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BrawlBox – Turn a photo into a playable browser fighting-game character

BrawlBox – Turn a photo into a playable browser fighting-game character

by tqliu_boston·Jun 10, 2026·1 point·0 comments

AI Analysis

●●●BangerWizardryZero to OneCrowd Pleaser

Client-side photo-to-fighter pipeline with green-gap detection and atlas baking.

Strengths
  • Client-side generation pipeline with no backend—your API keys never touch their servers
  • Deterministic engine with fixed timestep enables reproducible matches and replays
  • Full fighting game mechanics: throws, parries, charge motions, OTG, five CPU difficulties
Weaknesses
  • Requires users to bring their own OpenAI and fal API keys, adding cost friction
  • Fighting game audience is niche despite the impressive technical execution
Category
Target Audience

Web game enthusiasts, indie game developers, AI hobbyists

Post Description

I built BrawlBox, a 2D fighting game that runs entirely in the browser, plus an AI creator that turns a single photo into a playable fighter — sprite sheet, animations, and a full 36-action moveset wired into the engine.

The part I'm most proud of is the pipeline: you bring your own OpenAI + fal keys, and the whole photo→fighter generation runs client-side — no account, no backend, nothing of yours hits my servers. Under the hood it re-skins a CC0 mannequin template, slices and keys the frames via green-gap detection, despills, scales, and bakes an atlas the engine can load.

The engine itself is deterministic (pure tick function, fixed timestep) so matches are reproducible — it started as a weekend project and got way out of scope (throws, guard/parry, charge motions, power meter, dizzy/knockdown/OTG, a CPU opponent with 5 difficulty levels).

Play it here: https://brawlbox.gg — happy to answer anything about the determinism model or the in-browser generation pipeline.

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