📱 Flutter & Flame Developer 🚀 Building indie apps & games 🛠️ Engineering & AI Enthusiast

Joined October 2013
Replying to @soycastic
Congrats!
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Replying to @Cici_RL
Mostly keeping the character consistent across all 8 frames. Preserving the original proportions and details during movement was the hardest part. Pixel cleanup was necessary too, of course. Here's a look at the animation frames in the editor.
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Replying to @spydon
Sprite warping opens up some really interesting possibilities for procedural animations. Excited to see where Flame v2 is heading! 🔥
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Sporehold is now listed in Awesome Flame-the official collection of Flutter+Flame Engine projects. I added my game because it showcases Flame’s potential for turn-based strategy games. The repository features many great games and apps, and I’m happy to see Sporehold among them
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Replying to @SergeForge
Absolutely agree! I’ve already noticed this during development. Building new features with AI is one thing, but maintaining consistency as the codebase grows is a completely different challenge. Curious to see how it handles long-term maintenance after release 😁
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Replying to @parmuzin1992
Good question! I haven’t done a direct comparison between the two. For this project, I focused on Codex and keeping the implementation consistent within one workflow. I’d expect some differences between agents, so testing the same skill across both would definitely be interesting
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Replying to @kylekane
Thanks! 😁 Got approved on the second try. Apple didn’t like my screenshots the first time 😅 But the whole process took about a month. So yeah, not exactly a smooth ride!
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Replying to @LeeWyattCorp
Haha, turns out my team was just me, Flutter, and a bunch of AI tools 😂
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Replying to @Cici_RL
Quite a bit. I generated art in ChatGPT, then pixelated and cleaned it up manually. After animating, I still had to fix all 8 frames by hand. The time depended on how much the character’s position changed between frames. AI helped a lot, but there was still plenty of manual work.
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Replying to @NtKaway
Exactly! 😁 I figured it was better to build something with tools I already know than spend months learning a new engine. And honestly, Flutter + Flame worked out better than I expected!
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After 3 months of solo development, Sporehold is live on iOS! 🍄 My first game, built with Flutter + Flame using ChatGPT and Codex. From software architecture to gameplay balancing, it’s been an exciting engineering experiment. #Flutter #GameDev
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I’ve always built mobile apps, while game dev felt way too complex — sprites, animations, art… it seemed impossible without a team. AI lowered that barrier, and Flame let me stay with Flutter. 3 months of solo dev later, my childhood dream is now in App Store review 🙂
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Working on Sporehold, and the game is slowly growing its own world and lore. As an experiment, I turned a piece of the Purple Plague story into a comic 😅 Probably won’t be in the final game, but I like it as extra art for the world 👀
🤖 Made with AI
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Sporehold is slowly becoming more than just a battle system 🍄 Added a character library with stats, abilities, and a bit of lore for each hero. The world is finally starting to come together.
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The UI is slowly becoming more than just a list 😅 Put together the map selection screen for Sporehold. For now, I’m only working on the first chapter — the rest are placeholders to preview the future structure. But visually, it already feels so much better.
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Expectation: “I build apps. How hard can making a game be?” Reality: The programming language is basically the only familiar part. Everything else is a whole different world. Deadlines: completely destroyed 😅 Flame + Flutter for game dev: absolutely loving it.
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App review went through suspiciously fast. Saturday evening. Reviewer was probably rushing to a party 😅
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Younger devs barely touch Stack Overflow anymore. Dev is turning into dry code generation ☠️ We used to argue for hours: tabs vs spaces, Vim vs IDE, and the eternal "duplicate of a 2011 question." Miss those debates, or does AI cover it now?
🤖 Made with AI
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