winkr7's Forum Posts

  • Hello;

    I have gone off the deep end of vibe coding. I am using codex (vite and react for a web app and chatgpt 5.4 at highest level) to do the same space game I have been trying to write for at least 30 years. After 6 months of figuring out what to trust the ai with I have gotten good at it (and the harness has gotten much better too).

    I can ask it to do the tech tree for ship armor (including some crafty paths that bypass neutron research) and it creates the entire tree, a screen for it that can be expanded with the shield research lane and pseudo science for each node.

    I can ask it to do the ship editor, including tech levels and size of ship parts, make sure you get a bonus for engines in the back and same weight left right etc. It does take it an hour to plan and write the code -- but the outstanding thing is it tests it all in my browser 5 different ways.

    The automatic testing of the code paths is the part I didn't realize I really needed all along. It can take hours to run the tests but you don't have to be there and it can run 5 tests at once. If it finds a problem it fixes it and runs it all over again.

    The way wasn't all roses of course--early on it would write unfun sub games into the alien encounters (like add all the numbers between 19 and 31 and use a timer). It doesn't seem to know what fun is and it has a hard time understanding the player can upgrade his ship but the designer has to edit the enemy ships. But with patience and big .md files it gets the hang of it.

    I think I am coming to the end of programming, and it is a blast.

    yours

    winkr7

  • I have been using quiver to generate game svg files. You can drag and drop these into construct 3 like any other svg file and they can be sized and rotated etc. It works very well with some of the vibe coding I have been doing if you keep the file name they are generated with (you can cut the number at the end). I have been using them with openai codex as of late with great success. You get to generate 20 free images a week, here is the link, give it a try. It can create a detailed ork warrior or a fine spaceship etc...You can export the image in other formats (like png).

    app.quiver.ai

    yours

    winkr7

  • envoys -- ai studio wants to put api calls to gemini flash into the code for things like your rhymes. Did you use the api for this? Also, for your more complex application why don't you use antigravity instead of ai studio? You get free time on opus 4.6 and sonnet 4.6 if you use antigravity.

  • I hope most of you try vibe coding some ai slop. It really started clicking in Dec of 2025 and with the new models this month it is greatly improved. If you want to write games without coding it fits the bill and it is just so much fun.

    yours

    winkr7

  • Because C3 is html5 we already have a billion examples of html5 getting loaded into the LLM models. The choice to make the engine a javascript engine can be exploited here big time. Some of the other html5 game engines retrofit their formats into the .md files (like rpg maker MZ and MV). They don't do it officially but users find what seems to work and put it on their chat boards. I think guildline .md files that tell cursor and antigravity users about the json formats may be all we need.

  • Take the quotes off "map"? I never know when I need the quotes or not.

  • I think because c3 uses json there are millions upon millions of json usage files stuck in the LLM models for programming already. Sonnet4.6 had no trouble figuring out how C3 is put together. BTW this is all free from google, and you get a bit of sonnet4.6 for free every 24 hrs or so also, so anyone can run google antigravity on C3. Unfortunately I can't run what it created because it used an old gethub example before the new rules about version 2 addon stuff. If I had an Ashley approved gethub with the latest stuff for it to deconstruct it would all work fine. We are not very far from getting AI (as least sonnet4.6) to work with construct.

    In case you are interested in details:

    Building Construct 3 Asteroids Project

    Successfully created Asteroids.c3p (10 KB) at

    C:\Users\winkr7\Desktop\csg\Asteroids.c3p

    . The project was built by reverse-engineering the real Construct 3 JSON format from open-source GitHub projects. All required files — project.c3proj, layout, event sheet with full game logic, and sprite PNG images — were generated by

    make_asteroids_c3p.ps1

    and zipped into the final C3P.

  • I think we all could benefit from the AI play testing our games overnight. It is also an added benefit if it can tell you where in your code it hung up -- and even suggest the exact code to fix it.

    As a simple test go to google ai studio (it is free) and say -- "write me an asteroids game".

    It is truly hard to believe what it can do. Start modifying it next. They just released Gemini 3.1 today too.

    With a bit of convolution you can do the same kind of thing here with google antigravity (free but you have to install it). Just start a blank c3 project, save it to a directory, make that directory your game folder in google antigravity and say, "write me an asteroid game using c3." I think you will have to give it a little bit more guidance than that, but give it a whirl, it is very enjoyable.

  • When you vibe code games from scratch (say using google ai studio for example) you end up building some kind of game engine anyway. I have the problem that if I just ask for a refactor it will go and rewrite stuff that already works. So I end up looking at phaser gdevelop etc to get a stable frame. What C3 offers in addition to a basic frame is a really good scene editor. You can vibe code the editor too but I already know c3.

    The problem I am having is getting the AI to play the game to find the bugs. Even google integrated with chrome has a hard time playing the game up to the first bug. It has this in C3, phaser or gdevelop, However, there are so many examples of RPG maker type games (that I guess the LLM builder uses when it is being constructed) I can get it to try to level up a character--but it is not there yet. Once the AI will play the game with some kind of general strategy like -- build lazers not missiles -- rather than just -- level up -- I will believe the ai has really arrived.

  • I use Construct 3 with google's anitgravity IDE (their clone of vscode) and it is free including the use of gemini 3. It works really well with typescript and is useful for any html you want to do.

    About a third of the time it even works on the event sheets--until it writes something C3 won't load. You do have to feed it the console logs (at least I do) if you get an error though. This is the back and forth that is time consuming.

  • GDevelop has integrated AI for vibe coding. You can pick your model too -- however it is not free.

    yours

    winkr7

  • I have to agree with arthead. If you are going to do 3d then pick Unity or UEFN. C3 is the best at 2d and they might want to spend their time hanging onto that. However, I understand the fun of doing extra 3d libraries for the sheer technical thrill and skill.

    yours

    winkr7

  • Hello;

    There is a difference. The hierarchy behavior moves the stuff at the exact same time. Pin behavior lags one update.

    yours

    winkr7

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  • Hello;

    I set the directory (save to directory instead of cp3 file) to google's new antimatter IDE. The ide lets you pick an AI, one of 5 models include claude 4.5 and gemini 3 pro. Since I do as much as I can in the layout files it is good to have each file there where you can see it. You get all the images and their names in case you forget what is what. Lately I am working on HTML files as their own files in the files section of CP3. Since these are complete standalone html worlds the AI can pretty much do it all. Setting up communications from html back and forth with variables in c3 took a bit of work, but the ai figured it all out and it works so ... I'm happy.

    I want to work with some typescript files next, but I got sidetracked using the AI API--so that my NPC's can have conversations without the big conversation trees. You need an API key (which google gives you) but right now the best AI you get (for free no more than 15 calls a minute) is gemini 2.0 flash. This is an old model but it does the npc conversations and characterizations better than I ever could.

    The downside is sometimes if I give it a big enough problem it starts writing its own events and sometimes c3 can't recognize what it has done. The other downside is I have to give it the console log sometimes since even with google's new browser agent (which can fetch the console log for the anitgravity IDE) doesn't always know it can fetch the console log.

    I am looking forward to tighter integration so I can vibe code and yet use the layout's from c3.

    yours

    winkr7

  • Great. I mostly want to know what I can expect from the typical game player. How hard is it for them to get hold of an AI API key? Do they have to a pro user or can anyone figure it out and get a key? Also, is there a lowest form of AI I have to expect them to have a key for -- clearly nobody gets a free Gemini 3.0 key.

    Anyway, glad to see you got it to work.