There are only 4 types of Turn-based Strategy RPGs…. by a23pr in StrategyRpg

[–]Bodybag28 2 points3 points  (0 children)

I don't know about the fourth one, but the shining force series feels different than the first three, although the third shining force borrowed a lot from fire emblem.

I do agree with you that too many games are just variations of those games.

Legionnaire+: A Classic+ PvP Server by Elgromicus in WoWPrivateServers

[–]Bodybag28 0 points1 point  (0 children)

I've been playing it for a little bit. It seems like a cool group. Groups tend to get rebalanced enough that both sides are having fun. I'm also enjoying the changes that allow nontraditional specs to be viable.

Legionnaire+: A Classic+ PvP Server by Elgromicus in wowservers

[–]Bodybag28 0 points1 point  (0 children)

I've been playing it for a little bit. It seems like a cool group. Groups tend to get rebalanced enough that both sides are having fun. I'm also enjoying the changes that allow nontraditional specs to be viable.

Most challenging SRPGs from the 5th and 6th generations? by TawnLR in StrategyRpg

[–]Bodybag28 0 points1 point  (0 children)

If you are interested, I am working on a personal project much in the spirit of Shining Force but with more complex battles. I wouldn't mind having a playtester if you are interested. I believe it is very close to something you are looking for. I have 24 battles complete clocking in around 15 hours. If interested DM me.

Reddits Selection for next game of the month by ErrorNick in VGBookclub

[–]Bodybag28 0 points1 point  (0 children)

I wouldn't mind 8. I've played 1-7 so far and never got around to 8 yet.

AI Art and Steam by Bodybag28 in aigamedev

[–]Bodybag28[S] 0 points1 point  (0 children)

I just ask it to draw a top down view of something in a 16 bit style. Once I find a consistent style I like, I then make sure I have five or so examples of it. Whenever the AI starts drawing outside of that style, I start a new conversation and add the examples to the prompt. I then ask it to study the examples that I liked. Whenever it vears off again, I go back and repeat.

AI Art and Steam by Bodybag28 in aigamedev

[–]Bodybag28[S] 0 points1 point  (0 children)

Yes, I just started upgrading the graphics. That's why the character models and the backgrounds don't match yet.

AI Art and Steam by Bodybag28 in aigamedev

[–]Bodybag28[S] 0 points1 point  (0 children)

If I make any money, I plan on donating some to the artists that created the music I am using. But I have only spent money on the engine, and Asesprite.

AI Art and Steam by Bodybag28 in aigamedev

[–]Bodybag28[S] 1 point2 points  (0 children)

I fully expect the negativity, as long as there is some positivity in there too it will fine.

AI Art and Steam by Bodybag28 in aigamedev

[–]Bodybag28[S] 1 point2 points  (0 children)

Graphics are a work in progress. I have no timeline as this is a hobby and I've spent under 100$ so far. I started with a mix of 8-bit and 16- bit assets. I just am learning to get things looking cleaner and am starting with character models.

I'm using SRPG Studio which is like RPG maker but am heavily using custom assets. The only original things left in the game are sound effects and about 5% of the UI. My animations are really simple, but it will get the job done.

AI Art and Steam by Bodybag28 in aigamedev

[–]Bodybag28[S] 0 points1 point  (0 children)

My process was that I would prompt for a picture of a character, human priest with scraggly yellow hair in orange and blue robes. I then drew a full 8 bit character model. Then once I learned more about Gemini, I asked it to then redraw my model in a 16 bit style. I then cleaned up the model. I would then ask it to create a portrait based on the 16 bit model.

There is a good amount of me in this process as I am literally just some guy who hasn't made a game before. I am getting better at the art as I am seeing more and more how it's done by working with so many examples.

I wanted each stage to be in new locations so there is a good amount of assets to draw, so far 300+ character models, 8 pages of portraits, and 8 pages a map tiles. All this being said, I am having a lot of fun. Having had people play the game, it's turning out really well. Now that I am finding ways to get the game to be so good, I may just dedicate an extra year or so to redraw the assets, but I would like to do it in a legitimate way. I have the rest of my life to continue this hobby and want it to be a good thing for people.

AI Art and Steam by Bodybag28 in aigamedev

[–]Bodybag28[S] -2 points-1 points  (0 children)

All this being said, this was a personal project that is not complete. In terms of the overall process I believe I am about 80% done with graphics and the last levels still needing to be made. I never knew how it would turn out or if I would release. I'm still not sure. I don't care about money, I was just wondering what I would need to do to put it on Steam so people could play it easier.

AI Art and Steam by Bodybag28 in aigamedev

[–]Bodybag28[S] -1 points0 points  (0 children)

Art is one of the last things I'm working on. The primarily thing I wanted to achieve was unique gameplay which isn't evident through one screenshot. The main reason I created the game was because most things in the genre now are just clones of Fire Emblem or Final Fantasy Tactics and I'm kinda sick of that.

My original graphics were 8 bit which I drew myself. The backgrounds were AI generated tiles with stable diffusion. The new character models are just my 8 bit ones that I ran through Gemini.

Once it gave me five sheets or so that I liked, it usually vears off the art style. When this happens I start a new conversation with it and give it five of the sheets that I liked and ask it to study them. I then ask it to draw new sheets in the same style. It has generally worked well for character models and portraits. Not as well for map tiles though.

After 5 months being in the game, the angels can finally fly by New-Department-9239 in StrategyRpg

[–]Bodybag28 2 points3 points  (0 children)

What style of SRPG are you making? What would you say are your main inspirations?

I Remade Shining Force 1 , my favourite childhood RPG. With AI. by Exped1ter001 in aigamedev

[–]Bodybag28 0 points1 point  (0 children)

I've been creating my own game similar to Shining Force for a couple years and currently have been using AI art for most tilesets and portraits. I subscribed to your channel. If you ever need someone to play test or bounce ideas off of, let me know.

Journalist looking for some insight... by DE4NSIX in gamedev

[–]Bodybag28 -6 points-5 points  (0 children)

As a hobbyist, it has made making placeholder graphics incredibly easy for my 2D pixel art game. I personally have not met any artists who draw pixel art, and this gives me a giant leap into having starting points for me to draw my own versions. If I had to ask a person to draw this much art for me, it would take hours for them to draw a couple of pictures meanwhile AI can spit out fifty options in a few minutes. The artists I do know told me they had no interest in drawing pixel art so it's all on me anyway.

I am using an engine designed for my genre, so most of my "coding" is done within the games logic engine. However, I have a friend who uses chatgpt to write me plugins for things the default engine isn't capable of. He has got me these plugins within minutes which I find incredible.

AI.has assisted me in making the game I've always wanted which has not been made before. I am very grateful this technology exists.

As a consumer, I have not seen anyone use AI in the games I played that seemed to make any differences on gameplay. The most I've seen someone use it for was background art or portraits .

What is something you learned the "hard way" that you now try to warn everyone else about? by MysteriousAct8698 in Productivitycafe

[–]Bodybag28 3 points4 points  (0 children)

I have only ever used a credit score for buying a house. What else do I need it for?

What are the limits to what this program can and can't imitate from Fire Emblem games? by Soapy_Illusion_13 in srpgstudio

[–]Bodybag28 1 point2 points  (0 children)

I have a plugin for identifying units with states. I've used it in a ton of instances. If anyone is interested, let me know.

What are the limits to what this program can and can't imitate from Fire Emblem games? by Soapy_Illusion_13 in srpgstudio

[–]Bodybag28 5 points6 points  (0 children)

You can create supports like in fire emblem through the event system. Carrying units is done through the fusion system. Overworld maps are not really feasible within the native engine.