r/aigamedev

Image 1 — ComfyUI workflow: animate characters/objects using LoRAs + video animation generator (full pipeline) for my game Demo
Image 2 — ComfyUI workflow: animate characters/objects using LoRAs + video animation generator (full pipeline) for my game Demo
Image 3 — ComfyUI workflow: animate characters/objects using LoRAs + video animation generator (full pipeline) for my game Demo
Image 4 — ComfyUI workflow: animate characters/objects using LoRAs + video animation generator (full pipeline) for my game Demo

ComfyUI workflow: animate characters/objects using LoRAs + video animation generator (full pipeline) for my game Demo

I wanted to share a workflow I’ve been using in ComfyUI for generating consistent animations from LoRAs.

I’m using this in a real project — a historical game set during the Hussite Wars — mainly to prototype systems quickly before committing to final assets.

It could also animate objects, not just characters in every single. Every Lora is trained for different position so these consistent and it does not mess up anything.

And then you download it frame by frame with no background at all I hope this help

Do you guys have any questions? Please ask.

The reason why i am doing this is because I hate those payed corporations they just steal your money while you could do the exact same thing locally

u/Nearby_Ad_3037 — 8 hours ago
🔥 Hot ▲ 164 r/aigamedev

I open-sourced an AI pixel art agent that paints like a real artist. Now there's a cloud version too

Yesterday I shared Texel Studio here.
An AI agent that places pixels one at a time using real drawing tools, not diffusion.

The response was WAY BIGGER than I expected. Thank you, geniunely, for all the stars and feedback :)

Since then I've been pushing a lot of features and now there's a hosted version at texel.studio so people can use it without setting up Python, API keys, and a local server.

  What hasn't changed:

  - The engine is the same open source agent — not diffusion, not approximation

  - Every pixel placed intentionally from your palette

  - Concept art reference → agent painting → chat refinement → export

 
What's new in the cloud version:

  - Sign up, get 5 free credits daily, start generating immediately

  - Generations saved to your account — pick up where you left off

  - Chat with the agent to refine sprites after generation

  - Share palettes and sprites to a public gallery

  - Credit costs vary by model and sprite size — you pick the tradeoff

The engine is still fully open source and self-hostable: https://github.com/EYamanS/texel-studio

The cloud version just removes the setup friction. One-command local setup is also available now

  (./start.sh).

Would love feedback on the cloud version. Especially the generation quality and the studio UX.

u/Efficient_Tree_6886 — 18 hours ago
▲ 49 r/SideProject+1 crossposts

Farm Sim 100% made with AI - 6h build so far

Hello everyone,

I posted my Diablo 2 build yesterday, and thought I'd share some more games I'm trying to build (with the correct flair this time),

This is a farm simulator where the goal is to survive 10 nights, and build up your farm with plants, animals and food to survive. I started this morning and this is how far I am so far

Happy so share some prompts that got me started! (I'll post an update later on my Diablo 2 ARPG progress)

u/sharkymcstevenson2 — 1 day ago
Image 1 — Thank You for the Support on my last post. Here’s Something Else I’ve Been Working On
Image 2 — Thank You for the Support on my last post. Here’s Something Else I’ve Been Working On
Image 3 — Thank You for the Support on my last post. Here’s Something Else I’ve Been Working On
Image 4 — Thank You for the Support on my last post. Here’s Something Else I’ve Been Working On
Image 5 — Thank You for the Support on my last post. Here’s Something Else I’ve Been Working On
Image 6 — Thank You for the Support on my last post. Here’s Something Else I’ve Been Working On
Image 7 — Thank You for the Support on my last post. Here’s Something Else I’ve Been Working On
Image 8 — Thank You for the Support on my last post. Here’s Something Else I’ve Been Working On
Image 9 — Thank You for the Support on my last post. Here’s Something Else I’ve Been Working On
Image 10 — Thank You for the Support on my last post. Here’s Something Else I’ve Been Working On
Image 11 — Thank You for the Support on my last post. Here’s Something Else I’ve Been Working On
Image 12 — Thank You for the Support on my last post. Here’s Something Else I’ve Been Working On
Image 13 — Thank You for the Support on my last post. Here’s Something Else I’ve Been Working On
Image 14 — Thank You for the Support on my last post. Here’s Something Else I’ve Been Working On
Image 15 — Thank You for the Support on my last post. Here’s Something Else I’ve Been Working On
Image 16 — Thank You for the Support on my last post. Here’s Something Else I’ve Been Working On
Image 17 — Thank You for the Support on my last post. Here’s Something Else I’ve Been Working On
Image 18 — Thank You for the Support on my last post. Here’s Something Else I’ve Been Working On
Image 19 — Thank You for the Support on my last post. Here’s Something Else I’ve Been Working On

Thank You for the Support on my last post. Here’s Something Else I’ve Been Working On

I’m really happy that my last post was able to help people. I honestly did not expect it to get so much attention.

Since so many of you liked my last post, I wanted to share something else I’ve been working on that I think is really interesting. I’ve been making character splash art and hero reveal posters with AI as well. I’m still testing it, but so far it works well for existing characters. It can also be used to create own custom character.

Right now, I’m also working on improving the prompt so it can use reference images of characters too. I’m also trying to make each hero pose more unique for each character, because at the moment the poses can look too similar, and I have to do multiple retries to get a different one.

Just wanted to share my progress. I hope you all like it.

Also, most of this was generated with Nanobanana2, and a few were made with NBP :)

And for those asking after my last post. I do not plan to make a game. I do not have the motivation to make a game by myself. For now, I’m just going to keep experimenting with image models.

u/RealisticValuable484 — 2 hours ago

Looking for better AI sprite animation workflows — current battle system for reference

Building a creature collector with Claude Code and hit a wall with sprite animations. Here's the current battle system for context:

  • I've been using Ludo.ai for character sprites — 500+ generations at this point. Got walk cycles for bosses and breathing animations on NPCs, but it still feels stiff. The creatures in battle are just static PNGs with SVG effects layered around them (electric arcs, glows, particles) to compensate.

    Anyone found AI tools or workflows that are good for:

    - Generating frame-by-frame sprite sheets from existing character art?

    - Idle or attack animations that stay style-consistent?

    - Improving walk cycles beyond what Ludo outputs?

Open to any suggestions on the battle UI too if anything jumps out from the clip. What tools are you all using for sprite work?

u/UmpireGaming — 8 hours ago
Image 1 — How can I make my sprites "Less AI style"?
Image 2 — How can I make my sprites "Less AI style"?

How can I make my sprites "Less AI style"?

I make the preview:

-I share some sprites that I draw handle to hand to Gemini

-Gemini created a prompt

-I used the prompt

>A 2D retro video game pixel art sprite of a dark spectral creature. The creature is made of solid black shadows with dripping neon green energy and glowing neon green eyes. Minimalist 8-bit style, clean perfect pixel lines, no anti-aliasing, and simple cell shading. The character is completely isolated on a pure solid white background. 64x64 low resolution aesthetic.

u/Nearby_Ad4786 — 8 hours ago

Self-Promo Fridays

Share a link to your current projects and drive traffic/wishlist to each other. Please only give constructive reviews and support others.

This is to discover some great work.

reddit.com
u/gamershomeadmin — 3 hours ago

Feedback on Visuals for 1700s Sailing/Trading Game?

I've been working on a game set in the mid-1700s where you play as a merchant and sail to ports around the world to trade goods. You will also be able buy/upgrade ships and weapons, hire crew, craft better goods, gamble, and more.

Most of the assets, except for the world map and a few icons, are AI-generated. I wanted to get some feedback on the visuals and whether the assets look like AI slop. The game looks good to my eye, but I know I'm biased. I do know the ship looks clunky while sailing and I already plan to improve that. Also, the 6 panels I show at the end are not implemented yet, I just wanted to show them to get feedback.

I would also appreciate any other general game comments. This is my first time making a game, so I'm new to this world.

Main Game

Character Creation

reddit.com
u/VanillaMammoth1937 — 7 hours ago
Built a tool that turns any description into pixel art sprites for games - looking for feedback!
▲ 3 r/sideprojects+1 crossposts

Built a tool that turns any description into pixel art sprites for games - looking for feedback!

Hi all, I've been working on this for a while, it's a web app that generates pixel art sprites from text prompts or reference images. You describe what you want (or upload existing art to edit/recolor) and it outputs a clean transparent sprite with proper outlines, limited palette, etc..

Some of the features:
- Text to sprite (describe anything, get a game-ready sprite back)                                              
- Image to pixel art (upload any image, it converts and cleans it up)                                           
- Edit mode - upload existing pixel art and modify/recolor it                                                         
- Live sliders for size, palette, contrast, outline (basically tweak without re-generating)         
- Multiple detail levels for how complex you want the output                                                        

Built it because I got tired of manually cleaning up AI output in Aseprite every time I needed a quick placeholder or prototype sprite. The post-processing pipeline handles background removal, colour quantisation, outline normalisation etc automatically.

It's free to try (3 generations, no card needed, if you like it lmk and I'll add you more credits): https://spritelab.dev

Would appreciate any feedback

u/Mobile-Scientist-696 — 5 hours ago

Added AI music and sound effects to my cozy farm sim game

Thoughts on the sound effects? Quite happy with the soundtrack, happy so share the prompt!

The music changes based on where the player is on the map - so it's area gated and dynamic

u/sharkymcstevenson2 — 8 hours ago
Gemma 4 helped me build this HTML5 game - Glitch Survivor

Gemma 4 helped me build this HTML5 game - Glitch Survivor

https://reddit.com/link/1sbmfil/video/49qas417v0tg1/player

Running through LM Studio on my 3060. I tested out the new local Gemma 4. This is the prompt: code me a simple html5 game. smash tv meets thomas was not alone.

>This is a complete, single-file solution. I have combined the top-down arena survival of Smash TV with a dark, lo-fi, "liminal space" aesthetic reminiscent of indie survival games like Thomas Was Not Alone.

>The Concept: "GLITCH SURVIVOR"

>Gameplay: You are a white square in a dark void. Enemies (grey glitches) crawl toward you from the edges. Use WASD to move and Mouse Click to shoot projectiles.

>The Twist: As your score increases, the "world" begins to shake and visual noise (glitches) appears on the screen, increasing the tension.

Anyway. This is what I finished up with. Gemma did the leg work. Grok did a bit. Finally ChatGPT (to which I am subscribed) helped tidy up. Works great on mobile and with an Xbox controller. I was quite pleased really. https://splarg.itch.io/glitch-survivor-final-protocol

reddit.com
u/Master-Client6682 — 9 hours ago
Using AI to architect a modular Magicraft-style spell system for thousands of enemies

Using AI to architect a modular Magicraft-style spell system for thousands of enemies

u/Star_Software — 13 hours ago
After 3 months, nearing a viable playtesting product

After 3 months, nearing a viable playtesting product

Hello!

I am looking for users willing to playtest my end-to-end product. Reply here for a formal invite and extensive information.

u/darknessinducedlove — 9 hours ago

Looking for recommendations for AI texture tools

I've been working with Polycam for a while now, but the subscription is up and before I re-subscribe I wanted to get some insight on the current landscape around such tools. Core functionality required is for an AI texture map generator that also generates normal map and spec map, but if it also has photogrammetry / image-to-model functionality, that would be an added bonus.

I'm looking around at options myself, of course, but I wanted to reach out to see if anyone in this community is familiar with any tools like that which they would vouch for.

reddit.com
u/Kaelzoroden — 11 hours ago

Heavy Ordnance my game, now with nice water, and fully functional AH-64

Game has full destruction, even the terrain is deformable/destructible. The game is a grand total of 627KB uncompressed without the music included.

I will upload the new version of the game in the coming days. :-)

https://davydenko.itch.io/

u/Accomplished-Fan9568 — 18 hours ago
Image 1 — I built a genetics-driven colony sim in one week — every pawn has 224 real gene values and evolves across generations
Image 2 — I built a genetics-driven colony sim in one week — every pawn has 224 real gene values and evolves across generations
Image 3 — I built a genetics-driven colony sim in one week — every pawn has 224 real gene values and evolves across generations
Image 4 — I built a genetics-driven colony sim in one week — every pawn has 224 real gene values and evolves across generations
Image 5 — I built a genetics-driven colony sim in one week — every pawn has 224 real gene values and evolves across generations
Image 6 — I built a genetics-driven colony sim in one week — every pawn has 224 real gene values and evolves across generations
▲ 8 r/IndieGaming+1 crossposts

I built a genetics-driven colony sim in one week — every pawn has 224 real gene values and evolves across generations

Every pawn in Sapience carries 224 gene values mapped to 160 real human genes — from MC1R (skin pigmentation) to COMT (pain tolerance). Genes inherit, mutate, and drift across generations through natural selection. After 30 years, your tribe of scholars can't fight because you never gave them a reason to — and that's entirely your fault.

Early Access on itch.io: https://enigmaticsloth.itch.io/sapience

Disclosure: AI-assisted development.

Game design, genetics architecture, and all systems design by me.

-EnigmaticSloth

u/EnigmaticSloth_30 — 2 days ago
TRANSMISSION: Outpost Evergreen is Live. The frontier is open.
▲ 4 r/MisterAtompunk+1 crossposts

TRANSMISSION: Outpost Evergreen is Live. The frontier is open.

Welcome to the frontier, Commanders.

The grid is online. Outpost Evergreen — Colony Command is now live on itch.io.

Outpost Evergreen is a retro-styled colony survival simulation built on pure HTML5 Canvas and Atomic Age spirit. You don't micromanage your crew; you manage the infrastructure. Your colonists are autonomous, driven by their own traits. Industrious workers will seek out crystal and metal veins, curious scouts will push back the fog of war, and brave pioneers will automatically draw their laser pistols when the alien swarm breaches the perimeter.

The Mission:

  • Establish the Grid: Drop into harsh biomes like the red wastes of Ares Valles or the glacial plains of Europa Minor.
  • Command Autonomy: Issue Explore, Gather, and Attack directives to guide your crew, then let them do the heavy lifting.
  • Persist and Upgrade: Watch greenhorn laborers rank up into master Atomwrights. Build Fabricators, Med Bays, and Defense Turrets.
  • Survive the Swarm: Fend off Scuttlers and Hive Drones. If your colony's threat level spikes, prepare for massive boss encounters like the Broodmother or the base-crushing Siege Crawler.
  • No Pioneer Left Behind: Build a Cryovault to preserve fallen colonists and revive them when the colony stabilizes.

Play it in your browser now: https://misteratompunk.itch.io/oeg

Can your colonies hold up against the Siege Crawlers?

misteratompunk.itch.io
u/MisterAtompunk — 12 hours ago

I'm looking for an AI tool to animate objects

Heya, I use meshy.ai which is great for characters, but I'm looking for something to animate trees, non-bipedal characters, etc. Anyone know of any AI tools that can do that?

thanks!

reddit.com
u/astanar — 16 hours ago
Week