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What AI tools are you using? Sticky

A topic by Focaccai created 29 days ago Views: 231 Replies: 11
Viewing posts 1 to 12
Host(+1)(-1)

Let's share our tools and help each other make the best games possible!

Here's my setup for the jam:

Code: Claude in VS Code

Art: GPT Image 2

Music: Suno

Engine: LittleJS. It's been working amazing with Claude. I'm using the version in this repo that has extra AI tools: LittleJS-AI

What's everyone else planning to use? Drop your stack below. 馃憞

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I built an open source procedural sound generation library called chirrp that I've been using for my own games https://crates.io/crates/chirrp

It has an mcp server and a couple of skills that I've tested with my own games with great results, so I'll probably be using it for this jam as well.

Code: Antigravity

Music: Lyria

Engine: Bevy

Art: Likely Kenney assets, depends on the theme, might use trellis to create additional assets if required.

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CLI: Codex CLI linux latest Models: GPT 6 Astra med-max & GPT 5.6 Luna xhigh-max Music: Lyria latest Art: GPT Image 2 Engine: Godot

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Code / Agents: OpenCode with GPT-6 and OpenCode Go plan
Planning / Review: ChatGPT
Art / References: GPT Image
Engine: Godot 4.7.x
3D: Blender + Blender MCP
SFX: External CC0 sources and Soundly
Music: External CC0 sources

I tried something similar for the last game jam with Godot, Blender and VS Code but couldn't get the workflow reliable enough, so I went for Three.js instead. I'm specifically hoping to experiment with a more agent-driven Godot + Blender 3D workflow this time. The SFX and music I currently would like to go for finding external third-party sources like OpenGameArt, FreeSound, Soundly, etc. Preferably CC0 license audio assets, would like to hear what you guys suggest on audio parts here if you want to.

LMMS for music!
and chatPT for the rest

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OpenAI's Codex/Dot/ChatGPT Image generation so I can work on it remotely even when I'm AFK. Suno for music, and free assets from itch for sfx where suno fails to capture what I'm trying to do. Invideo is nice for cinematics if you need those - but you will need a premium sub there or you'll run our of credits in like 47.9 seconds lol. 

Submitted

I have a game I built in Unity using only DeepSeek. More recently, I鈥檝e been working with agents using Mimo v2.6 via OpenCode. I use the free versions of all of these tools.

Submitted

Claude for code, narration drafts and the itch copy; NanoBanana for the Polaroid character images; GitHub Copilot in VS Code for inline suggestions; Gemini for prompt ideas. Sounds are from freesound.org, edited in Audacity, and the hazard cues are synthesised with the Web Audio API. Game: Final Girl: The Fraternity House, a browser horror strategy game - https://storytellermeeka.itch.io/final-girl-the-fraternity-house

 

Submitted

Models

  • Claude Opus, in Claude Code: wrote all the code, levels and art. One lead session ran parallel helper agents.
  • Meta MusicGen (musicgen-medium): the music.
  • AudioLDM2: the sound effects. Both audio models ran through Hugging Face.

Tools

  • The game: plain JavaScript, HTML5 Canvas 2D for graphics and WebAudio for sound. No engine and no build step.
  • Testing: Node.js runs the test bot, and Playwright drives headless Chrome to replay the levels.
  • Hosting: GitHub for the code, with Render auto-deploying every push. itch.io gets a zip uploaded by hand.

Techniques

  • Levels: written as ASCII maps in a generator script.
  • Graphics: almost all drawn in code, not image files.
  • Determinism: the same inputs always play out the same way.
  • Test bot: uses Wick's real physics to prove every level can be finished. It also sets the medal targets and the wax you respawn with at each torch.
  • Replays: recorded runs are replayed in Chrome, and visual or sound changes must leave them exactly the same.
  • Parallel agents: helper agents worked on different areas at once in separate copies of the repo, then their work was merged and checked.
Submitted

Hello!! Here's the list of AI tools I used to make the game, with links in case they鈥檙e useful to you:

  • Code: Claude Code, as an orchestrator coordinating a team of specialised agents (gameplay, UI, levels, art, sound and git).
  • Art: PixelLab, connected to Claude Code through its MCP server.
  • Music: ACE-Step 1.5, run locally.
  • Sound: MOSS-SoundEffect v2.0, run locally with my own Mac adaptation.

I'm using mostly Codex / ChatGPT through the desktop app. Suno for music. Elevenlabs for sfx and voice (if I end up using any voice). Tripo mostly for models, have Meshy too but it's not as good. Astra and Sol 6.1 do fine and clean things up in Blender when needed.

Submitted

Hi all! I use Claude Code with 2 MCP servers:

- Asesprite MCP for processing raw images

- locally hosted Stable Diffusion inference tool with an MCP server to generate the raw images for Asesprite locally


Claude Code does all of the coding, prompting of SD for images, and editing of the images in Asesprite, and I guide it via an agentic workflow I've set up using beads.