Launch HN: Rosebud (YC S19) – Turn game descriptions into browser games
71–80 of 107 posts
Re: Launch HN: Rosebud (YC S19) – Turn game descriptions into browser games
#72>:) try to beat 100 - its kinda hard:
https://play.rosebud.ai/games/cb85d6ae-8bed-40bd-8cbd-9fd4ba...
Re: Launch HN: Rosebud (YC S19) – Turn game descriptions into browser games
#73Awesome guys
Re: Launch HN: Rosebud (YC S19) – Turn game descriptions into browser games
#74Earlier quoted context omitted.
We are happy our custom image models are liked by our users and I think helping game devs make good game assets/art is a valuable problem to solve, but not one we are focused on. The first 3-4 years of Rosebud we focused on image generation based app, so I have thought a lot about the opportunity of focusing on a image/asset gen as the main feature of the product. I would argue that it generally has a thinner moat wi…
But Unreal is not tooling. It’s a game engine. It has physics and rendering and audio and networking. Unreal is not a competitor. You cannot possibly expect an LLM to be spitting out a AAA competitive engine on top of a great game built with it. If you really want to achieve that level of sophistication then you should probably be building on top of unreal tbh. It’s a huuuuge undertaking. And the AI driven asset stor…
Re: Launch HN: Rosebud (YC S19) – Turn game descriptions into browser games
#75Next up: an AI that can watch a deceptive mobile game ad and actually create the game that they're falsely advertising! Jokes aside, this is very cool. There's always the interesting tension of vendor lock-in vs. portability that defines the low-code space. Roblox's social ecosystem allowed it to make exclusivity to its platform a selling point to incentivize creators, but that might be harder for browser delivery -…
Would love if it could create Age of Origins, I always like watching the ads
Re: Launch HN: Rosebud (YC S19) – Turn game descriptions into browser games
#76* Does Rosebud take care of licensing with the various AI partners involved? (would a developer be expected to provide their own keys?) * Have you looked at ways to separate out the different kinds of costs with using AI assistance? For instance, a lot of asset generation is (likely) one time, up-front (though it doesn't have to be restricted that way, obviously)... but this means -- relative to your business model -…
Our aim is to make development on Rosebud as easy as possible, which means we are handling various external integrations that are being used by the platform. With that said, some devs may want the flexibility to change what models are used, including switching out internal models we developed with various external ones. If that is true, we’d want to support devs providing their own keys, but only for added flexibility, not as a default. Put it simply, if you don't want to be forced to provide your own keys, we got you covered.
Right now we will try our best not to charge developers for developing on Rosebud. So we will try to optimize on our backend different ways to control costs. With that said, if we have to create some premium tier because the AI inference gets too high to support, we will likely provide options to reduce inference costs in various ways (such as running smaller models for different interactive generative features of a game).
We’d want to provide as much support as possible so that our devs are successful. So if something is not working, let us know! Our devs succeeding is a necessary pre-requisite for our platform succeeding.
Re: Launch HN: Rosebud (YC S19) – Turn game descriptions into browser games
#77Quick reactions from trying it out: One of my questions about this is the same as my question about "low-code" tools-- how they enable novices to debug errors or edge cases in the generated code.
Example: I played the tower defense style game example you linked in the comments for a few minutes, and found a bug (or perhaps a gameplay edge case I'd want to treat differently: a second bullet gets fired in the direction of an enemy that just died, wasting a shot). I cloned the project and poked around in the code to try to fix that, though without knowing the language and generated code that wasn't trivial.
Next, I thought-- I'll use the chat interface to explain this bug / edge case and ask for a suggestion. I was impressed, the conceptual explanation of how you might fix this seemed reasonable! However, the suggested generated code seemed incomplete and was full of "// ... rest of the code ..." comments, and when I clicked "Apply suggestions" that seemed to overwrite the existing program, so the application no longer runs (chunks of the program are just "// ... rest of the code..." lines). And I didn't see an obvious way to undo or get back to the previous code.
Anyway, that's feedback on my initial experience, I could see this being useful to generate the skeleton of a program or as an interface to get how-to suggestions that I'd then more carefully implement/integrate myself.
Re: Launch HN: Rosebud (YC S19) – Turn game descriptions into browser games
#78Earlier quoted context omitted.
But Unreal is not tooling. It’s a game engine. It has physics and rendering and audio and networking. Unreal is not a competitor. You cannot possibly expect an LLM to be spitting out a AAA competitive engine on top of a great game built with it. If you really want to achieve that level of sophistication then you should probably be building on top of unreal tbh. It’s a huuuuge undertaking. And the AI driven asset stor…
We're not looking at spitting out a AAA game engine. Our goal is more to lower the barrier to entry, for both assets and code. So, yes that means that to start with, the games created may not be AAA quality (ok that's a bit of an understatement). But the same has been said about Roblox. With time, the games will improve. And enabling everyone to create games will surely unleash more creativity. And who can say what c…
I mean I’m not trying to be a dick and I get that you’re just starting here but I don’t get the sense that the team understands what’s required to ship a game.
You should not show the content on “trending”. You should show something you have made with your tools that you are happy to call a fun game that is shippable and buildable with your tools as promised.
For example, 1D Pac-Man as featured here. Can you build a clone of that game?
Re: Launch HN: Rosebud (YC S19) – Turn game descriptions into browser games
#79Earlier quoted context omitted.
We're not looking at spitting out a AAA game engine. Our goal is more to lower the barrier to entry, for both assets and code. So, yes that means that to start with, the games created may not be AAA quality (ok that's a bit of an understatement). But the same has been said about Roblox. With time, the games will improve. And enabling everyone to create games will surely unleash more creativity. And who can say what c…
The same has been said about Roblox but you’re also not producing Roblox quality games. And Roblox loses a billion dollars a year. I mean I’m not trying to be a dick and I get that you’re just starting here but I don’t get the sense that the team understands what’s required to ship a game. You should not show the content on “trending”. You should show something you have made with your tools that you are happy to call…
Re: Launch HN: Rosebud (YC S19) – Turn game descriptions into browser games
#80Interesting project, thanks! Quick reactions from trying it out: One of my questions about this is the same as my question about "low-code" tools-- how they enable novices to debug errors or edge cases in the generated code. Example: I played the tower defense style game example you linked in the comments for a few minutes, and found a bug (or perhaps a gameplay edge case I'd want to treat differently: a second bulle…