Fable 5 is wild, it could draw and animate itself :D
Added Fable 5 to the pixel-art benchmark.
It’s fun to see how it handles actual sprite grids compared to the other models.
Results here:
https://mustache-perfect.vercel.app/
Added Fable 5 to the pixel-art benchmark.
It’s fun to see how it handles actual sprite grids compared to the other models.
Results here:
https://mustache-perfect.vercel.app/
I made a experimental pixel-art eval v0.0.0.
Claude Opus 4.8, GPT-5.5, and Gemini 3.1 Pro had to edit actual sprite grids: frames, layers, animation.
Take a look yourself: https://mustache-perfect.vercel.app/
Pet projects used to be small, cute, and innocent.
A weekend app. A toy. A thing you built to learn something and maybe abandoned without guilt.
Then AI agents entered the workflow, and now my “tiny idea” grows legs immediately.
One feature becomes three. The craft changes too. It’s less “I wrote some code” and more “I’m steering this strange creature with prompts, taste, screenshots, feedback, and vibes.”
Fun, honestly. But also exhausting. More ambition, more FOMO, more half-alive things asking for attention.
And the meter is always running: Claude, Cursor, ChatGPT, tokens, credits. Take my money, I guess. 💸
At some point I look at the project, then at my hands, then back at the project like: what have I made, and who am I becoming? 🥲
I tried to capture that feeling here:
Curious if other coders are also accidentally raising giants. 🦖
I tried the usual Obsidian + Claude Code setup for a while and honestly didn’t get the hype at first.
Pointing Claude at a vault was useful, but it still felt like chat with extra steps.
What changed was the habit around it. I started making small files for everything: rough notes, drafts, research, specs, prompts, style rules, context. Not as “notes to keep,” but as working artifacts the agent could build on.
Then the vault slowly became a system. Folders, naming, context files, repeated workflows. Nothing fancy, but enough structure for the agent to stop starting from zero every time.
That’s when it started to feel different. Slower at the beginning, much faster once the project had context and direction.
I wrote down the longer version of my workflow here, but mostly curious: has this setup clicked for others too, or are you using Obsidian + agents differently?
Has anyone here had genuinely good results using AI for pixel art?
I don’t mean “pixel-art-looking” images from image models, I’m talking about LLMs editing an actual sprite grid in text/ASCII format, with layers, frames, and animation.
I ran a small test across Claude Opus 4.8, GPT-5.5, and Gemini 3.1 Pro. My takeaway: they can capture the vibe, but they still struggle with the craft, especially animation.
I wrote about the experiment here:
https://www.nnehdi.me/p/ai-still-cant-get-marios-mustache
You can also explore the model outputs here:
https://mustache-perfect.vercel.app/
Curious what you all think, or if anyone has found better results or workflows with LLMs.