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AGI IS HERE 1.1.0: Room Studio

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@joakimriedel joakimriedel released this 29 Sep 12:03
· 12 commits to main since this release
7951f29

AGI IS HERE 1.1: Room Studio. Edit every room and character by hand, with the AI beside you, in real AGI resources. Live at https://agi.monotio.com.

Room Studio

  • Three lenses on one picture. Art is what the player sees, Depth is what stands in front, and Walk is where the hero can go. Every item is a few real AGI drawing steps, and a scrubber replays the picture step by step.
  • Selecting and editing works the way vector editors do. A drag draws a box, a drag on the selection moves it, Shift adds, and Group (⌘G) and Ungroup (⇧⌘G) join and split items. Points are edited with the Point tool.
  • Moves behave predictably. They stop at the picture's edge, and whole items move with their depth and walk lines. Edits may re-pour other items' fills; the effect is reported, not refused.
  • The Walk view. Test walks run in the real engine, doors can be wired, and Play here drops you into the game. A walk can be cleared with Clear or Esc.
  • Ask about this selection. The connected AI proposes a change you see before and after, with any spill-over outlined, and you accept or reject it. It works under your lens locks.
  • Watch it paint itself. Share turns a picture into a clip of it drawing, or a still.

Sprite Studio

Edit characters' loops and cels with a live preview at game speed, a drawing backdrop, onion skin and mirrored loops.

Studio for everyone

  • ⓘ explainers name every control in a word or two.
  • A first-run tour and Help topics cover the essentials.
  • Lock chips say what they hold, e.g. "Depth & walk lines".

Reference art and the AI

  • Uploads reach the AI as handles. It opens the ones it needs with view_reference, at the working size by default. You can attach art in Studio Ask.
  • The assistant can't propose a change that draws nothing, and it can withdraw a proposal it would tell you to reject.
  • Claude Sonnet 5.5 is added beside Opus 5.5 and Fable 5.1.
  • The prompt cache stays warm. Transcripts are append-only, and the tool catalog and system prompt keep a 1-hour cache entry.
  • Paid evals need both --live and --budget-usd.

Play and history

  • The World map is readable. It has an Expand view and room details in place, and the selection follows the room you're in.
  • Seeking keeps what you were doing: playing stays playing, and paused stays paused.
  • Start over is marked and undoable while the new run is young. It refuses rather than lose unsaved timeline.
  • Exit during a game window keeps the last save point.

Trust and craft

  • Saved, installed and current mean what they say (projectTransaction.ts). Cross-tab edits and removals are handled.
  • Home loads no authoring code. The bundle budget measures what Home really loads: 556.9 kB of 575 kB gzip.
  • The deploy check proves the live site serves this run's build: its commit and asset digests.
  • Plain, short copy throughout, enforced by lint rules.

Compatibility

Released 1.0 saves, exports and history stay readable. The frozen archives in app/test/formats/ are unchanged, unknown versions are refused without rewriting, and resource and profile identities are pinned.

Release PRs into release/1.1

Release PR into main: #56, plus the test-only hotfix #60.

Checks

The deploy is verified by build identity: the live index.html carries commit 7951f29 and every entry asset matches the CI artifact's SHA-256. The browser suite then ran against the live site. CI is green on every PR above, including four Chromium shards, the phone and desktop WebKit lanes, and the production-artifact lanes. The full local suite with private game fixtures also passes.

🤖 Generated with Claude Code

https://claude.ai/code/session_013eG94d83w7WUQJkTvPLo3r