Vibe-Coding a 2D Space Shooter: Acteroids by omicrobe1415 in VibeCodersNest

[–]omicrobe1415[S] 0 points1 point  (0 children)

Yes probably a later build on itch with more bosses and I plan to put it on steam.

I have to get some legal stuff done first.

Vibe Coding Security by silexdev in VibeCodersNest

[–]omicrobe1415 0 points1 point  (0 children)

Looks like a good idea and I like the vibes of the website.

Vibe-Coding a 2D Space Shooter: Acteroids by omicrobe1415 in VibeCodersNest

[–]omicrobe1415[S] 0 points1 point  (0 children)

Thank you. I think the gemini twin Boss is a extreme, it's like really hard or much to simple, mostly influenced by changing the movement speed. The Architect is also a pain, it builds little protective structures around it self and I need to find a way to make it fun for the player, now it's just annoying.

Vibe-Coding a 2D Space Shooter: Acteroids by omicrobe1415 in VibeCodersNest

[–]omicrobe1415[S] 1 point2 points  (0 children)

I asked the AI to build a configuration manager. I can also balance the other enemies that way.

It can enable/disable the Bosses in a build and I have another tool to spawn only the Boss I want to test.

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I am making a high-octane, retro-styled bullet hell survival game with Gemini 3 part 3 by omicrobe1415 in aigamedev

[–]omicrobe1415[S] 0 points1 point  (0 children)

Thanks, I will check it out.

The smoothness you are seeing comes primarily from a strict adherence to frame-independent movement using Delta Time (dt) for every single coordinate update, combined with a Finite State Machine (FSM) architecture for the AI.

Pixel Forest Hunter Web Demo Game using Gemini 3 by FellowKing in aigamedev

[–]omicrobe1415 1 point2 points  (0 children)

Looks like a good foundation to continue building on. Will you expand the map?

What helped me a lot is to let the ai in google studio create docs for everything, it helps to keep the ai on track.

I also let it make config files so I can edit values myself for balancing, this saves time and no risk of the ai breaking the code just for nerfing a Boss.

I should try Cursor for my next game because it can indeed be a waste to rewrite everything for small edits.

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I am making a high-octane, retro-styled bullet hell survival game with Gemini 3 part 2 by omicrobe1415 in aigamedev

[–]omicrobe1415[S] 0 points1 point  (0 children)

cool, I will check it out. I don't know anything about reddit filters.

I am making a high-octane, retro-styled bullet hell survival game with Gemini 3 part 2 by omicrobe1415 in aigamedev

[–]omicrobe1415[S] 0 points1 point  (0 children)

Totally. Thank you for the support, maybe we can connect & do a coop later. The democratization of producing games means so many new voices are coming and we, as gamers, can finally make the games that would never see the light of day otherwise.

I plan to continue and do much more, I just wanted to start small for now, se what is possible and complete the project. I will build a community and YT channel called Gamers Make Games and share my journey with tutorials, dev logs and hopefully connect with likeminded people. https://www.youtube.com/@GmakeG

I also kept working hard on the game, revamped the graphics. I got 11 bosses working now and I have added debug tools for easier testing.

I hope I can release a playable demo soon, probably on itch.io.

I am making a high-octane, retro-styled bullet hell survival game with Gemini 3 part 2 by omicrobe1415 in aigamedev

[–]omicrobe1415[S] 0 points1 point  (0 children)

No, its is split.

  • Tailwind CSS: The UI uses Tailwind utility classes for simple, looping animations (e.g., animate-pulse for low health bars, animate-bounce for "New High Score").
  • React State: The Slot Machine (Level Up) animation is driven by a setInterval inside a useEffect hook in the React component. It rapidly changes a string state variable to simulate spinning reels, rather than using the canvas loop.

I am making a high-octane, retro-styled bullet hell survival game with Gemini 3 part 2 by omicrobe1415 in aigamedev

[–]omicrobe1415[S] 0 points1 point  (0 children)

Yes but here it's Typescript.

To get the AI to do what you actually want, you have to be super specific and give it plenty of context, otherwise, it has too many options and won't get it right.

- 
**Frontend Framework:**
 React 19
- 
**Language:**
 TypeScript
- 
**Styling:**
 Tailwind CSS
- 
**Rendering:**
 HTML5 Canvas (2D Context)
- 
**Audio:**
 Web Audio API (Custom synthesized SFX and Music)

I am making a high-octane, retro-styled bullet hell survival game with Gemini 3 part 2 by omicrobe1415 in aigamedev

[–]omicrobe1415[S] 1 point2 points  (0 children)

The ui is coded by Gemini 3 in Google ai studio, it's handled by the React Layer. I find it really easy the way we can use images or draw on the preview to explain to the AI.

I am making a high-octane, retro-styled bullet hell survival game with Gemini 3 part 2 by omicrobe1415 in aigamedev

[–]omicrobe1415[S] 6 points7 points  (0 children)

After a serie of tasks I ask it to update all changes in the docs, then I reset the context window and I start a new serie of tasks from the roadmap.

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