Archive of posts with category 'gamedev'

When AI Multiplies Velocity — and Chaos: Multi-Agent Lessons from a Real Codebase

I’ve been building a game called All Is Vanity in my spare time. This week I tried something ambitious: running eight AI coding agents simultaneously against the codebase.

The Game I Always Wanted to Make: How AI Let Me Finally Build My Childhood Obsession

I’ve been carrying a game in my head for forty years.

Space Taxi In Space: Rebuilding a C64 Classic Around Friendship, Humor, and Procedural Everything

It started with a Commodore 64 in a crawlspace. Behind the water heater, wrapped in a garbage bag from 1990, next to a disk drive we named Jared. The 5.25”...

Building Squirrel Defense: 4,900 Lines, Zero Sprites, One Afternoon

Every other project from Day 1 was a port. Squirrel Defense was the one I built from nothing — a game I made with my kids. No Haxe source to...

Day 1 with Claude: Five Games, One Website, and 128 Million Tokens

Saturday I sat down with Claude Code (Opus 4.6) and decided to see how much I could get done in a day. The answer: a lot more than I expected....

Porting TappyPlane: From Haxe/OpenFL to Godot 4 with Claude

Back in the day I built TappyPlane for a 3-hour game jam. It was a Flappy Bird clone starring a little green plane dodging rock pillars — built with Haxe,...

Rebuilding Snake: From a 4-Hour Haxe Jam Game to 10 Levels in Godot 4

I built a Snake game in 4 hours for a game jam back in 2014. Haxe, OpenFL, Flash target, 30 FPS. Three hand-crafted levels, frame-counter movement, bitmap tile rendering. It...

QuickSki Update: Forgiving Flags, Speed Ramp, and AI Skiers

QuickSki started life as a Haxe/OpenFL slalom game – ski downhill, thread gates, don’t hit trees. After porting TappyPlane to Godot 4, I gave QuickSki the same treatment. But this...

Nape and Barrage Integration for Bullet Collision and Ricochet

After the last article, Nape and Barrage are integrated and running together, but we still have a few issues -- Mainly that both Nape and Barrage want full control over a bullet's...

Extending the StableXUI library - Grid Widget

Back when we first started working with OpenFl a robust UI framework didn’t exist.  The first revision of our game interface was a homegrown solution which worked well but didn’t follow any...