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I generated every sprite and sound of my mobile game in code. Here's how.
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I generated every sprite and sound of my mobile game in code. Here's how.

DEV Community: flutter·Felix Helleckes·1 day ago
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Dash & Slash is a one-thumb roguelite for Android and iPhone: you pull back to aim, time slows to 20%, you let go and cut through everything on the line. It's a solo project built with Flutter and Flame, and it ships without a single image or sound from an asset pack.

That wasn't a purity thing. I'm a QA engineer, not an artist or a sound designer, and I wanted three things: one consistent neon look, a small app, and assets I can change by editing a number instead of opening an image editor. Here's how that worked out, plus a bug where the level generator built a room you couldn't leave.

Sprites: a texture atlas painted at startup

All the small visual pieces (glows, sparks, rings, shards, smoke, damage digits, the words "PARRY" and "CRIT") come from one 512×512 texture atlas. It isn't a PNG in the bundle. When the game starts, it records a picture with Flutter's Canvas , draws 30 sprites into 64×64 cells and turns the result into an image.

// 0 glow: soft radial gradient.…

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