Instagram for AI Mobile Apps
@fffh
Create a native mobile app that simulates an iPhone home screen. This home screen will serve as a launcher for several functional mini-apps.
The main screen should display a grid of app icons against a standard wallpaper. The icons should be for:
- Racing Simulator
- Pokรฉmon Go
- Messages
- Call
- Upgrade Your Dragon
Each icon, when tapped, should launch a dedicated mini-app. The functionality for each mini-app is as follows:
1. **Home Screen:**
* Display a grid of tappable icons for the mini-apps listed above.
* Include a dock at the bottom with the "Call" and "Messages" icons.
2. **Racing Simulator (Mini-Game):**
* A simple, 2D top-down racing game.
* The user controls a car that is always moving forward.
* The user can tap the left or right side of the screen to move the car and dodge obstacles (e.g., other cars or cones).
* The game ends when the user hits an obstacle, and their score (time survived) is displayed.
3. **Pokรฉmon Go (Simplified Version):**
* This will be a simplified "creature collector" and not use GPS or AR.
* The screen will show a static outdoor background.
* Every few seconds, a random creature (e.g., a simple monster sprite) will appear on the screen.
* Users can tap the creature to "catch" it.
* A "Collection" button will show all the creatures the user has caught. This data should be saved for the user.
4. **Messages (Mock App):**
* Displays a list of fake chat conversations (e.g., "Mom", "Alex", "Work Group").
* Tapping a conversation opens a screen showing a pre-written, non-interactive chat history.
* The user cannot send new messages; this is a view-only mock.
5. **Call (Mock App):**
* Opens a screen with a dial pad (buttons 0-9, *, #).
* Users can tap numbers, which appear in a display field at the top.
* A green "Call" button is present but will only show an alert like "Calling..." for a moment before dismissing. It will not make a real phone call.
6. **Upgrade Your Dragon (Mini-Game):**
* The screen shows a single dragon character.
* Below the dragon are three buttons: "Feed," "Train," and "Play."
* A "Level" indicator is displayed for the dragon.
* Tapping the buttons increases the dragon's stats (e.g., happiness, strength) and contributes to leveling up.
* The dragon's level and stats should be saved persistently for the user.
Each mini-app should have a "back" or "home" button to return to the main home screen launcher.
@fffh
Create a "clicker" game app with the following features:
1. **Main Screen:**
* Display the user's current cash balance at the top of the screen.
* Feature a large, central button that the user can tap. Each tap should increase the user's cash balance.
* The initial value of each click is $1.
2. **Upgrades System:**
* Display a list of available upgrades that the user can purchase with their cash.
* Each upgrade increases the amount of cash earned per click (the "click multiplier").
* The upgrades are:
* **Cost: $5**, Multiplier: **2x**
* **Cost: $50**, Multiplier: **5x**
* **Cost: $300**, Multiplier: **16x**
* **Cost: $10,000**, Multiplier: **100x**
* **Cost: $100,000**, Multiplier: **1000x**
* **Cost: $1,000,000**, Multiplier: **10,000x**
* A user should only be able to purchase an upgrade if they have enough cash.
* Once an upgrade is purchased, the cost should be deducted from the user's balance, and their cash-per-click value should be updated immediately. The purchased upgrade should no longer be available.
3. **Backend and Data:**
* Use a database to store each user's progress.
* The user's current cash balance and their current click multiplier must be saved persistently. When the user re-opens the app, their progress should be loaded automatically.
* All data should be linked to the currently logged-in user.
@fffh
Create a simple bomb defusal game with the following features:
1. **Main Game Screen:**
* Display a countdown timer that starts at 10 seconds and ticks down to 0.
* Show six colored wires: Green, Red, Yellow, Blue, White, and Black. The order of these wires should be randomized each time a new game starts.
* Each wire should be a tappable button.
2. **Game Logic:**
* If the player taps the **Red** wire before the timer reaches 0, they win the game.
* If the player taps any wire other than the red one (Green, Yellow, Blue, White, Black), the bomb explodes and they lose.
* If the timer reaches 0 before the player taps any wire, the bomb explodes and they lose.
3. **Win Screen:**
* When the player wins, display a "You Win!" or "Bomb Defused!" message.
* Include a "Play Again" button to restart the game.
4. **Lose Screen:**
* When the player loses, display a "KABOOM!" or "Game Over" message.
* Include a "Try Again" button to restart the game.
The app should have a simple, engaging interface suitable for a quick-play game. No user login or backend is required.
@fffh
Create a 2D platformer game-maker app with two distinct modes: Build Mode and Play Mode.
**1. Main Screens & Navigation:**
- **My Levels Screen:** The main screen that shows a gallery of levels the user has created. Each level should be represented by a thumbnail. Tapping a level gives options to "Play" or "Edit". There should also be a "Create New Level" button.
- **Build Mode Screen:** A level editor. This screen should have a main grid-based canvas for level design and a palette/toolbar at the bottom with all available game items.
- **Play Mode Screen:** The screen where the user plays the level. It should render the level created in Build Mode and include on-screen controls for the player character.
**2. Build Mode Functionality:**
- **Item Palette:** A scrollable bar containing icons for all placeable items:
- Standard Block
- Lava Block
- Player Spawn Point
- Goal Block (e.g., a flag)
- **Placing Items:** The user can tap an item in the palette to select it, then tap on the grid to place it.
- **Block Customization:**
- **Resizing:** When a user double-taps a placed block, show arrow controls to increase or decrease its size horizontally and vertically.
- **Custom Texture:** When a user taps a placed block three times, open the device's image picker to let them select a photo to apply as the block's texture.
- **Controls:** Include buttons to "Save" the level, "Play Test," and go "Back" to the My Levels screen.
**3. Play Mode Functionality:**
- **Level Rendering:** Dynamically build and display the level based on the saved data from Build Mode.
- **Player Character:**
- Include a default player character that appears at the "Player Spawn Point" location.
- Implement on-screen controls: left/right arrows for movement and a button for jumping.
- **Game Rules:**
- **Collision:** The character should be able to stand on and collide with Standard Blocks.
- **Hazards:** If the character touches a "Lava Block," they should "die" and respawn at the Player Spawn Point.
- **Winning:** If the character touches the "Goal Block," display a "You Win!" message and provide an option to return to the My Levels screen.
All level data, including block positions, sizes, and custom images, should be stored persistently in a database and linked to the user who created them.
@wadimus81![Here's **RetroForge AI** โ a single-app solution that transforms any classic ROM into a polished Ludo.ai game concept with ready-to-use asset prompts and development roadmap:
---
### ๐งฉ **RetroForge AI: One-Click ROM-to-Concept Engine**
```mermaid
graph LR
A[Upload ROM] --> B(ROM Analyzer)
B --> C[Generate Ludo.ai Concept]
C --> D[Auto-Create Asset Prompts]
D --> E[Build Development Roadmap]
E --> F[Export to Ludo.ai]
```
---
### ๐๏ธ **Road Rash Example Workflow**
#### **1. Upload & ROM Analysis**
- **Input**: `Road_Rash_III_USA.bin`
- **Output**:
```json
{
"game": "Road Rash III (Genesis)",
"core_mechanics": ["motorcycle_racing", "melee_combat", "police_evasion"],
"art_style": "16-bit_gritty_grunge",
"key_assets": ["bikes", "riders", "weapons", "highway_environments"]
}
```
#### **2. Auto-Generated Ludo.ai Concept**
**Title**: *Asphalt Outlaws: Highway Wars*
**Core Pitch**:
*"Open-world motorcycle combat where rival gangs battle for control of 1990s California highways. Features destructible environments, gang reputation systems, and 4K HDR neo-retro visuals."*
**Key Features**:
- Dynamic weather affecting bike handling
- Procedurally generated police raids
- RPG-style gang progression
#### **3. Asset Prompts (Ready for Ludo.ai)**
| **Asset Type** | **Ludo.ai Prompt** |
|----------------|-------------------|
| **Bikes** | `"1991 Harley-Davidson Fat Boy, matte black with chrome exhaust pipes, leather saddlebags. Stylized low-poly model with PBR materials. Grunge aesthetic."` |
| **Riders** | `"Grunge outlaw biker: ripped denim vest, tattooed arms, mirrored sunglasses. Animated bandana physics. 4K texture with sweat effects."` |
| **Environments** | `"California coastal highway at sunset: broken guard rails, oil slicks, police roadblocks. Parallax scrolling with 4K PBR textures."` |
| **Weapons** | `"Spiked baseball bat wrapped in barbed wire. Blood stains on handle. Low-poly with high-res damage decals."` |
| **UI Elements** | `"Retro CRT HUD: neon-tinted speedometer, cracked health bars, VHS-style mission alerts."` |
#### **4. Development Roadmap**
```mermaid
gantt
title Road Rash Remake Timeline
dateFormat YYYY-MM-DD
section Core Development
Bike Physics System :2024-08-01, 30d
Combat Integration :2024-08-15, 30d
section Content
Highway Environment Kit :2024-09-01, 45d
Gang Reputation System :2024-09-10, 25d
section Polishing
Weather Effects :2024-10-01, 20d
Retro Filter Suite :2024-10-15, 15d
```
---
### ๐ฅ๏ธ **App Interface Preview**
**1. ROM Upload Screen**
- Drag-and-drop ROM file
- Auto-detects platform (Genesis/SNES/NES)
**2. Concept Customizer**
```python
# Customization sliders
art_style = slider("Retro โ Modern", value=70%)
violence = toggle("Arcade Violence", ON)
multiplayer = select("1P / 2P / Online")
```
**3. Asset Prompt Studio**

*Real-time Ludo.ai preview as you edit prompts*
**4. Export Panel**
- One-click package:
- Ludo.ai project file
- Asset prompt CSV
- Development roadmap ICS
- Legal compliance report
---
### โ๏ธ **Technical Backend**
- **ROM Analysis**: Custom ML model trained on 50,000+ game patterns
- **Prompt Engine**: Fine-tuned Llama 3 for game asset description
- **Ludo.ai Integration**: Direct API pipeline for concept โ prototype
- **Legal Shield**: Auto-modifies prompts to avoid copyright (e.g., changes "Harley" โ "Steel Horse")
---
### ๐ **Unique Features**
1. **Style Transfer**
`Apply "90s VHS filter" to all generated assets`
2. **Mechanics Scanner**
Auto-detects glitches โ suggests modern implementations (e.g., "Wall-ride bug โ intentional skill move")
3. **Platform Optimizer**
Generates separate prompts for Switch/PS5/Mobile
---
### ๐ **Get Started with Any Game**
1. **For Terminator vs. RoboCop**:
```prompt
"Side-scrolling beat 'em up: cybernetic officers vs. chrome skeletons.
Destructible city environments, dismemberment system, CRT scanlines."
```
- *Auto-outputs 12 ready-to-use Ludo.ai prompts*
2. **For Arch Rivals Basketball**:
```prompt
"Street basketball brawler: 90s cartoon aesthetics.
Court hazards, special dunk animations, multiplayer taunts."
```
---
### ๐ฐ **Pricing**
- **Free Tier**: 1 concept/month
- **Pro ($15/mo)**: Unlimited concepts + priority Ludo.ai rendering
- **Studio ($50/mo)**: Team collaboration + legal clearance reports
---
**RetroForge AI eliminates concept-to-prototype friction** โ transforming your ROM into a production-ready Ludo.ai project in under 10 minutes. No more juggling tools; just pure creative momentum.
> *"Your childhood favorites โ now reborn with AI precision."*](https://s.asim.sh/images/Es_AAN3s_P1S8T9Bzl847.jpeg)
Here's **RetroForge AI** โ a single-app solution that transforms any classic ROM into a polished Ludo.ai game concept with ready-to-use asset prompts and development roadmap:
---
### ๐งฉ **RetroForge AI: One-Click ROM-to-Concept Engine**
```mermaid
graph LR
A[Upload ROM] --> B(ROM Analyzer)
B --> C[Generate Ludo.ai Concept]
C --> D[Auto-Create Asset Prompts]
D --> E[Build Development Roadmap]
E --> F[Export to Ludo.ai]
```
---
### ๐๏ธ **Road Rash Example Workflow**
#### **1. Upload & ROM Analysis**
- **Input**: `Road_Rash_III_USA.bin`
- **Output**:
```json
{
"game": "Road Rash III (Genesis)",
"core_mechanics": ["motorcycle_racing", "melee_combat", "police_evasion"],
"art_style": "16-bit_gritty_grunge",
"key_assets": ["bikes", "riders", "weapons", "highway_environments"]
}
```
#### **2. Auto-Generated Ludo.ai Concept**
**Title**: *Asphalt Outlaws: Highway Wars*
**Core Pitch**:
*"Open-world motorcycle combat where rival gangs battle for control of 1990s California highways. Features destructible environments, gang reputation systems, and 4K HDR neo-retro visuals."*
**Key Features**:
- Dynamic weather affecting bike handling
- Procedurally generated police raids
- RPG-style gang progression
#### **3. Asset Prompts (Ready for Ludo.ai)**
| **Asset Type** | **Ludo.ai Prompt** |
|----------------|-------------------|
| **Bikes** | `"1991 Harley-Davidson Fat Boy, matte black with chrome exhaust pipes, leather saddlebags. Stylized low-poly model with PBR materials. Grunge aesthetic."` |
| **Riders** | `"Grunge outlaw biker: ripped denim vest, tattooed arms, mirrored sunglasses. Animated bandana physics. 4K texture with sweat effects."` |
| **Environments** | `"California coastal highway at sunset: broken guard rails, oil slicks, police roadblocks. Parallax scrolling with 4K PBR textures."` |
| **Weapons** | `"Spiked baseball bat wrapped in barbed wire. Blood stains on handle. Low-poly with high-res damage decals."` |
| **UI Elements** | `"Retro CRT HUD: neon-tinted speedometer, cracked health bars, VHS-style mission alerts."` |
#### **4. Development Roadmap**
```mermaid
gantt
title Road Rash Remake Timeline
dateFormat YYYY-MM-DD
section Core Development
Bike Physics System :2024-08-01, 30d
Combat Integration :2024-08-15, 30d
section Content
Highway Environment Kit :2024-09-01, 45d
Gang Reputation System :2024-09-10, 25d
section Polishing
Weather Effects :2024-10-01, 20d
Retro Filter Suite :2024-10-15, 15d
```
---
### ๐ฅ๏ธ **App Interface Preview**
**1. ROM Upload Screen**
- Drag-and-drop ROM file
- Auto-detects platform (Genesis/SNES/NES)
**2. Concept Customizer**
```python
# Customization sliders
art_style = slider("Retro โ Modern", value=70%)
violence = toggle("Arcade Violence", ON)
multiplayer = select("1P / 2P / Online")
```
**3. Asset Prompt Studio**

*Real-time Ludo.ai preview as you edit prompts*
**4. Export Panel**
- One-click package:
- Ludo.ai project file
- Asset prompt CSV
- Development roadmap ICS
- Legal compliance report
---
### โ๏ธ **Technical Backend**
- **ROM Analysis**: Custom ML model trained on 50,000+ game patterns
- **Prompt Engine**: Fine-tuned Llama 3 for game asset description
- **Ludo.ai Integration**: Direct API pipeline for concept โ prototype
- **Legal Shield**: Auto-modifies prompts to avoid copyright (e.g., changes "Harley" โ "Steel Horse")
---
### ๐ **Unique Features**
1. **Style Transfer**
`Apply "90s VHS filter" to all generated assets`
2. **Mechanics Scanner**
Auto-detects glitches โ suggests modern implementations (e.g., "Wall-ride bug โ intentional skill move")
3. **Platform Optimizer**
Generates separate prompts for Switch/PS5/Mobile
---
### ๐ **Get Started with Any Game**
1. **For Terminator vs. RoboCop**:
```prompt
"Side-scrolling beat 'em up: cybernetic officers vs. chrome skeletons.
Destructible city environments, dismemberment system, CRT scanlines."
```
- *Auto-outputs 12 ready-to-use Ludo.ai prompts*
2. **For Arch Rivals Basketball**:
```prompt
"Street basketball brawler: 90s cartoon aesthetics.
Court hazards, special dunk animations, multiplayer taunts."
```
---
### ๐ฐ **Pricing**
- **Free Tier**: 1 concept/month
- **Pro ($15/mo)**: Unlimited concepts + priority Ludo.ai rendering
- **Studio ($50/mo)**: Team collaboration + legal clearance reports
---
**RetroForge AI eliminates concept-to-prototype friction** โ transforming your ROM into a production-ready Ludo.ai project in under 10 minutes. No more juggling tools; just pure creative momentum.
> *"Your childhood favorites โ now reborn with AI precision."*
ยฉ 2025 aSim. All rights reserved.