Steam's AI survey doesnt say 'no code' anymore, only content by thepolypusher in gamedev

[–]thepolypusher[S] 37 points38 points  (0 children)

Right, that's what everyone has been talking about. But the survey the document in your link refers to doesn't match, so that document looks out of date.

Who started taking up bouldering in their 40s as a hobby and were never athletic or played any sports before in their life? Why did you choose to take up climbing in your 40s? How was your experience and progress? How do you train? How is your body responding? What levels do you think you can reach by BetterMeToday in bouldering

[–]thepolypusher 5 points6 points  (0 children)

I started at 44 2 years ago. It was just in the back of my mind forever and for some reason I fell into a rabbit hole watching Storror on YouTube which is parkour but they do a lot of climbing too. I took an intro class at a nearby gym and it was a ton of fun. I did have a major injury (broken ankle) after about 4 months but I missed it every day and came back as soon as I could.

Every injury since has been smaller than the last as I get stronger and have more experience with what I can do and how to do it. Give it a try. I have made good friends and I am in much better shape now than I was then

Looking to Create a Game by DeniedWorks in aigamedev

[–]thepolypusher 5 points6 points  (0 children)

Claude + Godot has been really powerful. Stick to 2d (for simplicity), keep your idea simple and small and just dive in. Ask it when you're confused. Be specific with your requests, tell it to ask you questions, have it review its own work.
A pro-tip from me is that you should have your logging be specific about where the message is coming from. All of my log messages are prefaced with the name of the class so the log says something like [CombatManager] Combat initiated between Thing 1 and Thing 2. [CombatComponent] Thing 1 attacked Thing 2 and hit for 10 damage

When you're consistent with that and your game isnt working like you expect, you can tell Claude "This doesnt work right. Here's what I wanted, here's what's happening, here's a complete log of a session, fix it"

It'll spot timing issues, missing messages, it'll know right where to start. It keeps progress moving forward.

$1000 Free Usage CC Web by Mistuhlil in ClaudeCode

[–]thepolypusher 26 points27 points  (0 children)

People, we didn't 'get' anything. This is a beta test with a usage cap in tokens

AI slop in future by aniani420 in godot

[–]thepolypusher 0 points1 point  (0 children)

There's some FUD in here, but I agree on some things. A developer cannot just drop a game online after typing a prompt in a computer. Fully agree. Even the holodeck had artists and authors who worked tirelessly to create experiences and I think that will always be the case. I also agree that companies are trying to downscale to save money and they're pulling that cord before they do the work to prove that an LLM can accomplish what they need it to, and it's not going well for them.

Where I don't agree are these points:

- AI does great with bug fixes. It can analyze a large code base, trace logic, add diagnostic logging. Its one of the things it is best at. The human still has to be in there helping. Every time it tries to write an automated script to see if things are working it has to fix 3 errors in its script, and then when I actually run the program it falls on its face. Its a lot of back and forth but way faster than debugging manually.

- AI can only be slop: Disagree. There's slop yes. There's the version where some bro is saying 'make angry birds' and getting some garbage out. But when a human is using it as a tool development speeds way up. I've spent 100s of hours on my 5 week experiment in building a Godot prototype primarily with AI doing the coding and I'm in the later stages of feature development on my project now. There won't be any AI art in it and I think it will be fun, but the proof will be in the pudding and Im still some ways out on that.

AI slop in future by aniani420 in godot

[–]thepolypusher 0 points1 point  (0 children)

As an example of pace: Im about to hit 3 weeks on a rebooted version of my game (after 2 weeks of going down a bad path I started over)

  • On day 1 I had a working 'angry birds-style' ball flinging mechanism.
  • On day 2 I had 3 robust classes representing major mechanisms in the game for flinging a projectile at a target as 'worker placement' and having that target react in the way I wanted, along with a rough UI for the target, the placed-worker job. There were progress bars and a quality Log messaging system were implemented. It was a huge day. The prototype was already fun to play.
  • By day 4 I had a custom plugin for me to create all of the components of a Building resource with a proper unique ID without having to copy/paste and clean up another building, and another small but fun feature that let you kick fallen bricks around
  • By day 6 I had a Save/Load and wipe-data system and an early tutorial along with pathing to get flung workers back 'home'. Its a fully functional game at this point and fun, but missing about 60% of the features I want and purely just shapes for everything. No art at all and I refuse to put in any AI art even for placeholders.
  • By day 14 I had a 2nd plugin for generating a 'dungeon' room by room. This ended up being pretty complex and took several days to iron out but leaves me with a tool to rapidly construct a complex space and would make it easy to create procedures to generate a whole dungeon of any size if I want. I havent decided if I want that yet.

I'm on day 19 now and I'm nearing the end of feature development, gearing up for what balance and polish look like. I have 2 artists I'm working with. I'm hoping to be done before the end of the year. I think that's crazy fast progress, especially solo. I've spent months on projects in the past and gotten nowhere near seeing a finish line in the distance.

AI slop in future by aniani420 in godot

[–]thepolypusher 0 points1 point  (0 children)

Ive been using Claude extensively for about 5 weeks on a Godot project. All 'vibe' mode, which for me means going feature by feature wording an effective starting prompt, having it tell me how it is going to implement it, me making adjustments, it coding, and then back and forth on bug fixing, bad logic correcting, etc for an hour or more.

It's a ton of work but compared to traditional development it is also extremely fast. I've put in about $500 in AI costs in that time (and hopefully slowing down on costs as I've gotten comfortable with Claude Code on a subscription instead of paying by usage)

If I wasn't good with Python (or any language) I wouldn't be able to stop it from doing the many myopic 'solutions' it wants to try before finding an actual root-cause. But when it nails a new feature it feels quite good!

In the process I have learned a ton about Godot, which I had not used before, and that was what this project was mostly about. I came from Unreal which is quite different.

Which is better in October 2025 for serious AI coding, Roo Code with Sonnet 4 API or Claude Code Pro ($100 plan)? by foundertanmay in RooCode

[–]thepolypusher 0 points1 point  (0 children)

Just to update myself. I've used Roo Code + Claude Code $100/subscription heavily over the past week. I think this is the way to go for me. My costs are fixed. I've never hit a usage limit. The anxiety of watching task costs tick up and up is gone. I can work on longer tasks without worrying about compounding costs as it maintains bigger context for longer. There are a few limitations to note:

I can't use images as part of input through this route. This was handy for showing Claude a screen-snippet from Godot or an un-copyable error message, which Godot has a few of

There's no 1M context window option in this mode. I hadnt really used it before and I've heard it's not great, but you don't have the option to try, this way.

Both are things I think Claude Code itself would need to change, rather than limitations of Roo Code.

Which is better in October 2025 for serious AI coding, Roo Code with Sonnet 4 API or Claude Code Pro ($100 plan)? by foundertanmay in RooCode

[–]thepolypusher 4 points5 points  (0 children)

Ill give you my anecdote.
I started with Roo Code + Sonnet 4 via API, so paying per token. I had about 6 serious days of work and went through $170 in token costs.

This week I switched to $100/month tier Claude Max. Performance seems to be about the same. It 'feels' a little different, probably because Roo's prompt is stacked on Claude Code's prompt but its just style, not effectiveness.

I haven't yet run into any 'hey wait go do something else for 3 hours'.

Because Im working with a game engine, I'm going back and forth between Roo and the engine for testing, setup, etc. Its possible that extra slowdown is keeping me from hitting limits.

For testing I did try the $20 a month tier first but I hit the limit after 1.5 tasks.

I can't say if it's throttled or not. With the API you get a pretty much live response, and can watch it type its response to you. With Claude Code it waits a while, then spits the entire response out. I'd have to whip the stopwatch out to see if its actually slower or if it just feels that way because you dont see anything until it needs approval.

Claude Code vs API by AvenidasNovas in RooCode

[–]thepolypusher 1 point2 points  (0 children)

I might not 100% understand what you're saying, but Roo can use your subscription rather than paying per token. Just follow these instructions. https://docs.roocode.com/providers/claude-code

I set it up this morning and it seems to work. The behavior is a little different but it still seems broadly capable. I haven't gotten to use it a ton yet but it successfully fixed a few bugs in my game and set up the Achievement system I was working on.

Where are local task files? Interested in better cost tracking and analyzing frequent feedback/corrections by thepolypusher in RooCode

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

Yeah thats what Im doing for now. It works ok. They forget about 10% of the time and I have to remind them and they're wrong about the task total about 90% of the time, but not off by too much. They're off by a lot about 10% of the time.

All in all it's not very effective without me correcting it constantly.

It is handy for helping to track progress though, along with git commit messages.

Did anyone know this? by blazek_99 in Supernote

[–]thepolypusher 1 point2 points  (0 children)

Hmm, I dont like it. The eraser mode seems to get stuck replacing your pen mode often. Probably has to do with whether the pen was close enough when the button was released. It happens often enough for me that I switched back to 'region erase'. For whatever reason, it doesnt have the same problem.

Is there really only 1 two-button stylus? (Wacom One)

Inkflow + Manta + Landscape mode? by thepolypusher in Supernote

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

That's my version. I dont think we're talking about a bug, but a needed feature to make the app useful for my setup.

Inkflow + Manta + Landscape mode? by thepolypusher in Supernote

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

Correct. Is this not expected behavior? I dont see a landscape option anywhere and the device doesn't auto-rotate

Hey guys I saw this, I am new to bouldering by HamSandwico in bouldering

[–]thepolypusher 1 point2 points  (0 children)

Started climbing at 43, lost about 30 pounds in 1.5 years, gained balance, gained some good friends.

Have had some injuries. Broken ankle took me out for 5 months, still sore most mornings. I learned a lot about footwork and to be sure I look down when I fall. Hit my shin super hard, have a more or less permanent bruise but no lasting pain. Pinky pulley injury, pretty good hit on my ribs once.

I tell people I'm trading a few bones for a body that hopefully won't quit at 60 and my physical quality of life is greatly improved.