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shipped: bigger, bolder pieces for better visibility. fixed blunder detection to catch all bad moves. enhanced evaluation with positional and tempo bonuses. best moves now display properly.
shipped: bigger, bolder pieces for better visibility. fixed blunder detection to catch all bad moves. enhanced evaluation with positional and tempo bonuses. best moves now display properly.
Increased piece size from 32px to 56px with enhanced contrast for better visibility. Fixed blunder detection by correcting the evaluation change calculation to properly catch negative evaluations (Black’s moves). Enhanced the evaluation function with positional bonuses and tempo calculation to create realistic eval variations instead of constant +0.00. Improved best move generator to produce valid suggestions and properly categorize moves as blunders, mistakes, inaccuracies, or good moves.
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dark and light mode now available. theme toggle button in sidebar (🌙/☀️) switches instantly between dark mode (cyan/red accents) and light mode (blue/red accents). preference persists via localstorage. all visualizations—wheatstone bridge and pn diode simulator—adapt dynamically. bug fix: reverse bias curve now renders correctly when switching bias modes. supports all modern browsers.
in this devlog i have implemented a fully functional dark and light mode system with css custom properties for instant theme switching and localstorage for persistence. clicking the theme toggle button (🌙/☀️) instantly switches between dark mode with cyan/red accents and light mode with blue/red accents. all 12 color properties adapt seamlessly across the nav ui, wheatstone bridge circuit, pn diode graph, and controls. theme preference persists across page reloads, and a bug fix ensures reverse bias curve renders correctly.
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i have started a chess blunder detector web app. this app allows users to paste a PGN of a chess game, analyze it using Stockfish, and identify blunders, mistakes, and inaccuracies. this is the main HTML structure of the app, which i have started building. it will be complemented as fast as i can.
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This release makes the Travel Explorer feature more prominent and accessible throughout the site. i’ve added a featured explorer section on the homepage, integrated a navbar button, and implemented floating action and backtotop buttons across all 7 province pages. District heading colors have been improved for better readability, the readme optimized, and the design refined.
this is last devlog for the interactive map project. thanks for following along!
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flavortown, goodbye on april 30. this has been a bittersweet moment. thanks for hosting and pushing me to build something that works.
downloads folder organizer pro shipped with:
this will be my final devlog and there will be no updates on this project on flavortownn….
thanks to all
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flavortown is saying goodbye on april 30, and this makes it a really bittersweet moment. i want to thank you for being part of this journey, for using the extension, sharing feedback, and helping it become something special.
what started as a small idea turned into something i’ll always remember, and i’m truly grateful for every bit of support along the way. while this chapter is coming to an end, i’m looking forward to new adventures ahead.
goodbye, flavortown. thanks for the memories, and here’s to what comes next.
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– this is the final devlog of my project and it will not receive any more updates. I hope you enjoyed following along with the development process and found it informative. Thank you for your support!
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refined sidequest dark mode styling for kernel and roasted-apples views. updated info/prizes cards, prize rows, cycle banner/title, description/steps text, and join box to align with the black palette tokens and improve readability. added cleaner hover emphasis on prize names and tightened border/background consistency across sidequest panels.
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hence this devlog captures the initial setup and development of the explore page,
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my hours suddenly got disappeared so i am devlogging my previous hours but not gonna ship this as i have aldready shipped the project and got the payout of all hours.
this project is discontinued and not gonna be updated anymore for flavortown.
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my hours suddenly got disappeared so i am devlogging my previous hours but not gonna ship this as i have aldready shipped the project and got the payout of all hours.
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this project was previousley submitted to summer of making. so now i am gonna work on this project again adding even cool and new features which would help people explore nepal more efficiently. so i have thought of making this program to whole new level by designing the ui for mainly international and national tourist who are eager to explore NEPAL🇳🇵
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I built Physics MasterLab as an interactive way to explore core physics concepts beyond static textbooks. The project brings together simulations of the Carnot Cycle, Wheatstone Bridge, and a fully functional PN Junction Diode I–V characteristics lab. The diode section is the highlight, featuring forward and reverse bias behavior, breakdown region visualization, log scale analysis, material selection (silicon and germanium), and realtime graph tracing with data logging. My goal was to turn theory into something visual and intuitive,something students can experiment with, not just read about. This project reflects my interest in combining physics with web development to create meaningful learning tools.
in this devlog:
#Future Improvements
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in this devlog many things have changed:
the system can include more physics things which could help people actually learn practically in classes.
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i started by setting up the basic app layout with section-based navigation, then got the carnot part working with interactive behavior and cleaner visuals. after that, i built the wheatstone bridge with a live rx slider, voltage output logic, and galvanometer deflection so it reacts when the bridge is balanced or unbalanced. most of the time went into refining the circuit drawing and connections so it looks more like the reference diagram and feels correct to use.
also i added geogebra link as i couldnt make the graph for thermodynamics.
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In todays devlog i have implemented the carnot cycle graph which is a PV diagram, consists of two isothermal processes (one at high temperature Th and one at low temperature Tc) and two adiabatic processes connecting them. The graph typically shows a rectangular shape with the isothermal processes as horizontal lines and the adiabatic processes as vertical lines. The area enclosed by the cycle represents the work done by the engine, and the efficiency can be calculated using the temperatures of the heat source and sink.
for future update i am gonna make the graph interactive and also design the wheatstone bridge and pn junction diode graph with similar interactivity
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although there were the votes that said an ui should be made my exams are very near.
so for flavortown i am ending this project but promise that it will be updated on github in future. due to my exams this is the last ship of this project journey.
thanks all!!!
hello everyone. hi again. i am creating a physics simulation in website using diff componects. this devlog indicates the completion of basic html structure and some css to improve the system uui…
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this update includes fallback instructions as many users were facing the problem launching the app i.e
xattr -cr "/path/to/DownloadsFolderOrganizerPro.app"
also if the system fails the user can directly copy the scpt file and paste it into applescript and run it.
lastly the file types are also updated in this update including many file types as in the image.
also the version is released in the releases in github as v1.0.0
also applescript sucks😭.
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this release includes the new signup flow so users can create accounts and enter the platform with the correct role experience. alongside that, dashboard performance was improved by removing duplicate polling, using shared cached telemetry/events across views, and adding lightweight refresh throttling to prevent burst requests and unnecessary chart redraws. on the backend, storm creation is now transactional so related records are written atomically, improving reliability and preventing partial data states on failure.
🌏
this update makes the app faster and safer without changing schema.sql. i removed duplicate dashboard api calls by using shared cached data, added small refresh throttles to stop burst requests, and made storm creation transactional so related writes either all succeed or all rollback.
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downloads folder organizer pro. the app is packaged for mac-only behavior is documented, both required optimizations (batch operations + caching) are implemented, stay-open mode is enabled, and scripts pass syntax validation. README includes setup, optimization notes, demo placeholder, and testing guidance. final action before submission: insert your real benchmark numbers and screen-recording link.
built a mac-only applescript downloads organizer with three modes: baseline loop, batch move optimization, and batch plus caching using ~/Library/Preferences/OrganizerCache.txt. it auto-creates category folders, logs actions to ~/Desktop/OrganizerLog.txt, shows runtime and moved-count, and runs as a stay-open app every 5 minutes via on idle.
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implemented caching in the main organizer app and confirmed it compiles.
organizeBatchWithCache to run batch moves with cache checks.moveBatchCached to skip files already processed.loadCache and saveCache handlers.~/Library/Preferences/OrganizerCache.txt.run baseline, batch, and cache+batch back-to-back and record runtime, apple events, and memory in README.
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organizebaseline) using a file-by-file loop.organizebatchnocache) using grouped finder moves.~/desktop/organizerlog.txt.compile check used:
osacompile -o /tmp/organizerbaseline.app organizerbaseline.scpt
~/library/preferences/organizercache.txt to skip already processed files.on idle (5-minute interval).Log in to leave a comment
Shipped a focused dark mode styling update that improves Sidequest UI consistency and refreshes the Lapse modal appearance.
This release includes visual optimizations across those surfaces to make the experience cleaner, clearer, and more cohesive in dark mode.
Included changes:
Lock-in Sidequest: Enhanced styling with custom dark theme and improved achievement grids as in images.
Visual Improvements: Added hover/glow effects to images and refined page transition animations. Fixed contrast issues for better readability.
Performance: Implemented early CSS injection to prevent white flash, shifted to Manifest V3 declarative rules, and added privacy-focused usage tracking.
edited the new lapse interface but it disappeared from the flavortown..😭
redegined the whole new interface for opening page kitchen and the banners are also dark themed also flavortime link is also dark
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implemented the signup system for mars haven. users can now register with a username, email, password, and role, with server-side validation, duplicate checks, password hashing, and csrf protection. i also styled the signup page and updated the landing page so login and signup are easier to find.
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this project is now officially deployed and successfully built a stateaware mission control dashboard that simulates life on the red planet. the system is built for immersion, from the live sirens to the cross-page audio engine that maintains a seamless atmosphere even as you navigate from the commander’s screen to the astronaut’s telemetry view. the backend is now locked with session security to prevent unauthorized access, and the frontend is optimized for low-latency updates via api_client. the red planet is calling.
mission-ready.🚀
system is now live on byethost, featuring a completely overhauled audio and security architecture. i implemented smart audio persistence using sessionstorage to ensure ambient tracks resume seamlessly across page loads, and addressed browser autoplay restrictions with a muted-start fallback that unlocks on the first user interaction. the astronaut dashboard now has a live-synced siren system that re-evaluates telemetry every 5 seconds, triggering alarms automatically based on storm intensity and radiation thresholds. finally, i hardened the security layer by implementing 15-minute inactivity timeouts through both server-side php guards and a client-side javascript heart-beat that auto-redirects idle users to the login screen.
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this project is a mix of hardware and software that shows how crime scene investigation works. it connects three main parts: an arduino with a fingerprint/gsr sensor to catch clues, a flask web app to show the suspect info in real-time, and a mysql database to keep track of all the criminal records. i’ve also integrated it with a voting system so people can actually vote on the suspects and help solve the mystery.
Also theres a ppt for crime scene:::
pls see all the demo links…
this is a live crime scene voting system where users vote for suspects and submit short evidence notes, while admins monitor real-time results through a dashboard and chart. the goal is to make the experience interactive, fast, and easy to run with firebase-backed data updates.
.Demoooooooo
.Repo:::
this project is integrated with a fingerprint biometric automation project to support stronger identity flow around participation and admin access context. the integration helps connect secure biometric validation with the voting platform, creating a cleaner bridge between hardware driven authentication and the web voting experience.
I have created a pptx file for the crime scene which depicts the scenario of the project with seamless integration…
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fingerprint identification with a small web app and optional gsr (stress) sensor. when a match is detected, the browser shows a suspect dossier and a live gsr graph.
repo::
github.
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I submitted this game to cf ktm, and I am submitting it here now as well.
This version includes the latest mobile-device improvements, including better viewport behavior, improved touch controls, and safer UI spacing for phone screens.
LAST BREATH is a 2D survival platformer where you play as a stranded astronaut trying to reach underground safety before oxygen runs out.
Mobile Device Update
Focused on making LAST BREATH more playable on phones and tablets.
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i and my friends made this game . now i am uploading it on flavortown
it is a fast 2D survival platformer where you play as a stranded astronaut trying to descend through a toxic world before oxygen runs out.
the game mixes precise movement, constant timer pressure, and riskreward pickups./
https://birbh.itch.io/last-breath
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ship note: devlog might look short, but this is because i accidentally messed up the earlier build and recreated the project from scratch.
in this rebuild, the extension ships the core stuff: true-black flavortown theme, instant popup toggle, smoother page transitions, and saved dark mode preference with cleaner session ping behavior.(finally image hover effect for store products…)
changelog
dark mode applies earlier to reduce flash, popup toggles instantly without page refresh, and route transitions are cleaner during inapp navigation.
progress so far
shipped instant toggle messaging from popup to active tab
added route transition hooks + reduced-motion safety
expanded consistency across dark surfaces and interaction states
created new hovering effect for images in shops creating a cool effect
also redesigned the lockin and convergebot sidequest ui creatine a full dark matte finish for them also
next
trim and organize repeated css selectors
add theme intensity options (pure black vs softer dark)
improve popup copy and overall ui polish
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update::
designed whole api endpoint for managing solar storm records, including creating new storms, updating existing ones, and deleting them. The endpoint also automatically logs corresponding radiation and power data based on the storm intensity, and creates events if certain thresholds are exceeded.also it has been implemented for admin page at first .
future improvements::
implement api part for all parts users,index and astronauts pages, so that they can fetch data without page refresh and also update the charts and events log in real time. This will involve creating new API endpoints for fetching recent events and telemetry data, and then updating the frontend js to call these APIs and update the dom accordingly.
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i have started working on api thing instead of calling separately for each page which would help in improving smoothness and quality of program.
future improvements::
implement it in actual php page for users
redesignn the ui which seems dull now
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this was previously created project. due to some reason it got deleted so this is the continuation of previous project of mine called mars-haven which was done for space challenge sidequest. so now i have uploaded initial version i.e the version when the project was deleted and future improvements which can be done is cleaning the code and improving ui as it seems dull and improve api feature instead of calling each in every file…..
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ft_dark is a browser extension that applies a trueblack dark theme to flavortown-hcb, so it’s actually usable at night without burning your eyes.
this version feels better.
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