. also did sm button color fixes
what i added: pre-made devlog templates to type faster.. templates added: how it works: click on the dropdown that is placed above the post button and you will have 5 options to chose from. note: this devlog was also written with the help of a template
added focus mode, which disables everything that might be distracting so u can write all ur ideas into the devlog!
added number of words count and estimated time to read devlog. added collapse devlog option where user can collapse devlog so they can scroll thru feed section faster.
options to customize projects tab: grid and list alignment sort by: last updated, most devlogs, most hours, a-z
added the following shortcuts Home - alt + h Rate - alt + v Missions - alt + m Shop - alt + d Resources - alt + e Projects - alt + p Project 1 (what ever is the first project that comes in A-Z order) - alt + 1 Project 2 - alt + 2
added overlay for shortcuts..
added quick-search, using Ctrl+K open a command menu where u can open pages/your projects with ease. you can also search up any project, any person and any post in the whole stardance site!
added custom themes and fonts in the popup now you can customize what theme you want the stardance site to look like and what choose font u would like to use from 20+ fonts added 4 new themes too:- dark-plus, pastel, neon & high-contrast. also added auto saving drafts so that even if u reload the tab. what you have typed wont go away!
added rearrangeable items in wishlist. also increase the quantity of each item (max 30)
make the styles work for every light theme. previously the styles only worked for the catppuccin-latte light theme.. now the styles work for every light theme. added option to show light mode styles in custom themes depends on user!
added readme file with all the features i have added in this extension & installation guide along with sm notes for better understanding of the extension
added tabs in home page to switch between following people’s devlogs, my devlogs and everyone devlogs
Ships:
This is a extention that improves the overall UI/UX of the stardance site to make it more easy for users to access. I had to learn scrapping a lottt before writing this.. but was pretty fun ngl....
|
1792850005.5274694
|
1792936405.5274694
|
|
350
|
Frictionless by @qwatrum | Stardance
|
qwatrum
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Frictionless by @qwatrum | Stardance
|
1792770845.8162985
|
1793375645.8162985
|