Build a Streets of Rage Game with AI (Custom Sprites, Animations, VFX) - Claude Code & Opus 4.8

Chong-U — AI Oriented Dev
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🎮 VibeGameDev — My AI Game Dev Toolkit, Skills & Spriterrific ► https://aiod.dev/ydo 🍄 Spriterrific — Make Game-Ready AI Sprites With Prompts ► https://aiod.dev/ez6 🚀 Get My FULL AI Builder System (ALL ACCESS) ► https://aiod.dev/wvt 🧰 This video's FREE resources (cheat sheet + prompts + reference images) ► https://aiod.dev/hpt I vibe-coded a full Streets of Rage–style beat 'em up with AI every sprite sheet, animation, sound and music asset generated. Plus the stuff most clones skip: breakable props, pickup weapons, and a boss fight with a cutscene. Here's the whole thing, start to finish,. 🕒 TIMESTAMPS 00:00 Intro 01:22 This Video's Resources 02:17 Key Features 03:34 Project Setup 04:35 Step 1: Set the context 11:25 Step 2: Generating character sprites 16:29 Step 3: Start & End Frames 17:21 Step 4: Character Gym 17:52 Step 5: Creating the level and editor 19:09 Step 6: Waves of enemies 21:10 Step 7: Boss Fights 22:51 Step 8: Weapon Ppickups 24:14 Step 9: Visual Effects 25:13 Step 10: UI and HUD 26:12 Step 11: Destructible Props 27:16 Step 12: Sound & Music 28:10 Step 13: Enemy AI 29:42 Wrap Up 🚀 WHAT YOU'LL LEARN • Building a playable brawler — movement, combos, hits — BEFORE making any art • The 2.5D "depth gate": projecting every hit onto the floor so back-row enemies miss (~30 lines) • Turning ONE AI design into a full on-model animation set with image-to-video • Root-causing broken AI animations (drifting idle, backward kick) — and shipping the fix • Enemy AI, two-way combat, KO states, and camera-locked waves • Authoring the whole stage as JSON — modular building panels, tiling sky — in an in-engine level editor • A boss fight with a garage-door cutscene reveal • Pickup weapons: swing the bat, land hits, drop it • Juice: hit-stop, VFX pops, and destructible props that drop hearts • Crowd control / enemy flocking so only one enemy rushes you at a time 🛠️ THE STACK • Art & sprites: Spriterrific (one design → anchor → full animation set) • Animation: Spriterrific (anchor + image-to-video, not hand-drawn frames) • Source designs: fal • Hit-VFX & transitions: image-to-video • Voice / music / SFX: ElevenLabs • Engine: Phaser 4 + TypeScript • AI coding: Claude Code (Opus 4.8), Codex, Cursor #aigamedev #vibecoding #beatemup #streetsofrage #gamedev #ai #phaser #spriterrific #elevenlabs #codex #claude #claudecode #indiedev #gamedevelopment #aiart #falai #vibegamedev #vibegamedev #aigamedev #vibecoding #claudecode #codex #pixelart #pixelsnap #spritesheets #gptimage2 #falai #nanobanana #gamedev #indiedev #aiart #gameassets #gpt5 #gptimage2

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