
Chong-U
@chongdashu • 13,152 subscribers
✝️ Jesus 🕹️Gamedev 🤖 AI ⚡️@LightFuryGames Make Games with AI ➡️ https://t.co/6zBm9xu4bX Build iOS Apps with AI ➡️ https://t.co/4K9uNFT4U5
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Prefer a video vs reading an article? Here's my full step-by-step tutorial for generating game character sprites using AI! > Codex > GPT 5.5 > Images 2.0 > Seedance 2.0 > Phaser 4 Includes solving walk cycles + transparency + consistency + others Prompts + more in reply 👇 00:00 Intro 01:08 Overview 01:33 Choosing your AI tool 02:11 Step 1: Box Art 02:51 Step 2: South-Facing Anchor 05:02 "Real Pixels" 07:00 Step 3: Keep Anchors Neutral 08:01 Step 4: NEWS Directions 09:52 Step 5: Animating with GPT Images 2.0 14:38 Step 6: Image to Video for Walkcycles 19:08 Step 7: Normalisation 20:54 Skill 1: animated-spritesheets skill 21:40 Skill 2: gamedev-assets skill 21:58 Step 8: Integrating Assets 22:42 Wrap-Up
Chong-U178,235 Aufrufe • vor 2 Monaten

Couldn't help it! Had to give GPT 5.4 (High) + /fast mode a try. → Added height terrains to the level → Animation tweens for the jumps Used xHigh to solve a gnarly bug with the controls successfully 💪 This Final Fantasy Tactics-inspired game was completely vibe coded!
Chong-U274,407 Aufrufe • vor 4 Monaten

Here's a full video walkthrough of generating FF Tactics-style isometric sprites → Codex → GPT 5.4 → GPT Image 1.5 → Nano Banana 2 → Veo 3.1 I also made a fal .ai skill to easily switch models for image generation testing. Sharing skills + prompts + resources in reply 👇 00:00 Intro 01:19 Start With Reference Image 04:06 GPT Image 1.5 vs Nano Banana 2 04:23 Handling Transparency 05:21 Don't Generate All 8 Directions 06:17 Generate 4 Cardinal Directions (N, E, S, W) 07:12 Anchor + Cardinals = Diagonals 08:15 Stitching and Utilities 10:48 Veo 3.1 for Walk Cycles 11:23 Example Walkthrough with Codex App 13:22 Normalize and Export 14:06 Wrap Up
Chong-U193,768 Aufrufe • vor 3 Monaten

It started as ThreeJS 3d character demo... Now it's become a FULLY vibe coded point & click 2.5 adventure game engine! → 1. NBP for Character Art → 2. NBP + Seedance for Bg → 3. Meshy for Rigged Characters → 4. Codex 5.3 + Opus 4.6 for game → 5. CapacitorJs for mobile 👇
Chong-U220,035 Aufrufe • vor 5 Monaten

Continuing my vibe coding journey with 2d games From blank screen to below in just a few prompts Thanks to Agent Skills! > GPT 5.2 High + GPT 5.2 Codex in Codex CLI > Parallax scrolling > Fully animated character movement > PhaserJs Skill Not a single line of code written👇
Chong-U241,805 Aufrufe • vor 5 Monaten

If you're using Claude Code, but haven't started using Skills... you need to get on it NOW I built 2 skills: - Nano Banana Pro - Three.js Used them to create this AI app that takes my picture and creates interactive 3d greeting cards Full video tutorial landing tomorrow! Just in time for Christmas!
Chong-U238,750 Aufrufe • vor 6 Monaten

As promised, here's my full workflow of how to vibe code 2d games like this: - PhaserJs skill for gamedev - Playwright skill for testing - Opus 4.5 / Gpt 5.2 - Claude Code / Codex CLI / Cursor Step-by-step video below👇 Source code + agent .mds + playable links in reply
Chong-U179,660 Aufrufe • vor 5 Monaten

My MCP for Unreal (unreal-mcp) is now available! 🚀 Build stuff in Unreal Engine using prompts, including - Level editing - Blueprint actors, classes & components - Blueprint scripting with event graph / nodes Here's me building a flappy bird clone 🐦 using Cursor + Claude Some minor hand-holding (e.g., had to move blueprint nodes for visibility, manually split struct pins) but it got mostly there. Made possible with a combination of Cursor, Windsurf, Grok, Gemini Pro 2.5, & Claude Sonnet 3.5, 3.7 and 3.7 Max
Chong-U287,523 Aufrufe • vor 1 Jahr

Here's a step-by-step video tutorial of how I vibe coded my point & click adventure game! → 1. Nano Banana Pro → 2. Meshy → 3. Codex 5.3 → 4. Capacitor This part 1 covers: → Generate 3D models → ThreeJS integration → Building for iOS Agent skills + prompts in reply! --- 00:00 Intro 01:40 What We'll Be Building 02:08 Step 1: Nano Banana Pro for Character Art 04:36 Step 2: Meshy for Image to 3D 09:51 Step 3: GLB Export 12:14 Step 4: ThreeJS Skill for GLB Index 15:56 Step 5: ThreeJS Skill for Scene 18:07 Step 6: CapacitorJS Skill for Mobile 19:41 Step 7: Build for iOS 21:06 Wrap Up
Chong-U105,101 Aufrufe • vor 5 Monaten

Taking part in Vibe Jam 2? Here’s a FREE vibe game dev starter pack to get you going! → 6 x Skills → 4 x Demo Projects → 2 x Video Tutorials → + more perks! Condensing PROVEN workflows from building 2D & 3D games over the past year. Link in reply! 👇 Go vibe some games!
Chong-U73,421 Aufrufe • vor 3 Monaten

Here's how I'm generating game ready art assets for my vibe coded game; → No coding → No photoshop. → No asset packs. Instead I'm using → Codex CLI → GPT 5.4 → GPT Image 1.5 → Sora 2 Idle anims, walk cycles, attack, crouch, jump ... Full video tutorial + breakdown👇
Chong-U80,999 Aufrufe • vor 4 Monaten

GPT 5.4 has been released... + 1M context window! Here's how to enable in Codex: → 1. ~/.codex/config.toml → 2. model = "gpt-5.4" → 3. model_context_window=1000000 → 4. model_auto_compact_token_limit=9000000 Run codex → 5. /statusline → 6. toggle context-window-size I didn't even realise Codex had a statusline tool!
Chong-U76,853 Aufrufe • vor 4 Monaten

I'm vibe coding a 2D point and click game like Monkey Island. > inventory system > dialogues with npcs > hotspots > multiple scenes > puzzle design All art generated using Images 2.0 and Nano Banana 2. Animated with Spriterrific (my own tool). Built with Cursor and Opus 4.8
Chong-U24,898 Aufrufe • vor 1 Monat

I vibe coded a Street Fighter clone It's called VIBE FIGHTER Everything with AI > Code, Sprites, Animations, UI > Cursor with Opus 4.8 > GPT Image 2.0 > Grok Imagine Here's a FULL tutorial showing > Light/Heavy Hits > Blocking > Specials Resources + source code in reply 👇 00:00 Intro 01:13 This Video's Resources 01:58 What we're building 02:45 Step 1: Context 03:21 Step 2. Generating concept art and mockups 04:05 Step 3: Exracting the backgrounds 05:14 Step 4: Character references 06:18 Step 5: Character Sprites & Animations 09:24 Step 6: Build a Character Gym 12:04 Step 7: Build a Playground 14:06 Step 8: Generating menu portraits 15:00 Step 9: Core combat loop 15:27 Step 10: Generating UI & Health Bars 16:57 Step 11: Special Moves and Polish 18:14 Wrap Up
Chong-U24,624 Aufrufe • vor 1 Monat

Live now. Full step-by-step tutorial for getting REAL pixel art game sprites with AI No more MIXELS! > GPT Image 2.0 > Pixel Snapper by SpriteFusion > Codex w/ GPT 5.5 High > Phaser 4 Also how I solve other annoying bugs with AI generated sprites. Prompts + more in reply👇 00:00 Intro 01:24 Overview of what we're building 02:42 Pick any AI tool 04:29 Problem 1: Fake pixels or 'mixels' 04:53 Problem 2: Frame Bleeds 05:39 Problem 3: Frame Drifts 06:21 Step 1: Generate a reference image 07:53 Step 2: Pixel Snap to Anchor 13:02 Step 3: Generate West-facing anchor 14:45 Step 4: Pixel snap (again!) 15:46 Step 5: Generating animation spritesheets 19:27 Steo 6: Recovering Frames 20:25 Step 7: Curating Frames 21:33 Step 8: Pixel Snap Each Frame 22:08 Step 9: Anchoring Frames 23:40 Step 10: Normalise and combine 26:28 Wrap up
Chong-U33,851 Aufrufe • vor 2 Monaten

Here's how I use BOTH Codex + Claude Code to vibe code games For my Final Fantasy Tactics game: → 1. GPT 5.4/5.3-Codex/5.2 → 2. Opus 4.6 → 3. Nano Banana 2 → 4. Playwright → Plans + AskUserQuestion → Queue + interrupt prompts → Auto test + bug fixing FULL workflow👇 00:00 Intro 02:07 Step 1: Game Overview 03:27 Step 2: Nano Banana 2 for Portraits 05:12 Step 3: GPT 5.2 / 5.4 for Planning 09:56 Step 4: AskUserQuestion in Codex 12:02 Step 5: Saving your plans and prompts 13:43 Step 6: GPT 5.3-Codex for Implementing 16:34 Step 7: Implementing Cutscenes 20:49 Step 8: LazyGit + Yazi - Staying in the terminal 22:46 Step 9: Reviewing the changes 23:49 Step 10: Steering Codex - Queued Prompts 25:36 Steo 11: Steering Codex - Interrupt Prompts 26:45 Steo 12: Claude Code and Opus 4.6 27:16 Step 13: xHigh Reasoning for Tricky Bugs 28:50 Step 14: Playwright for automated testing + fixes 30:56 Step 15: Claude Code Plan Mode Previews 32:56 Step 16: Steering Claude Code - Add Notes to Plans 35:05 Wrap-Up
Chong-U47,264 Aufrufe • vor 4 Monaten

Codex CLI will have MULTI-AGENT support in 0.123.0 Here's how it will work: → 1. Add `multi_agent=true` in ~/codex/config.toml under [features] → 2. Toggle with `/experimental` → 3. Three built-in agents (default, explorer, worker) → 4. Define your own agents ``` [agents.researcher] description = "Research-focused role." config_file = "~/.codex/agents/researcher.toml" model = "gpt-5.3-codex" model_reasoning_effort = "high" web_search = "live" sandbox_mode = "read-only" developer_instructions = """ You are the researcher agent. - Gather evidence from primary sources. - Return links, findings, and uncertainty. - Do not edit files. """ ``` → 5. Run more agent threads per session (default: 6) ``` [agents] max_threads = 6 Notes: → OAI released 0.122.0 - but rolled it back! → I built it from source (so you don't have)
Chong-U36,205 Aufrufe • vor 5 Monaten