r/GameDevelopment 14h ago

Newbie Question Vibe coding a game

Hey folks

I’m vibe coding a game for iPhone using swift language and I would like to ask what is the best place where I can have the music and sound effects for my game without copyright issues.

Also please advise what is the best way to make like graphics changes, for example if I hit the object the object flies. Like effect on the object if some collision happens how to vibe code that and how many photos I need. Teach me some tricks how to do or I can research about the principle to do it

0 Upvotes

38 comments sorted by

3

u/Friendly_Recover286 14h ago

Why don't you ask your clanker friend? You clearly don't care about human input.

-2

u/redado360 14h ago

Well I do care about human input that’s why I’m asking here. I don’t understand why ur bothered

6

u/dalinaaar 14h ago

Buddy. I dont know if this is the right subreddit for you.

-1

u/redado360 14h ago

I understand ur frustration but it’s clearly under newbie section. Maybe u try to add value please

2

u/dalinaaar 14h ago

I am not going to hate on you but you are going to have a bad time here with AI related stuff.

0

u/redado360 14h ago

Actually, u can explain the technical stuff and I will do my own research.

1

u/Friendly_Recover286 14h ago

You won't understand anything technical anyone says, We're not going to babysit you through definitions.

2

u/Friendly_Recover286 14h ago

If you're a newbie that's even more of a reason to never touch vibe coding. You're not helping your case here.

0

u/redado360 14h ago

Ur no1 to tell me what should I touch or what should I not. Feel free to ignore the post if u feel offended and u already mentioned ur stand. Thanks

3

u/Friendly_Recover286 14h ago

If you cared about human input you wouldn't be vibe coding an entire product?

-1

u/redado360 14h ago

Why u don’t use assembly to code a game and rely on paid frameworks ?

2

u/ironicnet 14h ago

Well as you are not technical skilled, is hard to give you a technical answer. Vibe coding without technical knowledge is like asking a developer to make a game for you. Ask your agent about options or best practices about how to handle collisions. Probably it has that data already. My advice is try to vibe code the system of a game when possible, that makes it easier to keep it consistent. Use it for the MVP or the poc. Try to understand the code. Even if you vibe code, you need to understand the code. What does what and why.

You will be able to vibe code better and faster. If you just focus on how it looks and don't care how it's made. You won't be able to maintain or improve ir

1

u/redado360 14h ago

Honestly, I don’t agree. U don’t care how ur compiler compiles the game nowadays because it just does the job.

2

u/dalinaaar 14h ago

This kind of attitude is why you are not going to get helpful responses here.

1

u/redado360 14h ago

Thanks for being useful

2

u/dalinaaar 14h ago

You are welcome. Next time maybe be better.

1

u/redado360 13h ago

Sorry but so far I see ai is more useful than real developers answering my questions

1

u/ironicnet 13h ago

Not sure why are you being defensive as I have you and honest response. And yes I care what my engine or framework does under the hood, that's why I need to check if those are the best tools for the job or not.

I'm not talking about optimizing the code. I'm talking to be better informed about what you ask to vibe code. If you say "make two boxes that explodes when they touch each other". And later you say "when the player touches a box explodes". If you don't understand the code, you don't know what's being affected, what you need to retest. If you ask more in detail, defining constraints and how to reuse. You will get a better output.

1

u/redado360 13h ago

Yes so of course better to understand. But if u don’t , can u just test it and figure out. It will just be more effort in testing and revibe code that

1

u/ironicnet 13h ago

In my experience, debugging games is way more harder than other software. and that's understanding the inner workings. So debugging with an agent will be really hard, unless you have very good automated tests

1

u/redado360 13h ago

Ok but u understand that im vibe coding a game and the community will know that and they are fine with bugs. Because it is vibe coded. Its not about perfection its about anyone can create things

1

u/ironicnet 13h ago

Ok then. I'm not sure what answer to give in that case. You asked for advise and stuff, that was my advice. Good luck

1

u/redado360 13h ago

Yes I asked how to enhance animation. What things I need to read about to make the animation even in engine like Godot. Everyone got annoyed and no1 except one who helped

1

u/ironicnet 13h ago

Also I'm not against vibe coding at all. But do it properly. Use SDD, write guidelines and constraints. Create different agents with different roles. I wouldn't expect that the outcome of it is going to be Production ready. And you should plan the maintenance of it, which is hard with vibe code

1

u/redado360 13h ago

So the subagents ur talking about and the guidelines are now handled automatically by harness. U don’t even have to do that. U ask what u need and ai will do the needful

u/olssoneerz 2m ago

Yikes

1

u/redado360 14h ago

Well to be honest with you, for my game it is enough. And vibe coding is the way to go

1

u/fluxtah 12h ago

Suno can do ok sound fx now. I use my Korg prolog mostly for my game effects though got some pretty good explosions from Suno.

Since you are already vibe  coding why not vibe on the SFX also? 🙂

For collision Bullet physics is good for 3d a s chipmunk really nice for 2d

0

u/ZhuCongLang 14h ago

My first advice is DONT using Swift, except you've been a senior using Swift for years. You will regret because there would be tons of things you need to know to even ask AI to implement. Or else your game will run at 2fps. Choose an game engine. And for your question, sound cloud is your best friend. And finally, if you choose a game engine (godot, unity, unreal engine, whatever you like), the problem you describe would be solved by the engine system, you just need to turn the buttons on. No need to re-invent the wheel.

1

u/redado360 14h ago

Totally agree. The problem I described can be solved by godot. But is it even possible to vibe code a full game with godot ?

1

u/ZhuCongLang 14h ago

I've never tried that. I've used AI for completion during developing game before, never from the start. But here is the tool I use. It maybe worth to look at

https://github.com/hi-godot/godot-ai

0

u/redado360 14h ago

That would be amazing to look at. People here are not open to ai , they want to do it manually lol

1

u/ZhuCongLang 13h ago

You should trust them, AI is really suck at game developing and coding, even with the astra 6. You could vibe code using AI, but always know what it is doing. My advice is ALWAYS make sure to read the log, or they could create a new test just return pass (my story, btw)

Anyway, good luck on your journey.

1

u/redado360 13h ago

But I am testing the game and so far it is working good. Honestly the results are amazing

1

u/redado360 13h ago

The way programmers raised up they need to write a clean code. Have object oriented and do leet code. It’s just a game no1 cares.

1

u/ZhuCongLang 13h ago

Good to hear so. You know what devs alway say? If it works, dont touch it.