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Are there any tools that you use which integrate AI with Unity, or just using the approach of copy/pasting code back and forth from the web prompt?
Just copy and paste. I am as amateur as amateur goes in this. Been using Grok with SuperGrok (the browser based PC version) though and there is a function to group chats into a project and give that project specific instructions like "I don't know anything about C# and I'm using unity to program a (genre of game)"
 
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Are there any tools that you use which integrate AI with Unity, or just using the approach of copy/pasting code back and forth from the web prompt?
If you have premium Claude there should be some integration.
It's good at producing starter code if you don't know what you're doing but I've found it has a tendency to get things wrong or take the most hardware-intense route.
It's fine at implementing really simple stuff like a player movement controller, but if you want it to do complex stuff like a non-generic player controller or an npc controller you have to go in and change so much you might as well have made it from scratch.
 
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Just copy and paste. I am as amateur as amateur goes in this. Been using Grok with SuperGrok (the browser based PC version) though and there is a function to group chats into a project and give that project specific instructions like "I don't know anything about C# and I'm using unity to program a (genre of game)"

If you have premium Claude there should be some integration.
It's good at producing starter code if you don't know what you're doing but I've found it has a tendency to get things wrong or take the most hardware-intense route.
It's fine at implementing really simple stuff like a player movement controller, but if you want it to do complex stuff like a non-generic player controller or an npc controller you have to go in and change so much you might as well have made it from scratch.

Thanks. I know C# pretty well, however I know little to nothing about Unity and it's API's, libraries, ets. so I figured using AI would help get me up to speed.
 
This might sound retarded but there are too many choices for what to use to develop a game in and if you don't know the differences and what require programming knowledge and which don't (drag and drop) then it's all very confusing.

What would be the "default" normie choice of game engine?
 
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Unity. C#.
But you can't get anywhere in Unity without knowing c#, boo or python (I could be confusing one of those languages with another).

You can place something in the 3d space but to make it do something it's up to you to code it.

Other engines allow you to drag and drop and then you can edit variables in the code it generates.
 
But you can't get anywhere in Unity without knowing c#, boo or python (I could be confusing one of those languages with another).

You can place something in the 3d space but to make it do something it's up to you to code it.

Other engines allow you to drag and drop and then you can edit variables in the code it generates.
Gamemaker Studio 2 uses drag and drop programming, but I don't know much else about it.
 
Gamemaker Studio 2 uses drag and drop programming, but I don't know much else about it.

Me neither.

25 years ago I used Gamemaker a ton to make stupid little games, and the drag and drop programming was really useful as once you placed say "movement 8-directions" down onto an object, you can then see what code it generated to make it work and tweak the variables.

RPGMaker is the easiest to use (this was 25 years ago that I used it as well), but obviously it's mostly for JRPGs.

I see Gamemaker is on Steam but I've got no idea what the modern version of it is like.
 
Since the games need to be compiled from source, is it bad form to use an obscure and paid engine?
Nah. I’ll pirate or buy it, and learn how it works to the best of my ability. I’m looking forward to and expecting stuff like Holy C and so on.
Worse comes to worse, vetting may protract and I’ll call up outside help but it’s cool if it means people are having fun. Go hog wild.
 
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Someone finish Heartbound and make Maldivus rage.
I’m thinking of making Moldbound, about an average, every day, salt of the earth, vintage, terracotta, garden gnome trying to escape Moldavious Figtree’s evil lair.

Started as a throw away joke, but I’m thinking of actually doing it. In the brainstorm phase. If I can think of a decent little plot & some solid beats, I’ll give it a go. Thinking super basic, probably an OG side scroller, -like an early 80’s Contra run & gun. Will know in the next week or so if I’ll be able to make the time to join this round. Really fun event idea, looking forward to seeing all the stuff people come up with.

Also debating if ferrets will be enemies or allies to the main gnome player character. Looks like from now until the end of July is for planning & outlining so there’s still time to brainstorm or even decide to join up for the first round.
 
Also debating if ferrets will be enemies or allies to the main gnome player character. Looks like from now until the end of July is for planning & outlining so there’s still time to brainstorm or even decide to join up for the first round.
Make the ferrets gaunt holocaust victims in cages you have to rescue from his Frettchenwitz death camp.
 
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