AutoSprite

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AutoSprite

AutoSprite

@AutoSpriteio

⚡ Automating character art → sprite sheets. Save time, ship games faster. Try it free 👇 https://t.co/Nw31avsDO9

Seattle, WA Beigetreten Eylül 2025
1 Folgt21 Follower
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AutoSprite
AutoSprite@AutoSpriteio·
Turn an idea into production-ready sprite sheets in seconds. 1, Describe your character 🤺 2, Pick a style 🖌️ 3, Generate 🔃→ Export✨ 👉 Try it for free! Join our waitlist: autosprite.io
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FlaRA
FlaRA@Flara_00·
UI 디자인 거의 다했다요. 우우.. 구현보다 디자인이 더 힘들었다는거시다요... 덜그럭거리지 않게 애니메이션 넣는것은 조금 반복작업이지만 점점 구현되는것을 보면 재밌다는거애오! 도끼와 장비 모으기, 스킬 잼 빌드도 얼른 만들고 싶다요. #indiedev #indiegame #gamedev #pixelart #Pixel
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AutoSprite
AutoSprite@AutoSpriteio·
Introducing Bella the kitten 🐱✨ Brought to life with AutoSprite
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AutoSprite
AutoSprite@AutoSpriteio·
@JakeSucky Wow! BRB Making an AutoSprite -> RPG Paper Maker exporter now!
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Jake Lucky
Jake Lucky@JakeSucky·
This solo dev has made a FREE software allowing devs and players to make a 3D universe with 2D creatures The goal is to educate people with no programming experience on making a 3D video game. Completely free for non-commercial use Called RPG Paper Maker
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FlaRA
FlaRA@Flara_00·
마을을 구현하려고 3D + Pixel을 테스트해보고 있다요. 쌓인 통나무처럼 원통은 외곽선을 만들어야 어울릴것 같은것이애오. 그리구.. 집의 문을 캐릭터 비율에 맞춰 만들었더니, 나무가 너무 작은것 같아서 다시 더 크게 그려야 할것 같다요ㅠ #indiedev #indiegame #gamedev #pixelart #Pixel
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AutoSprite
AutoSprite@AutoSpriteio·
Final Fantasy Tactics Inspired Autobattler. Made with AutoSprite
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AutoSprite
AutoSprite@AutoSpriteio·
Just generated these characters using autosprite.io. Perfect for prototyping that grid-based battler I've been dreaming about ⚔️
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AutoSprite
AutoSprite@AutoSpriteio·
@chongdashu Looks great! These are my favorite types of games
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Chong-U
Chong-U@chongdashu·
A little polish goes a long way for my FF Tactics inspired vibe coded game. → 🪴 Added 3d tiles + props for the map → 🖼️ Player and enemy portraits + status bar → 🔄 Revamped turn system indicators Next → Climbable terrain objects → Sound/Music
Chong-U@chongdashu

Progress on my Final Fantasy Tactics inspired vibe coded game → new character sprites + animations → 2 different classes (melee +range) → check out that opening map swirl! → compass → facings All done with → GPT 5.2 High for planning → Codex 5.3 High for execution.

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AutoSprite
AutoSprite@AutoSpriteio·
AutoSprite MCP handles the assets, Claude handles the engine. Finally building games without the asset pipeline headache.
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AutoSprite
AutoSprite@AutoSpriteio·
@chongdashu Nice! It's getting better with every release. We’re building something in the same space with AutoSprite, fun problem to work on.
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Chong-U
Chong-U@chongdashu·
I tried to see if Nano Banana 2 could generate new game art assets. → Provide 2 reference spritesheets (shoot, spear) → Told it to create 2 new anims (bow&arrow, sword) → Use chroma 0xFF00FF as 'transparency' → Match frame-size, character and style Results: Not bad, but it still got some stuff wrong. → Some cycles were in wrong orientation → Some incomplete animations → Some bg bleeding into the character
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AutoSprite
AutoSprite@AutoSpriteio·
@OdinLovis @fal This is awesome. We’re building something in the same space with AutoSprite, fun problem to work on.
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Lovis Odin
Lovis Odin@OdinLovis·
To celebrate nano-banana-2 launching on @fal , I built FalSprite, sprite sheet generator that turns a text prompt into game-ready animations. One fal.ai key powers the whole pipeline: → nano-banana-2 for image generation → BRIA for background removal → OpenRouter LLM for prompt rewriting ~$0.20 per generation. Try it live or fork it: 🔗 falsprite.vercel.app 🔗 github.com/lovisdotio/fal… Thanks @BlendiByl for the help on this 🙏
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AIgameFoundry
AIgameFoundry@aiGameFoundry·
Took the day to build my entry for @AutoSpriteio's jam, took a few hours longer to get the game to look how I wanted but made it in time. Built this one in @godotengine this time. Using @jabali_ai as IDE. Opus 4.5 as agent. And ofc @AutoSpriteio to animate the player character. All other assets were created with gpt.
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Startracker 🔺
Startracker 🔺@startracker·
I MADE THE BEST 2D SPRITE AI PIPELINE EVER! After testing so much, doing tons of math, trying various different methods I finally got truly the cleanest sprite result I could ask for! You should bookmark this post! ✅ I think this is the happiest 'aha' moment I've had since starting this journey. Day 48 of making a custom webGL game engine using @cursor_ai 🔽🔽🔽 I've been trying to solve sprites since I started this project. I came close a couple of times but it was always something - either dynamic lights wouldn't work, or the genAI results would make them grainy, or I would have to have incorrect alpha etc. After so much struggling, wanting to give up, thinking it's impossible - it was finally done! Perfect matte interpolation of black & white backgrounds resulting in a clean outline of the sprite, half transparent effects keeping their full quality. But this was not enough for me. I wanted more. I wanted those dynamic lights for the most badass anime effects that I'll be creating for the next many weeks! And somehow, I managed to come up with the perfect balance that is nice to the eye with almost no visible imperfections or artifacts when using any kind of dynamic lights. See for yourself! 🔽🔽🔽 How does this magic happen? 1⃣ First, the animation is created using @Kling_ai. I found it the best to keep the quality anime 2D style I wanted, but I guess others may work as well. 2⃣ Then, the frames are carefully extracted at lossless quality and processed via automation through Nano Banana pass to create an opposite background (white->black or black->white). 3⃣ Once we have a proper spritesheet, I then used MiDaS to compute the depth maps, and then algorithmically create PBR maps for lighting. The remaining depth maps can also be used for various effects, although haven't explored it much yet. 4⃣ Finally, all elements are cut into single frames and overlapped with their respective normal maps. If done right, they're pretty much ready for runtime. I like my heroes to be 512 to truly stand out like fighting game characters, but all of this works with far smaller or bigger sprites. Mind you, it's important to note that Nano Banana has a max output of 4k. Therefore you don't want to make your atlases larger than 4k - which is still quite a lot since it allows you 8x8 512 frames. 💡💡💡 I believe the output quality is beyond anything currently available, and I'll be looking into packaging the whole thing into a web app so people can use it. If you find this useful, please repost it! I really wanted to share this method to the world. Thank you for reading! Look forward to day 49 update!
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martin_casado
martin_casado@martin_casado·
Quick update. 5.3 Codex is a beast (!!): - Finally got permissions/policy in a good spot. Full support for distributed world building with per-user permissions on levels, items, NPCs - Multi-level / portals working - Deployment working - Now with extra sheep! (built with @cursor_ai )
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AutoSprite
AutoSprite@AutoSpriteio·
@_david_cooley @chongdashu LLMs are pretty bad at spritesheets, but we have a workflow that works pretty well at AutoSprite io
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David Cooley
David Cooley@_david_cooley·
@chongdashu Wait how did you get it to do the sprite sheets? In my experience LLMs are so bad at this
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Chong-U
Chong-U@chongdashu·
The new Codex App is almost like having a full fledge game engine + editor: > game asset skill > spritesheets, tilemaps, atlases > phaser skill > level editing + layers > player controls + movement All using text prompts! Not perfect - but a glimpse into what's possible!
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AutoSprite
AutoSprite@AutoSpriteio·
@Angaisb_ Very cool! Give that potato some animations! use AutoSprite io
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Angel 🌼
Angel 🌼@Angaisb_·
GPT-5.3-Codex made this game using Nano Banana Pro for the assets, all on its own I only told it to redo the assets because they were incorrectly sliced
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AutoSprite
AutoSprite@AutoSpriteio·
@BlendiByl Nice! If you're dropping these into Godot, we've got a pipeline at autosprite.io that goes straight from prompt → playable character with collision boxes already set. The 2D sidescroller testing is the gamechanger part that hooked me too.
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Blendi
Blendi@BlendiByl·
Generate sprite sheets for ANY character and test the animation in a 2D side-scroller map! 👾
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Danny Limanseta
Danny Limanseta@DannyLimanseta·
My vibe coding workflow has changed since I started using Cursor Plan + Opus 4.5 more extensively. Before: Break down tasks into micro-prompts with specific tasks Now: Write a longer feature scope > Plan mode: Ask for proposals > Review proposed plans > Build I'm able to build an Autobattler prototype in 3 days as a result. It has: - 8 mercenary classes to recruit and fight for you - Diablo 2-style Item generation system with 100s of thems with random affixes and rarities - Formation-based Turn-based Combat and spell systems - Procedural dungeon runs with randomised events and enemy battle encounters It's accelerating. I can feel it.
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Redbean
Redbean@redbean_ai·
2. Animations made with @AutoSpriteio
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AutoSprite
AutoSprite@AutoSpriteio·
What’s new: Advanced pipeline for batch creating multiple animations on multiple characters at once MCP server for rapid development Asset generation for making animated items, props, vfx AutoSprite Island #claudecode #mcp #claude #spritesheet
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