Richard Davey retweeted
Fable 5.2 absolutely just killing it with art and complexity.
Here is a complex scene using Sprite Stacking a technique in the linked post...
I have a couple variations of these coming, I'm trying to really push other models but Fable is running far and away with this.
Replying to @photonstorm
And that's why we shouldn't mix recreational drugs with AI coding tools kids.
Richard Davey retweeted
Just launched my First Fable 5.2 Game!
CinderDeep!
A roguelike where every pixel is simulated. Wood burns, water puts it out, acid eats stone, lava + water = rock.
Built entirely by Fable 5.2. Free in your browser
Link below!
2D pixel art packs have thousands of items, but low poly 3D pixel packs rarely pass a few dozen, so i turned 6,194 16x16 sprites into low poly 3D models
picked the cleanest sprite for every subject in the 1.4M CC0 dataset, built low poly 3D meshes with bevelled contours, hollow vessels, hinged chests and blades, and wrapped each one in its crisp 16x16 pixel texture with no black outline seams
all 6,194 packed into 95.9 MB of GLB for three.js, 67js, WebGPU, Godot and Blender, free on Hugging Face ๐
Someone just dropped 1.4 million pixel art sprites on Hugging Face ๐ฑ๐พ
free to use, captioned, 16ร16
huggingface.co/datasets/Angaโฆ
Richard Davey retweeted
Someone just dropped 1.4 million pixel art sprites on Hugging Face ๐ฑ๐พ
free to use, captioned, 16ร16
huggingface.co/datasets/Angaโฆ
Richard Davey retweeted
The Glitchmobz demo is out! ๐
You are Pid86, the Garbage Collector, the last process left in a dying old machine. Bomb the corruption before it eats everything.
Four towers, ten levels, free in your browser, on phone or desktop.
#screenshotsaturday #indiedev #gamedev #pixelart
Richard Davey retweeted
Drop bombs. Clear stages. Don't get eaten ๐ฃ๐ฐ
"Bomber Bunnies" is a neon arcade bomber for 1-4 players, built with #Phaser as a tribute to the DOS classic "Xplosive". Eight enemy types (watch out for the Mimic), seed-sharing procedural maps, and infinite levels. The dev also extracted the game as a semantic DOM for Playwright and Selenium tests.
Play it ๐
f.mtr.cool/9fylsm5ey5
#GameDev #IndieDev #RetroGaming #WebGame
Richard Davey retweeted
Lantern Valley is live โจ
lanternvalley.vercel.app/
My biggest game so far. A cozy miniature adventure with over 20 hours of play across missions and side quests. Tina, a young apprentice knight, hunts the Sparks that scattered before the Night of a Thousand Lights and relights the Great Lanterns of every village.
Go fishing, plant a garden, cook by the campfire, mend a boat, and sail to five islands. Made with #threejs and #WebGPU.
Richard Davey retweeted
Replying to @photonstorm
It's me right now, almost not playing anymore. Making games is the new playing games
Richard Davey retweeted
Just released a new pixel art model for game development:
- Exact size control
- Style consistency using reference sprites
Use it with Claude or Codex: spritefusion.com/pixel-art-gโฆ
Richard Davey retweeted
The Sharp X68000 threw 512 sprites at you in Cho Ren Sha 68k. Sprite chip, 65,536 colours.
The Atari ST has zero sprites and 16 colours.
So naturally we put it on the ST. At 50 frames a second. ๐
It did not go quietly:
- Just moving a 32 KB frame across the ST's bus eats 16.4 of the 20 ms you get. Before drawing a single pixel.
- On a plain ST the copy finished a quarter of a millisecond late. Result: 25 fps. We trimmed 16 lines and got all 50 back.
- 895 KB of game code, 2 MB of flash. Every stage gets streamed from the microSD into flash between stages.
How we won:
- Checked against the original 68000 code: 12,608 checkpoints over five full games. Zero differences
- The whole game: 7 stages, every boss, the second loop
- ST, STE, Mega ST, Mega STE
- Hidden KAKUSI menu with invincibility, for the cowards among us
Install it from Booster:
docs.sidecartridge.com/sidecโฆ
#AtariST #X68000 #RetroGaming
Richard Davey retweeted
๐ Take a look at the new UI of Phaser AE V3! ๐
A fresh, more visual and intuitive interface designed to give you more control over your game creation process.
๐ฏ Fine-tune your game with the improved Step-by-Step Wizard.
๐ค Meet your AI bots and chat with them.
๐ฎ Play, test, and refine your game.
A new look. More creative control.
๐ Try it now! f.mtr.cool/p6cz8fpe3w
#Phaser #GameDev #AIGameDev
Richard Davey retweeted
An update on building games with Claude Code:
Last week some of you ran into Claude Code pushing back on game projects it should have just built. We'd added a short rule to the Opus 5.5 prompt to steer Claude away from recreating specific existing games, but it was also kicking in when you referenced one just to describe the mechanics you wanted.
We've updated that rule in 2.1.317. You can name a game to describe what you want and Claude should now build an original game in that genre. If you ask for a copy of the original, it'll offer to build something similar instead.
We want Claude to be as helpful as possible when you're building something original, but also to protect your work if someone else tries to copy it. We'll keep improving this, so let us know if Claude turns down work that's yours. Thanks to everyone who shared feedback!
Replying to @chasmmmmmmmmmmm
We added two sentences to Claude Code's prompt on Opus 5.5 to steer it away from recreating someone else's specific game because using Claude to infringe IP is against our usage policy.
Original games, genre games, and games built from your own designs and assets are meant to keep working.
We'll continue to iterate to ensure we're striking the right balance. In the meantime, if Claude turns down something that's yours, send it my way.
One of the reasons a lot of pixel art games made by Claude look bad is that they don't render the pixels correctly
You need to tell it how. These concepts work in any engine (Unity, Godot, Phaser or custom)
Pixel art rendering practises:
- Texture filter Nearest everywhere. No mipmaps and no lossy compression on sprites
- Pick one base resolution (like 384x216) and only scale it by whole numbers. Fill the rest of the screen with black bars
- Snap the camera and every sprite position to whole pixels
- One pixel size for everything. No sprite, tile, effect or UI element scaled by anything other than 1
- Don't rotate pixel art at runtime. Use drawn rotations or 90 degree steps
- Pixel fonts at their native size, with antialiasing off
- Particles and effects on the same pixel grid as the sprites
- Before any new asset goes in, put it next to a tile at 1x and check the pixel sizes match
Godot:
- Default Texture Filter: Nearest
- Stretch Mode: viewport, Scale Mode: integer
- Snap 2D Transforms to Pixel and Snap 2D Vertices to Pixel: on
- Import sprites as Lossless, fonts with Antialiasing set to None
Unity:
- Sprites: Filter Mode Point, Compression None, mipmaps off, the same Pixels Per Unit on every sprite
- A Pixel Perfect Camera set to your base resolution
- Anti-aliasing off
Richard Davey retweeted
๐งฑ Few things are as satisfying as clearing that last stubborn brick.
"Breakit": a bright, colorful brick breaker built with the #PhaserGameAgent .
Play now ๐ f.mtr.cool/m0t390eysk
#gamedev #indiegames #madewithphaser #ai
Richard Davey retweeted
Did you catch it? ๐๐ฎ
Our latest Phaser Games Showcase packs 24 community-made games into one video, from solo devs to small studios, all built with #Phaser ๐
Know someone whose game made the cut? Tag them below and give them a shout-out ๐
#MadeWithPhaser #PhaserJS #GameDev #IndieGames




















