Automating workflows, multiplying results.

Joined April 2009
54 Photos and videos
Martin Llano retweeted

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Martin Llano retweeted
Buscamos 2 devs fullstack en @lucamoneyapp 🚀 Mid-level, fintech es un plus. 🇦🇷 preferido pero full remote. Buen sueldo stock options. Más importante que el CV: ganas de laburar en serio. Mandá lo más impresionante que hiciste a mariano@lucamoney.com
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“The future is multi-model: local, open-source, smaller and cheaper for the majority of workloads, frontier APIs when no other choices!”
Narrative violation: according to @Stanford research, local models can answer 71.3% of real-world chat and reasoning queries accurately, up from 23.2% in 2023. Obviously at a fraction of the cost and energy consumption of frontier APIs. The obvious conclusion: you don't need a frontier model for most tasks. The future is multi-model: local, open-source, smaller and cheaper for the majority of workloads, frontier APIs when no other choices!
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Te podia gustar o no, pero seguro el artista mas influyente del rock argentino. Acá en Tandil pudimos disfrutar varias veces de los recitales. Epico el de 2016. 200k Personas. Con ustedes el mas grande pogo del mundo: youtube.com/watch?v=AnlNG5Lb…
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Martin Llano retweeted
What level are you at with Claude Code?
0% Skills unlocked
0% Subagents running
0% Agent teams coordinating
0% Dynamic workflows cooking
0 votes • Final results
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World cup latest news including injury tracker, odds, etc. allyhub.com/app/share/VDewxU…

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Love it!
Jun 3
Small update on the visual editor idea. The tool itself is not the hard part. With vibe coding, building a platform where you import a reference image, import a tileset, place assets on a tilemap and export clean JSON is actually pretty fast. The real problem starts before that: creating usable game assets. First issue: dimensions. I ask GPT for a 3200x640 image. Most of the time, it does not respect the exact size. With some manual fixing and resizing, I can make it work, but it already adds friction. Second issue, and this is the one driving me crazy right now: tiles. I need real 32x32 tiles. Not “kind of 32x32”. Not a beautiful tileset image. Not a concept sheet. Actual separated, game-ready 32x32 tiles that can be placed cleanly on a tilemap. For now, I managed to solve this better with option 2: the AI agent approach. When the agent generates the level structure directly from a prompt, I can control the logic and placement more easily. Still experimenting and iterating. The goal is to find the fastest path from a simple prompt like: "Create a 2D platformer in a [ ] theme" to an actual playable level.
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The Meta account takeover story is wild. It goes directly into "almost too stupid to be true" bucket. They apparently let an AI support flow touch account recovery without enough guardrails. All it took was spoofing the location and opening a support ticket 😅
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What do we call a ‘solo’ founder with a team of agents?
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Niceeee. Great addition 🙌
Pi coding agent now runs in Upstash Box cc @mitsuhiko & @badlogicgames 🙌
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Martin Llano retweeted
Con sus tres conquistas en Valladolid, Luciano González superó la barrera de los 1000 puntos en el Circuito Mundial (1001). 🤯 ¡Felicitaciones, Lucho! 🔝
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Yikes, least privilege access dude.
Codex just found a “workaround” of not having sudo on my pc…
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Obsidian CC through Terminal community plugin it's a great combo.
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Nefasta la “pausa de rehidratacion” en la Libertadores
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Martin Llano retweeted
As an OSS maintainer, my new rule is that anything a frontier model can find with some reasonable effort is a 0-day. Hence why I'm now shipping security releases on public holidays.
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🚨 Supply chain attack on the Laravel Lang organization: 700 historical versions across multiple community-maintained Laravel Lang packages were compromised with an RCE backdoor, including: laravel-lang/lang laravel-lang/http-statuses laravel-lang/attributes Laravel-Lang/actions The payload targets cloud creds, CI/CD secrets, Kubernetes tokens, Vault, browser data, password managers, SSH keys, and more.
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Martin Llano retweeted
Here's a FULL walkthrough of how I vibe coded my Steampunk Platformer game. Everything made with AI - sprites, animations, gameplay, ui, sfx & music. Highlights: > Custom gamedev tools > Spritesheets with Grok Imagine > Generating game UI Links, prompts & more in reply👇 00:00 Intro 01:04 Gameplay Loop Showcase 01:53 Tooling and Visual Target 03:26 Parallax Background Lessons 05:09 Player Sprite Pipeline 05:49 Generating Pixel Snapped Anchors 06:41 Animating from anchors 07:35 Character Gym 10:14 Playground Gym 10:50 Tilemaps and atlases 12:40 Element Editor Gym 14:36 Build a playground level 15:08 Build a level editor 20:16 Enemy Tuning and Behaviors 21:18 UI HUD and Splash Screen 22:10 Adding splash screen art 22:49 Wrap Up and Play Link
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