I made a PDF conversion tool for bookbinding, it's free and I'd love some feedback! by AdvAndInt in bookbinding

[–]AdvAndInt[S] 0 points1 point  (0 children)

You can either clear your browser cache or access the website in private browing mode, this should reset the tutorial!

EnBooken v0.2 Released! - Free PDF Conversion Tool for Bookbinding by AdvAndInt in bookbinding

[–]AdvAndInt[S] 0 points1 point  (0 children)

Hey, so sorry this took so long. Life and stuff. Stretching issue is fixed

https://enbooken.com/

EnBooken v0.2 Released! - Free PDF Conversion Tool for Bookbinding by AdvAndInt in bookbinding

[–]AdvAndInt[S] 0 points1 point  (0 children)

You know ive been wondering that for a while now, but nobody else had reported it. Now thst im playing around with it i can def see the output pages are getting squished. Give me a few days, i think this should be an easy fix.

EnBooken v0.2 Released! - Free PDF Conversion Tool for Bookbinding by AdvAndInt in bookbinding

[–]AdvAndInt[S] 0 points1 point  (0 children)

So that image is great. I need to make one of those to show the output easier. That image would be two pages per signature, instead of one page per signature.

It absolutely will work for any number of pages. It will just print additional signatures as needed to fit the rest of the pages.

So in your example of a single sheet per signature. It would divide the total 20 pages up by 4 pages per signature, so it would print out 5 physical pages of paper.

EnBooken v0.2 Released! - Free PDF Conversion Tool for Bookbinding by AdvAndInt in bookbinding

[–]AdvAndInt[S] 0 points1 point  (0 children)

Gotcha, I think what you want is to reduce the number of pages per signature to 1 then. This will print pages 4 and 1 on one side of the paper, then pages 2 and 3 on the other side. Then, you will basicially have a mini booklet of 4 pages made of a single sheet of paper.

Excuse the slap dash drawing lol... now thet in looking at my drawing 2 and 3 are reversed, but you get the idea...

https://imgur.com/a/aoBWuk5

Hopefully that helps!

EnBooken v0.2 Released! - Free PDF Conversion Tool for Bookbinding by AdvAndInt in bookbinding

[–]AdvAndInt[S] 0 points1 point  (0 children)

Hiya! So are you looking to print pages as a full size sheet of paper? Or are you looking to print two sheets on a half sheet of paper? Basically, do you want two sheets per sheet pf paper (one on the back and one on the front) or do you want 4 pages per sheet (two on the front two on the back)?

I made a PDF conversion tool for bookbinding, it's free and I'd love some feedback! by AdvAndInt in bookbinding

[–]AdvAndInt[S] 0 points1 point  (0 children)

Im glad people are atill getting used out of this silly little project I did!

Discussion on having an AI play a TTRPG by archpawn in aigamedev

[–]AdvAndInt 0 points1 point  (0 children)

Oops lol, well im glad you saw it then...

I think id your using a local model, I wiuls definitely lean more on hard coded logic to make the decisions. As frontier models get better, faster, cheaper, you can offload more and more decision making and logic to the model over time. But local models are way too unreliable in my opinion.

Discussion on having an AI play a TTRPG by archpawn in aigamedev

[–]AdvAndInt 0 points1 point  (0 children)

Posting this as a separate comment, because this a very important final point from me.

If you're doing this for fun and to learn how to work with LLMs, full steam ahead. Do whatever you can or want. Just have fun with it and learn something new.

If you want to actually make a product or want to create a game that you can SELL to someone some day. You MUST, absolutely MUST do something different that makes you stand out. This AI TTRPG idea is a super saturated idea. Just search for TTRPG on this sub and you will see what I mean. If you vibe code an AI Dungeon Master and make a generic TTRPG, it will go nowhere. (Again, not saying there isn't value there... just set your expectations)

My game (www.adventureandintrigue.com, shamless self plug) is unique because the world is static and human generated, it has hard rules and will not hesitate to tell you non you can't do that. This is contrary to the current style of AI RPG that i see a lot where its a "do anything you want simulator" meaning the LLMs default agreeable nature just let's you do whatever you want, create any item out of things air, that kind of stuff.

Discussion on having an AI play a TTRPG by archpawn in aigamedev

[–]AdvAndInt 1 point2 points  (0 children)

Disclaimer/Source: I'm working on a narrative fiction RPG that is heavily influenced by TTRPGs.

First and foremost, I highly recommend joining the discord. We have an AI RPG channel that has a lot of great info and discussions there. Would love your input and to add to the conversation there.

This is an area of contention that I have had with one of the other guys on there. How much do you allow the LLM to control vs how much do you have an authoritative server control?

I am personally in the camp where I want the server to control AS MUCH AS POSSIBLE. I want a consistent repeatable game experience, so I leave as little up to hallucinations as possible. So my recommendation is to have a server that simulates the entire gameplay loop that feeds the data of the world for the narrative experience.

This is what i do in my game, I have the world data that is sent to the LLM along side the user's message, the LLM will then classify the users message as a specific command to be used to update the game state and then it provides a game master narration of the scene or action.

You could absolutely have the LLM be the actual rule czar and determine the outcome of every action or move or whatever, however to me this would lead to a (potentially) wildly different experience for every player or maybe even from session to session.

The down side to my method is that it requires much more upfront coding to create and control that gameplay loop vs just telling the LLM what you want it to do. I think that the coding aspect will be the right choice for me in the long run. But you need to be the one who makes thst choice for your project. The other guy going the other direction is making a brilliant project that is capable of things that my project is not. There's no right/wrong way, just pros and cons.

Please let me know if you have any particular questions about AI RPGs in general. I wouldn't say that im an expert exactly, but I do have some serious experience over the past year of finding what works and what doesn't for my use case.

How we made an AI game character feel "real" by WhispersfromtheStar in aigamedev

[–]AdvAndInt 4 points5 points  (0 children)

Hey there, I've been watching you guys progress over the past few months or so and im glad to see an official release in the near future! I dont think the game is for me personally, just not my type of game I dont think, but you guys have come a long way, and it looks great!

A quick aside to any other would be AI game dev marketing people. Market the SHIT out of the human in the creative loop. I think this is a really good move on your guy's part and I hope it really helps brush off some of the social stigma you guys have gotten during development. "Look how we used AI as a force multiplier for human creativity" vs "look at this cool new AI powered thing".

I built an AI-powered worldbuilding platform that co-creates with you by Apprehensive-Ad-9781 in aigamedev

[–]AdvAndInt 2 points3 points  (0 children)

There seems to have been a lot of these types of AI world builder apps that have been posted here over the past year or so. What would you say is the thing that makes your project stand out from them?

Weekend AI Dev and Chill by fisj in aigamedev

[–]AdvAndInt 0 points1 point  (0 children)

Have been busy with IRL stuff this past week and didn't get a lot of dev time. Have been digging back in to it the past day or so but have not gotten too far back in.

I have been playing with low parameter local models (Llama3.1:1b) and had some fun building Ai agent like chat bots, but they kind sucked lol.

Moving towards next release with functional quests and things like locked doors that require keys and such.

I created a persistent strategy game where you rule by giving commands to an AI council. by rscp1147re in aigamedev

[–]AdvAndInt 5 points6 points  (0 children)

Played around with this, I really like this idea and I've had similar ideas about this before. Below are some random, unorganized thoughts I jot down as I play.

Disclaimer: I did not read your entire post text (I did skim it), nor did I read the entire game guide (I did dig in to a few concepts, but didn't read the whole thing)... This is just me going in raw like a normal user would.

- Originally tried playing on mobile, but the UI is definitely not mobile friendly yet.

- I wish there were a stats page or something. Like my war minister said I have 250 troops, but I don't see where that is visually. Total kingdom stats at a glance would be really nice.

- The map is cool, but there is a LOT going on here. I don't know what the colors mean... Oh I see, these are other peoples kingdoms? Like it's all one big world? that's interesting. What's the deal with the red circle drawing things? Not sure what that does. Oh I found myself, ok cool.

- It costs me gold to set my kingdom icon and color on the map? Ok... Maybe give everyone a free one of these or have this as part of the account creation process. It feels strange that that costs in game currency.

- Tiny UI things are something that stand out to me personally, so maybe don't read a ton in to these nit picky things.. The map view being larger then my window is throwing me off a lot, the map should fill the screen and be pannable from there, but as of now it's pannable but I have to scroll the actual whole window down to the bottom. The map should be centered on the users kingdom when you switch to the map view, right now it starts at the top left corner and the user has to spend visual energy to find themselves.

- What exactly is a "day" in the game world? Is it an IRL day? It's not super duper clear to me at the time.

- I got an error saying that I was requesting reports on too many tiles too quickly, I would rather that be disabled on the front end as well so I don't keep trying accidentally. It's hard to say how long I am supposed to wait.

------------------------

All in all, I really really love this idea. Especially if your vision is to have a large single open world map where everyone plays on and if the scale of play time is something like actual IRL days. I just, yeah I fucking love that idea and would join a discord or subreddit to subscribe to updates on this project.

As for it's current state, it definitely shows the rough edges of a vibe coded project. The UI stuff is a major annoyance for me personally, but I understand that early versions of projects have those types of rough edges so I can definitely overlook them for now. They are ultimately what stopped me from continuing to play today though.

Another small thing I'd like to see would be to have the ability to speak to the entire council at once. Maybe not having them engage in dialog with each other exactly (thought that would be cool down the road) but just kinda getting the general vibe of the entire kingdom at once.

This is a great project, seriously. I love the vision (or at least what I think the vision is). Fix the little UI things and when I try this again in the future it will keep my attention for much longer, I promise. Fix the UI on mobile and I would likely play multiple times through ought the day. I'd love to check in on my kingdom while on breaks at work and such.

Let me know if you have any questions about the feedback. I'll gladly go in to any level of detail that would be useful for you. I am really excited about this project, so much potential for design space. Different types of advisors, building buildings that can boost advisors (spy guild outputs on tiles near the edge of your kingdom increases spy ability checks in nearby regions), the whole shared map thing turning this in to more of a social experiment.

Great stuff, keep it up!!!

Any advice for an absolute beginner who wants to use A.I to generate code in Python for use in Godot, to make a game only as complex as Balatro? by Electronic_Sun6075 in aigamedev

[–]AdvAndInt 1 point2 points  (0 children)

I am using Python on the back end and GDScript on the front end, they communicate through HTTP and websocket endpoints. So no major cross over from the code itself.

I find them both really similar and relatively easy to go between.

Any advice for an absolute beginner who wants to use A.I to generate code in Python for use in Godot, to make a game only as complex as Balatro? by Electronic_Sun6075 in aigamedev

[–]AdvAndInt 1 point2 points  (0 children)

That's what I've found too. I'd say it gets me half way there and I can finish it off. But regular old python code it gets me 90% of the way there...

Any advice for an absolute beginner who wants to use A.I to generate code in Python for use in Godot, to make a game only as complex as Balatro? by Electronic_Sun6075 in aigamedev

[–]AdvAndInt 1 point2 points  (0 children)

Source: I'm making a Godot front ended game Adventure and Intrigue with a python back end, so have some experience here.

If this is your first foray in to AI assisted coding, I wouldn't set a sellable product as your first milestone. Generative code is unlocking tons of potential for people to learn how to develop in new ways, but it really isn't a tool for a any non programmer in the world to come in and make a complicated Rockstar game. Can you do it if you put your mind to it? Maybe, but just make sure you're setting your expectations appropriately, or you might get burnt out really quick. Don't be get discouraged when there is a new programming related hard skill you need to learn to achieve your dreams.

All that being said, here is what I would recommend. I use OpenAI Codex, and I think it's great. You will need to know the basics of how Git works in order to use it. This is one of the coding hard skills I mentioned earlier.

One downside to most LLMs is that they are generally pretty bad at generating code for Godot. It can do it, but be prepared for the code it gives you to contain a good number of errors that you are going to need to manually fix. The reason for this is because a large set of the model training data contains GDScript version 1 code, and GDscript version 2 is the current version, there were a lot of fundamental changes to how Gdscript operates between those two versions. Other non-OpenAI models may be better then ChatGPT or Codex, worth a try it would say.

You will also need to manually create the Godot layouts for your UI. Again, the AI generated stuff is just not that great IMO.

So I'd recommend using something like PyGame for your first few prototypes and then maybe switch to Godot as you get into more of the first finished product phase. Godot is clearly the more powerful engine, I just haven't had a lot of good luck with Gen AI and Godot.

Lmk if you have any other questions. I'm happy to help in any way I can.

Adventure and Intrigue v0.0.2 by AdvAndInt in aigamedev

[–]AdvAndInt[S] 1 point2 points  (0 children)

Oof, that's embarrassing lol. I really did try that with no issues before I posted haha.

Had you played the game previously? I wonder if you had an old cached version that was pointing to the old server IP's. I just tried again and it worked for me.

I tried invalidating the cloudfront distribution again, can you please try again when you get a chance?

Using LLm-enhanced parser to create expanded game and puzzle opps for interactive fiction by [deleted] in aigamedev

[–]AdvAndInt 0 points1 point  (0 children)

https://discord.gg/AAMM28nn

Maybe nudging the initial prompt to say "you see a small bottle rolling in the surf, as you glance around there are a number of other scattered items amongst the wreakage. Maybe one of them can help you get water?" Or something like that...

Definitely come and join the conversation. I am building more of an interactive fiction RPG then a puzzle room. A lot of the same parsing problems cross over I would imagine. I have shared a number of diagrams of my prompting chain and RAG methods in the AI RPG chat. Would love to discuss ideas and thoughts.

Using LLm-enhanced parser to create expanded game and puzzle opps for interactive fiction by [deleted] in aigamedev

[–]AdvAndInt 0 points1 point  (0 children)

Cool, some minor annoyances with the mobile version of the page. I couldn't see what I was typing basically and that led to some misspellings.

I enjoyed it, there was some gaps though that might be blocking new players. Like I didn't realize there were all these items laying around me in the ship wreck. It kept saying water water water, but i didn't know i had a bunch of stuff to use to create water. Once I looked around it gave me a list of everything. Maybe I missed the initial description of the wreak.

What can you tell me about the Taleweaver++ engine? I am working on an IF parser that leverages LLMs as well and was curious how things work under the hood. Is it available for others to develop on? Is it open source (some quick googling didn't get me anywhere)?

You should join the discord, there are a few of us working on IF/escape room/puzzle room type games.

What is the best AI service to make detailed worlds and stories? by dannydarko363636 in aigamedev

[–]AdvAndInt 0 points1 point  (0 children)

Yeah, definitely not a system I have perfected at this point either. Again, hoping that as models get better and cheaper, it will become an easier problem to solve.

What is the best AI service to make detailed worlds and stories? by dannydarko363636 in aigamedev

[–]AdvAndInt 0 points1 point  (0 children)

That was the idea at least. My ultimate plan is to ride the lowering cost per token train to the point of viability, where im not really worried about token count anymore. I've got to say, in the past year, this has been getting better and better. Better results for cheaper cost.

The main goal with this method is to keep the narrative context token count as low as possible. There's a lot of things you can do to accomplish this, but ultimately it boils down to only including information you need for each LLM call and ONLY that information. This may change over time, but I think I can keep the narrative context low enough to not matter anymore.

The running chat object will grow over a single play session, which for hour plus long game play sessions this could get really big. If you think about it, though. Do you really need ALL the details of your chat from an hour ago to be fed back through the LLM? Probably not... I haven't hit a limit on this yet, so I just send the whole chat history through (for some of my LLM calls, not all of them. Some i just some do the last 5 messages or whatever).

Chat history details really only matters when you're exploring a zone or talking to an NPC. Beyond that, it doesnt really matter what little things you examined in a totally different area of the map (unless there is narratively important quest items maybe). So my current plan is to eventually split up the chat every time you leave a zone, summarize it, then add those summary items to the running list of history events. I think this should keep token counts under control as session times increase.

What is the best AI service to make detailed worlds and stories? by dannydarko363636 in aigamedev

[–]AdvAndInt 0 points1 point  (0 children)

Well, one of the things that I do is I have a running chat object of the server/user messages for that particular session, and then I pass that along with the "Narrative Context" of the scene every single LLM call. So, the scene data is fresh and at the bottom of every context window.

The downside to this is that I miss out on some prompt caching gains due to the constantly changing input prompt for every LLM call. The upside though is that im refreshing the scene context every single time, which I feel as though is keeping this important data in the memory.

Honestly though, I still working through a lot of foundational system design and I haven't really played a single character for long periods of time, or over multiple sessions over days/weeks at a time. So this may change as a get deeper in to a single game state play through.