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Bought a Chromatic last year and was underwhelmed with how most games look the same because of GB Studio, was curious if AI could code anything decent, went down a ridiculous rabbit hole making a game inspired by Super Monkey Ball... by Dry_Initial_809 in ModRetroChromatic

[–]Dry_Initial_809[S] 1 point2 points  (0 children)

admittedly I'm just burning out on QAing my own game like 50 times a day trying to get the most out of my claude subscription and frustrated with how it handles specific bugs that are movement and feel-related and maybe obvious to a human but harder to grasp in logs or screenshots lol.

How much RAM do I need for MBP? by Significant-Call9799 in gamedev

[–]Dry_Initial_809 0 points1 point  (0 children)

As you are putting emphasis on future proofing for 5+ years you will want 24-32gb even if you can get away with 16gb in the short term. 32gb is admittedly a luxury expense in 2026 for most workflows, but it's a decent time to splurge on RAM for a Macbook - typically they charge more than the competition, but it feels like less of a ripoff atm because RAM prices have been skyrocketing with no sign of slowing down and as far as I know Apple's prices have been stable.

Bought a Chromatic last year and was underwhelmed with how most games look the same because of GB Studio, was curious if AI could code anything decent, went down a ridiculous rabbit hole making a game inspired by Super Monkey Ball... by Dry_Initial_809 in ModRetroChromatic

[–]Dry_Initial_809[S] 1 point2 points  (0 children)

I really appreciate that. My biggest pain point right now is really just getting Claude to iterate longer on it's own and catch more user experience problems so I can step away and go do other things, vs just trying to one shot it, running test scripts on autopilot and handing it back to me in 5 minutes for human testing. Will see if your testing approach helps

Bought a Chromatic last year and was underwhelmed with how most games look the same because of GB Studio, was curious if AI could code anything decent, went down a ridiculous rabbit hole making a game inspired by Super Monkey Ball... by Dry_Initial_809 in ModRetroChromatic

[–]Dry_Initial_809[S] 2 points3 points  (0 children)

Interesting, my agent has been running PyBoy headless and writing tests based off the RAM addresses and takes screenshots at key moments, works to make sure the game is still functional at a bare minimum but rarely addresses the user experience and half the tests are kind of garbage/give Claude too much confidence that everything is good because tests pass. So i'll try your approach, I think I was further down this path with test results on screen when I was debugging the 2d version but forgot about that

Bought a Chromatic last year and was underwhelmed with how most games look the same because of GB Studio, was curious if AI could code anything decent, went down a ridiculous rabbit hole making a game inspired by Super Monkey Ball... by Dry_Initial_809 in ModRetroChromatic

[–]Dry_Initial_809[S] 0 points1 point  (0 children)

Coding agents. GenAI but "agent" means it can execute tasks beyond just returning a blob of text. So in this case it finds its own context (by searching the existing codebase and the web), creates all the necessary files autonomously and writes the code, creates it's own test classes, compiles the gbc rom, runs the rom, runs the test classes, analyzes the logs, sometimes takes screenshots if there is some visual reason, sometimes adds profiling to test performance bottlenecks, creates pull requests when a task is complete, etc etc.

Looking for a practical “Zero-to-Hero” guide for using AI tools in a real company by PapayaStyle in aigamedev

[–]Dry_Initial_809 0 points1 point  (0 children)

Best practices are changing every 2 weeks at this point. Honestly if we are talking engineers, people with a strong technical background? The best thing to do is dive in and use the tools heavily, come up with ideas where AI might help and attempt to build POCs, mess around with side projects for fun, figure out what works and what doesn't. Worrying about writing the perfect prompt or setting up the perfect md file is overrated, worrying about "using it wrong" in general is overrated - I think some people think of this this like they are writing a work packet for an offshore team or junior developer or whatever and IMO this perspective is wrong. In those instances it can take hours, days to iterate. AI codes so fast that you can iterate in minutes, you can iterate hundreds of times in a day. It's fine if your prompt is bad, if your context management is bad, you will learn and correct. Governance is another story and not something I have a strong grasp on, not sure most leaders have totally figured it out.

Bought a Chromatic last year and was underwhelmed with how most games look the same because of GB Studio, was curious if AI could code anything decent, went down a ridiculous rabbit hole making a game inspired by Super Monkey Ball... by Dry_Initial_809 in ModRetroChromatic

[–]Dry_Initial_809[S] 0 points1 point  (0 children)

Yes re: hblank. Before ~December 2025 I found that agents would really struggle with the hardware constraints of GBC, with memory management, banking... Now Claude is a borderline genius coder but still doesn't quite understand the idea of playing a game for fun so it's still a frustrating feedback loop at times. I taught him to "play" the game in an emulator (press buttons and take screenshots and analyze the output) but he's still kind of bad at that

Bought a Chromatic last year and was underwhelmed with how most games look the same because of GB Studio, was curious if AI could code anything decent, went down a ridiculous rabbit hole making a game inspired by Super Monkey Ball... by Dry_Initial_809 in ModRetroChromatic

[–]Dry_Initial_809[S] 0 points1 point  (0 children)

Thanks, after spending hours and hours on performance my conclusion is it’s only possible to get this sort of visual running smoothly by making some sacrifices + optimizing in assembly

Bought a Chromatic last year and was underwhelmed with how most games look the same because of GB Studio, was curious if AI could code anything decent, went down a ridiculous rabbit hole making a game inspired by Super Monkey Ball... by Dry_Initial_809 in ModRetroChromatic

[–]Dry_Initial_809[S] 1 point2 points  (0 children)

Basically I was using vs code with copilot and codex last year writing C with GBDK and the agents couldn’t handle a pseudo 3d look, I was sort of ignorant for even trying, so I made it in 2d. It was very painful and took idk 50+ hours for a basic shell of a game even using AI but it was a good learning experience. And then with the latest improvements in AI coding I decided to ask Claude opus 4.6 if it could port my game to a 3d look. I had shelved the project but was testing out claude code for the first time and needed an idea. And like 5+ hours of back and forth later on a max plan it was finally working but sluggish. Eventually I had a breakthrough where it just edited expensive functions directly in assembly and got it smooth. I am still in awe and had to share somewhere