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My version of OP's roads problem is blob autotiling - how tiles connect to their neighbors. 256 possible neighbor combinations reduce to 47 valid patterns once you realize corners only matter when both adjacent edges are present. You paint a semantic type like "wall", the system resolves the right tile from those 47 patterns - but painting one tile cascades outward, neighbors re-resolve, which triggers their neighbors, and you're tracking stale state to keep it all consistent. Same underlying problem as road segments affecting connected intersections.

I've been trying to make this as easy as possible for non technical people to draw terrain in craftmygame (the game engine I'm building) here's what the terrain painting looks like in the editor so far : https://youtu.be/bFrUYM2t3ZA?si=tw1LqBWR7Uyn08lR&t=37


I love making games, and I’ve been building a no-code game engine by extracting reusable components every time I ship a new game. It started as me scratching my own itch, and now it’s turning into a real platform.

Each game adds more building blocks to the editor: multiplayer, event systems, NPC behaviors, pathfinding, etc. I build a system once, and then anyone using the editor can use it in a click. For game logic, I recently added a visual event system I’m really excited about. It’s kind of like Unreal Blueprints, but focused on 2D. You pick a trigger, wire conditions, and chain actions in a node graph [1].

Big challenge right now: most people who want to make games needs assets, and don't know how to get/make them. So I’m building a marketplace where pixel artists can upload tilesets/characters, and unlike itch.io, assets are usable directly inside the engine. No ZIP downloads or import setup, just browse and drop into your game. A preview here[2].

Also, if you want to use the editor but ship elsewhere, you can export terrain, animations, and hitboxes to Godot 4. Nothing is locked in.

The engine/editor is at https://craftmygame.com if anyone wants to poke around! And you can test a games here[3][4], and 1 multiplayer game I've tested IRL in a bar [4]!

[1] https://youtu.be/8fRzC2czGJc

[2] https://www.youtube.com/watch?v=hScOK_naYnk

[3] https://craftmygame.com/game/e310c6fcd8f4448f9dc67aac/r/play

[4] https://www.youtube.com/shorts/WOIUmOVvaZM


I'm a web developer and getting very interested in making games but obvuiouly have 0 ideas about it.

Can you recommend any cause to make using Claude Code.


As a web dev you're in a better spot than you think — state management, event handling, render loops... you already have the mental models.

Claude Code can genuinely help you with: - Scaffolding a game project (Phaser.js is great for web devs getting into 2D) - Writing boilerplate: input handling, collision detection, basic physics - Debugging weird edge cases in game logic - Generating utility code like sprite sheet parsers, tilemap loaders, etc.

What it can't do (and where most beginners hit a wall): - Game design. Knowing what makes a game actually fun is a skill Claude can't shortcut. You need to playtest, iterate, and develop taste. - Art and assets. This is the #1 blocker for most solo devs. Claude can't draw your sprites or design your tilesets. - Feel and polish. Tweaking jump curves, screen shake timing, hit feedback — that's all manual iteration. AI will give you "technically correct" values that feel lifeless. - Architecture decisions. Claude will happily generate an ECS system or a scene manager, but it doesn't know your game's actual needs. Bad architecture early on will cost you weeks later.

Start with a tiny scope (like a single-screen platformer), use Claude Code to move fast on the code side, but spend most of your energy on the parts AI can't help with — design and feel.

Also, shameless plug, if you want to skip the code entirely and just focus on making the game, that's what CraftMyGame is for. Everything is visual, no coding needed. Might be a good way to prototype ideas fast before deciding if you want to go deeper on the code side ;)


CraftMyGame can make something like retro street fighter(not need to be perfect) ? If it can, and allow me to export the code(I would like to add those game to some of the apps I'm planning), you'll get paying customer.


you can do definitely! and we export terrain/animation to godot or a bundle to js/html with the whole game. Reach me out if you struggle to start :)


Love the workflow focus in this release. 2D animations/hitboxes and terrain creation was tedious enough that I built a tool around it—draw, animate, export to Godot if anyone needs it. It also now become a full game engine!

[1] https://www.youtube.com/watch?v=mBLFv5R8jJI

[2] https://craftmygame.com/


I love making games! I've been building a no-code game engine by extracting reusable components each time I make a new game. Started as a way to scratch my own itch, now it's becoming a proper platform. A couple games I've shipped with it:

- https://craftmygame.com/game/e310c6fcd8f4448f9dc67aac/r/play

- https://craftmygame.com/game/f977040308d84f41b615244b/r/play

Each game I build adds to the component library: multiplayer, event systems, NPC behaviors, dialogues, etc... Currently working on a multiplayer Bomberman clone which is stress-testing the networking layer.

The engine/editor is at craftmygame.com if anyone wants to poke around!


The games seem fun, and your beta site looks fantastic. I'm always awed and humbled by folks who have the vision & spend the time to create something like this.


Thanks! Still early days but it's been fun building. Happy to help if you ever want to try making something with it


Is there any text based programming environment for it? the one thing game engines like unity or unreal get right IMO is having a pretty GUI for doing basic things and prototyping while still having the text based programming available to modify further


Not yet - the no-code approach is intentional. One of my main targets is non-technical people or who want a quick prototype of their ideas.

Text-based scripting adds complexity and security concerns I'd rather avoid for now.

That said, if users start asking for it, I'll reconsider.

What would you want to do with code that feels limited in the visual editor?


I don't know (I haven't used the editor, my work network blocks domains with "game" in it) but in most of the "no code" solutions I've tried it's simply faster to define things in text than to try and figure out how to represent that with the graphical tools given. It also allows for code to be transferred between projects easier


I’ve been playing with it in the last few days and really like UI, feels much more modern than rpg maker!


Thanks! What are you building?

Some things RPG Maker can't really do: real-time multiplayer (works out of the box), web-native games (just share a link), and you're not locked to RPGs - platformers, survival, racing, top-down action all work too!


I've been working on a no-code multiplayer game editor. The idea is to let anyone create multiplayer games in a few clicks without writing code—and share them instantly.

The platform handles all what's necessary (and annoying to setup) out of the box: multiplayer, controls, mobile/responsive/ inventories, save/load, leaderboards, quests, dialogue, etc... Users just select what they want and configure it with clicks.

Technically, the engine just reads a config file and renders it for players. I've built all the foundation blocks that interpret the config.

I'll soon be onboarding game designers to stress-test the editor/engine. Still polishing templates so people have a good starting point, but it's functional and I'd love feedback!

- Try a quick game here: https://craftmygame.com/game/proj_1765327918743_cicdnsqgy/r/...

- if you want to signup and try to make a game with one of the template: https://craftmygame.com/


I've been working on a no-code multiplayer game editor. The idea is to let anyone create multiplayer games in a few clicks without writing code—and share them instantly.

You pick a template (platformer, tower defense, battle arena, etc.), customize it through the UI, and get real-time multiplayer with up to ?? players—no networking code, everything hosted.

The platform handles all the classic game systems out of the box: AI behaviors, combat, inventories, save/load, live leaderboards.

Technically, the engine just reads a config file and renders it for players. I've built all the foundation blocks that interpret the config. Once that's solid, I'm planning to add LLM generation—but foundation first.

I'll soon be onboarding game designers to stress-test the editor/engine. Still polishing templates so people have a good starting point, but it's functional and I'd love feedback!

Try it: https://craftmygame.com


building a location-based game that captures Taiwan's absurd convenience stores density[1]. Players stand at any 7-11/FamilyMart/etc, take a photo showing you can see the next store, walk to it, repeat. Chain as many stores together as you can.

It sounds silly but Taiwan really is this convenient - you often can see 2-3 stores from one spot. Here[2] one route where you can actually link 7 convenience stores in a row! Now trying to make maps look a bit nicer with mapbox.

[1] https://craftmygame.com/game/convenience-store-marathon

[2] https://craftmygame.com/game/convenience-store-marathon/rout...


Building a location-based game that captures Taiwan's absurd convenience store density[1]

The premise: stand at any 7-11/FamilyMart/etc, take a photo showing you can see the next store, walk to it, repeat. Chain as many stores together as you can. It sounds silly but Taiwan really is this convenient - you often can see 2-3 stores from one spot. Here[2] one route where you can actually link 7 convenience stores in a row!

This is actually the first game built on our upcoming platform for creating branded games. Figured the best way to test the concept was to make something fun first!

[1] https://craftmygame.com/game/convenience-store-marathon

[2] https://craftmygame.com/game/convenience-store-marathon/rout...


Currently building my own game engine for my games[1], but I'm facing the classic indie game marketing challenge. While platforms like CrazyGames, Poki, grab most of web players.

I'm exploring zero-budget marketing approaches. Currently experimenting with daily news posts for SEO[2] and converting them to podcasts too.

Would appreciate any suggestions on effective no-budget marketing strategies, or feedbacks!

[1] https://pixelbrawlgames.com/game/blast/

[2] https://pixelbrawlgames.com/dailynews


who will benefit from those datacenters?


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