Tone

130 posts

Tone banner
Tone

Tone

@InOneProjects

Education, Software, Game Dev, AI. Currently building CIC: Fleet Command

Присоединился Nisan 2026
39 Подписки22 Подписчики
Tone
Tone@InOneProjects·
#vibeJam update Day 10! Yesterday precipitated an app wide refactor and serious adjustment toward better quality code that's easier for both me and the agents to reason about. Implemented ESLint (I don't know why I waited) based on the advice in this excellent article: @albro/eslint-as-ai-guardrails-the-rules-that-make-ai-code-readable-8899c71d3446" target="_blank" rel="nofollow noopener">medium.com/@albro/eslint-… All files now below 500 LoC, params are simpler or have options objects, constants are cleaned up, scenes broken up into logical chunks, dead code removed, etc. Process: - Claude Opus started things off with a plan for the major refactor in phases. I let it run until my Pro plan ran out of usage over night and spent about $6 extra before it finished phase 1, which was a huge lift. - Over the course of the day I nudged Codex to implement each phase, and as I got more impatient I had it do so with subagents as an orchestratot. This level of refactor would have taken six months in my work paradigm, and realistically would never have been prioritized. Result - the task I could not get done last night is NEARLY done, but needs some polish but my fiancee is complaining I don't spend time with her anymore because of this game. She's right. I'm having so much fun. So no screens of half done stuff tonight. Don't sleep on ESLint in your project. Here's a pic of GPT 5.4 codex max thinking but as a cute puppy
Tone tweet media
Tone@InOneProjects

#vibeJam Day 9! Updates: Tough day for progress, despite putting in the time. Spent the day moving the holotable from confined to the table to a full centerpiece, since it's where the action will take place primarily. 1st screen - concept 2nd screen - start 3rd screen - current 4th screen - grid => sector shift diagram Part of the change toward more command oriented gameplay is shifting down from coordinates on a grid to sectors, which are 5x5 grids of coordinates under the hood. This will limit the number of POI's the player has to interact with and move closer toward "commander issueing orders to captains who carry them out". This is a huge change and taking it on all at once led to me just ditching the last several hours of work and reverting to a semi clean, mostly functional state. I'll spend a little time having codex and Claude tighten up the code base and implement a few code preferences, add additional unit testing, and now that I've got a greater handle on what needs doing hopefully give direction that orients the agents a bit more clearly and possibly in smaller chunks. Before the revert it was squash one bug, introduce three more, so best to step back and make it work better at first rather than bolting issues on top of broken code. More progress tomorrow for sure though.

English
0
0
1
40
Tone
Tone@InOneProjects·
@sidriff Maybe, maybe not, but consider that in the SC map universe, all those maps still had to compete with thousands of other maps. If you never played Starship Troopers: Klendathu for SC, then you know what I mean. I made it in the original SC map editor and nobody played it 😅
English
0
0
0
8
sid riff
sid riff@sidriff·
@InOneProjects those tools are how i fell in love with gamedev, so i hope you’re right unattached to a major game im not sure all of these games will find the same kind of audience. but we will try…
English
1
0
1
14
Tone
Tone@InOneProjects·
We're heading for a golden age of gaming. The sheer variety of games in this competition is inspiring. It reminds me of the glory days of the Warcraft 3 and Starcraft 2 editors, which gave us classics like the entire MOBA genre and Tower Defense. Devs/Players have the tools now to iterate on anything and do it quickly.
@levelsio@levelsio

🧑‍🚀 Day 11 of the @cursor_ai #vibejam Proudly sponsored by @cursor_ai + @boltdotnew + @heyglif + @tripoai Prizes to win (submit your vibe coded game before May 1!) 🏆 $25,000 🥈 $10,000 🥉 $5,000 Today's games I liked most from the #vibejam timeline: 🌉 Grand Quack Auto by @ky__zo, back again, but now he has planes and he's flying to SF! 💻 Devimon by @thejjnn, a monster that runs in your CLI terminal, very different way to deliver a game 🚁 Drone Delivery by @MoneOunchPan, but while delivering you get attacked by anything and everything 🍄 Psychdelic Drive by @DurkatWork, a psychedelic driving game with lots of trippy effects!! YOU HAVE 18 DAYS LEFT! YOU CAN STILL ENTER! Reply in this thread with updates on your current games to share your progress, and add tag #vibejam so I see and can include you in the daily tweet There's now $40,000 in prizes for you to win, see threads below for more info. The Gold prize is $25,000, bronze is $10,000 and silver is $5,000! Wanna to participate? You can still start now and submit your game any time before May 1!

English
1
0
0
38
Tone
Tone@InOneProjects·
@chongdashu man what video editor are you using it's too good
English
0
0
0
101
Chong-U
Chong-U@chongdashu·
Oh by the way, since others have asked... I created a retro diffusion skill So I can just ask Codex / Claude Code / Cursor things like "generate a <thing> and animate it using rd' And it'll pretty much do everything and integrate it into the game for me.
Chong-U@chongdashu

Day 5 Update II of Vibe Jam Really digging Retro Diffusion. Having fun creating animated versions of static assets. This amazing art asset pack has animated flags... but not the trees. 🌳 Asked GPT 5.4 to analyse the flags animation. Then use RD skill to animate the trees!

English
3
1
75
6.2K
Tone
Tone@InOneProjects·
@chongdashu I'm looking forward to trying this in my other project. This is really turning out gorgeous
English
0
0
0
47
Chong-U
Chong-U@chongdashu·
Day 5 Update II of Vibe Jam Really digging Retro Diffusion. Having fun creating animated versions of static assets. This amazing art asset pack has animated flags... but not the trees. 🌳 Asked GPT 5.4 to analyse the flags animation. Then use RD skill to animate the trees!
GIF
Chong-U@chongdashu

Day 5 of Vibe Jam Retro Diffusion can: → 1. Make new sprites → 2. Generate NEW animations for EXISTING sprites ❌ Problems 1. No straw targets 🎯 2. Archer sprite had no melee attack 👊 ✅ Solution Use AI to generate them! Preview of them both here👇 To get image consistency took a little fiddling around but really happy with the result! Might write an article of the process.

English
6
3
32
8.4K
Tone
Tone@InOneProjects·
Notes for me for later. Suggestions and workflows for 3D models pulled directly from the main tweet by @DannyLimanseta and the replies in that thread. 1. Generation Workflow (Main tweet + several replies) Danny’s core process for creating the upgraded biplane models and objects: •Use Gemini 3.1 Pro (accessed via Cursor) to generate the 3D models directly. •Prompt it explicitly for low-poly results. •Result: Significantly lower vertex/poly counts than Meshy or Tripo, while looking higher quality than Claude Opus/Sonnet or GPT models. •Danny switched most models from Opus to Gemini for graphics-related work. Quick start prompt tip (inferred from replies): “Generate a low-poly 3D model of [biplane/object] suitable for a spherical globe world with thousands of instanced items. Keep vertex count minimal while maintaining good visuals. Output as GLB.” Replies noting this surprised many devs: “didn’t know Gemini can generate 3D models too!” and “I’ll have to keep in mind to use Gemini for low poly models.” 2. Post-Generation Optimization Workflows (from replies) These target the high vertex counts and lag Danny mentioned. Workflow A: glTF compression (recommended by @justindkamen) 1Export the model from Gemini as .GLB. 2Run compression with gltf-transform (Draco + Meshopt):
npx gltf-transform optimize input.glb output.glb --compress meshopt 3 4Let your AI agent handle the command if needed (“Your agent will know what to do”). •Benefit: “Drops vertices/load time big time.” Workflow B: Blender decimation + texture reduction (by @holmesjtg and @justindkamen) 1Import the model into Blender. 2Apply Decimate modifier to reduce mesh face count. 3Downscale textures (Meshy often defaults to 2048×2048 → reduce to 512×512). 4Automate with Blender MCP agent: github.com/ahujasid/blend… •Bonus from same reply chain: Try Hyper3D Rodin (free API) for additional low-poly environment assets. Workflow C: Remeshing in Meshy (suggested by @chongdashu) •After initial generation, use Meshy’s built-in remesh tool to reduce polys further. •Danny’s note: Quality can be “pretty bad” — explore further or combine with the above steps. 3. Scene/Performance Workflows for 3D Models (related tips from replies) These help when your game already has thousands of instanced objects: •Mesh combining & material sharing (@ZestyGlitch): Combine meshes where possible and share materials/shaders to cut draw calls. •Lighting optimization (@ZestyGlitch): Switch from realtime lighting/shadows to shadow baking. Danny confirmed he’s doing some baking but will double-check all objects. •Bottleneck debugging: Ask your AI agent to profile GPU/CPU usage and print FPS on-screen for live testing. •Renderer note (Danny’s reply to @sarmadsangi): The project uses WebGL (not WebGPU) for broader iOS Safari compatibility. This affects how heavy your models can be. Summary of what worked best for Danny •Gemini 3.1 Pro (via Cursor) → low-poly generation. •Export → glTF compression + Blender decimation/texture downscaling. •Result: Upgraded biplanes and objects that no longer lag the globe scene.
Danny Limanseta@DannyLimanseta

Over the weekend, I added multiplayer "paint ball" dogfight to Tiny Skies, so players can fly around pelting each other with colourful paint balls, just for fun. I tried meshy and tripo to generate some 3D models for the game and the mesh vertices count are really high and lags the game a lot (probably because my game is a globe with thousands of objects - albeit mostly instanced). To my surprise, I found Gemini 3.1 Pro to be really quite good at generating good looking 3D models that are low in poly count. It generated 3D models at a much higher quality than Opus 4.6, Sonnet 4.6 and GPT 5.4. You can see the upgraded biplane models and some objects in the video below. #vibejam

English
0
0
3
85
Tone
Tone@InOneProjects·
@DannyLimanseta Good stuff! Having grok pull all the alpha from this discussion
English
0
0
0
24
Danny Limanseta
Danny Limanseta@DannyLimanseta·
Over the weekend, I added multiplayer "paint ball" dogfight to Tiny Skies, so players can fly around pelting each other with colourful paint balls, just for fun. I tried meshy and tripo to generate some 3D models for the game and the mesh vertices count are really high and lags the game a lot (probably because my game is a globe with thousands of objects - albeit mostly instanced). To my surprise, I found Gemini 3.1 Pro to be really quite good at generating good looking 3D models that are low in poly count. It generated 3D models at a much higher quality than Opus 4.6, Sonnet 4.6 and GPT 5.4. You can see the upgraded biplane models and some objects in the video below. #vibejam
English
45
14
454
21.8K
Tone
Tone@InOneProjects·
#vibeJam Day 9! Updates: Tough day for progress, despite putting in the time. Spent the day moving the holotable from confined to the table to a full centerpiece, since it's where the action will take place primarily. 1st screen - concept 2nd screen - start 3rd screen - current 4th screen - grid => sector shift diagram Part of the change toward more command oriented gameplay is shifting down from coordinates on a grid to sectors, which are 5x5 grids of coordinates under the hood. This will limit the number of POI's the player has to interact with and move closer toward "commander issueing orders to captains who carry them out". This is a huge change and taking it on all at once led to me just ditching the last several hours of work and reverting to a semi clean, mostly functional state. I'll spend a little time having codex and Claude tighten up the code base and implement a few code preferences, add additional unit testing, and now that I've got a greater handle on what needs doing hopefully give direction that orients the agents a bit more clearly and possibly in smaller chunks. Before the revert it was squash one bug, introduce three more, so best to step back and make it work better at first rather than bolting issues on top of broken code. More progress tomorrow for sure though.
Tone tweet mediaTone tweet mediaTone tweet mediaTone tweet media
Tone@InOneProjects

#vibeJam Day 8! Updates: - Added roll to ship movement & smoothed turning - Multiplayer works - Improved bridge flight simulation - Added scaffolding for sounds and first sounds with @ElevenLabs . Thanks @chongdashu for pointing out their skills! GPT, as it turns out, makes a banger of a @suno prompt also. First "space exploration" ambient track in place. You can hear a small clip in the attached video. - Tuned model builder. Still iterating. Got my first model I will use in the game (pictured). Observations: Using the model builder is much faster for iterating on simple models than trying to prompt toward it. Claude Sonnet is also, so far, the clear winner. Way more than GPT it simply tries harder - taking screenshots, comparing, saying when it screwed up, and then trying to fix it. I stepped in and moved one shape (the plinth) to get the final look, and the editor made it way easier than trying to guess with numbers or nudge with language. I've put together a skill but haven't had a chance to do a test with and test without yet. Tomorrow. Gameplay: I'm building out a bigger console because I think I'm nudging toward nixing a few of my original gameplay ideas and instead incorporating them more naturally. A game that was formative for me growing up was Mech Commander, and I can still hear Hitman, Falcon, Beast, and Lynx giving status updates and screaming "My armor's coming apart!" and while I won't be able to get that level of performance with Eleven (probably), I can still get the experience of a ship reporting in and giving cues on battle through audio. I want this to be very much a command experience, where the player participating in the combat is spice. So orders will be streamlined to be less like StarCraft and more like Majesty: Fantasy Kingdom Sim, with captains making choices on their own but overall under the command of the player.

English
0
0
3
106
Tone
Tone@InOneProjects·
@Tezumies that is really spectacular
English
0
0
1
208
Tezumie
Tezumie@Tezumies·
This feels like black magic. draw 2d sprite, get 3d render. an experimental tool i am working on for spritesheep.com/editor/ browser pixel art editor. gonna have to add armatures now.
English
14
62
598
24.3K
Tone
Tone@InOneProjects·
Having no context, the size of the model seemed large. My table is 12kb. Maybe someday the agents can build something reasonable at small sizes. Until then purpose built generators are likely the correct play. x.com/InOneProjects/…
@levelsio@levelsio

✨ I can now generate 3d assets for my drone sim at drone.pieter.com directly from Cursor (sponsor of #vibejam) I need buildings that you'd see in a war torn city, like warehouses in ruins, broken down abandoned houses, bombed out bridges etc. Nano Banana Pro or 2 can generate them really well and then you can put them in an image-to-3d model and you get a GLB or FBX That one you can then import into your @ThreeJS game, the models might be big though, in my case like 16MB, so I ask it to compress it and make it more low poly so it loads fast ThreeJS then loads the individual GLBs on page load and puts them in my drone sim somewhere randomly, I think I should remove some of the grass and match the sandy color of the ruins though to make it fit in more

English
0
0
0
19
Tone
Tone@InOneProjects·
As I get more and more AI pilled I keep coming into contact with memory, and while overall the concept makes sense - it’s clearly intuitive - I struggle still to understand the use case in the age tic coding scenario. People always mention vague “preferences” and this maps in my head to things like coding styles, how it talks, particular patterns, codebase idiosyncrasies, ways to arrive at an answer without searching the whole codebase every new session. But how is this not handled in AGENTS.md and various skill files? Skills themselves are often structured to have layers like specific memories on a topic only accessed when relevant. Yes context is lost in compaction, but code bases ARE context and agents are quite good at navigating them. Is memory more of a personal assistant in enterprise wide sets of tasks and I literally just don’t have the use case yet? What am I missing to reach the “ah ha” moment here?
Sarah Wooders@sarahwooders

x.com/i/article/2036…

English
1
0
0
23
Sandi Slonjšak
Sandi Slonjšak@sandislonjsak·
Always take on 8-week side project if you have the opportunity. Those two years will develop you both personally and professionally.
English
12
0
45
1.3K
Tone
Tone@InOneProjects·
Shout out to @playdotfun’s opus game labs skill set. It’s very opinionated but I just had my agent adjust the skills to fit the tools I was using and bootstrapped the entire eventing system including audio to use my preferences. Some really excellent patterns built in by default.
play.fun@playdotfun

we’ve been doing this describe a game. opus architects it. sonnet builds it. deploy and play. > 2D with @phaser_. 3D with @threejs > art, audio, and assets generated on the fly > the advisor strategy but for shipping games

English
0
0
0
34
Tone
Tone@InOneProjects·
@levelsio @cursor_ai @boltdotnew @heyglif Honestly can't wait to play a few of these. Still building! x.com/InOneProjects/…
Tone@InOneProjects

#vibeJam Day 8! Updates: - Added roll to ship movement & smoothed turning - Multiplayer works - Improved bridge flight simulation - Added scaffolding for sounds and first sounds with @ElevenLabs . Thanks @chongdashu for pointing out their skills! GPT, as it turns out, makes a banger of a @suno prompt also. First "space exploration" ambient track in place. You can hear a small clip in the attached video. - Tuned model builder. Still iterating. Got my first model I will use in the game (pictured). Observations: Using the model builder is much faster for iterating on simple models than trying to prompt toward it. Claude Sonnet is also, so far, the clear winner. Way more than GPT it simply tries harder - taking screenshots, comparing, saying when it screwed up, and then trying to fix it. I stepped in and moved one shape (the plinth) to get the final look, and the editor made it way easier than trying to guess with numbers or nudge with language. I've put together a skill but haven't had a chance to do a test with and test without yet. Tomorrow. Gameplay: I'm building out a bigger console because I think I'm nudging toward nixing a few of my original gameplay ideas and instead incorporating them more naturally. A game that was formative for me growing up was Mech Commander, and I can still hear Hitman, Falcon, Beast, and Lynx giving status updates and screaming "My armor's coming apart!" and while I won't be able to get that level of performance with Eleven (probably), I can still get the experience of a ship reporting in and giving cues on battle through audio. I want this to be very much a command experience, where the player participating in the combat is spice. So orders will be streamlined to be less like StarCraft and more like Majesty: Fantasy Kingdom Sim, with captains making choices on their own but overall under the command of the player.

English
0
0
0
87
@levelsio
@levelsio@levelsio·
🧑‍🚀 Day 9 of the @cursor_ai #vibejam Proudly sponsored by @cursor_ai + @boltdotnew + @heyglif Prizes to win (submit your vibe coded game before May 1!) 🏆 $20,000 🥈 $10,000 🥉 $5,000 People are heads down developing the games I feel because the update I see on the timeline are getting a lot better now, my favorites from today: 🤡 Clown Chaser by @ejuro23 This one is a great example how much you can do in a game by not showing much at all, it's all dark and scary AF with a clown chasing you 🏜️ Eyrie by @slowchaz I posted it before as Grand Canyon Sim, now it has a name, very beautiful and keeps impressing 🦖 Dino Tamer @HLS_dev This game felt random, a naked guy running around a tropical island and now it has dinos, so things are coming together 😂 🧛 Moar Dots by @0xVe1L A vampire combat dungeon WoW-type game but unsure how to classify it, as it's still early P.S. 106 games already submitted! My AI predicts about 1000 games (with an exponential curve so who knows). You can see the submitted games and play them already at vibej.am under submissions YOU HAVE 20 DAYS LEFT! Reply in this thread with updates on your current games to share your progress, and add tag #vibejam so I see and can include you in the daily tweet There's $35,000 in prizes for you to win, see threads below for more info. The Gold prize is $20,000, bronze is $10,000 and silver is $5,000! Wanna to participate? You can still start now and submit your game any time before May 1!
@levelsio@levelsio

🧑‍🚀 Day 8 of the @cursor_ai #vibejam! Proudly sponsored by @cursor_ai + @boltdotnew + @heyglif Prizes to win (submit your vibe coded game before May 1!) 🏆 $20,000 🥈 $10,000 🥉 $5,000 Today's games I liked most from the #vibejam timeline: 🔫 Space Shooter (?) by @_MaxBlade I keep seeing this one on my timeline so wanted to post it, a shooter that looks like it takes place on the moon, it looks weirdly non-janky and real for how early it is still 🐓 Fowl Play by @habeebslm It looks like you're a chicken on a farm and have to dodge tractors etc. Cute!! 🛸 Null Range by @taylor_sntx I posted this one before but it keeps getting better, very different visuals and cool 🌳 Adventure Game (?) by @adriancerda I wanted to post this one because it's different, akin to Monkey Island and SCRUMM, and pretty P.S. you can see participating games that already submitted now at vibej.am, also you can submit your game already to show up there (it syncs every 5 min) and you can keep working on it until the May 1 deadline! YOU HAVE 21 DAYS LEFT! Reply in this thread with updates on your current games to share your progress, and add tag #vibejam so I see and can include you in the daily tweet There's $35,000 in prizes for you to win, see threads below for more info. The Gold prize is $20,000, bronze is $10,000 and silver is $5,000! Wanna to participate? You can still start now and submit your game any time before May 1!

English
52
13
106
70.7K
Tone
Tone@InOneProjects·
#vibeJam Day 8! Updates: - Added roll to ship movement & smoothed turning - Multiplayer works - Improved bridge flight simulation - Added scaffolding for sounds and first sounds with @ElevenLabs . Thanks @chongdashu for pointing out their skills! GPT, as it turns out, makes a banger of a @suno prompt also. First "space exploration" ambient track in place. You can hear a small clip in the attached video. - Tuned model builder. Still iterating. Got my first model I will use in the game (pictured). Observations: Using the model builder is much faster for iterating on simple models than trying to prompt toward it. Claude Sonnet is also, so far, the clear winner. Way more than GPT it simply tries harder - taking screenshots, comparing, saying when it screwed up, and then trying to fix it. I stepped in and moved one shape (the plinth) to get the final look, and the editor made it way easier than trying to guess with numbers or nudge with language. I've put together a skill but haven't had a chance to do a test with and test without yet. Tomorrow. Gameplay: I'm building out a bigger console because I think I'm nudging toward nixing a few of my original gameplay ideas and instead incorporating them more naturally. A game that was formative for me growing up was Mech Commander, and I can still hear Hitman, Falcon, Beast, and Lynx giving status updates and screaming "My armor's coming apart!" and while I won't be able to get that level of performance with Eleven (probably), I can still get the experience of a ship reporting in and giving cues on battle through audio. I want this to be very much a command experience, where the player participating in the combat is spice. So orders will be streamlined to be less like StarCraft and more like Majesty: Fantasy Kingdom Sim, with captains making choices on their own but overall under the command of the player.
Tone tweet media
Tone@InOneProjects

#vibejam Day 7! CIC: Fleet Command Sidequest today. I fixed some small bugs and visual glitches in the main game but mostly focused on my main point of friction - model building. Codex and I put together a CLI and "command bridge" that integrates with the Three.js editor ⬇️

English
1
0
6
520