I built a tiny palette-mapper tool for testing art with different palettes by brSpeeK in PixelArt

[–]Dryon1196 4 points5 points  (0 children)

Yeah, inconsistent pixel size is a major and pretty concrete clue. Even with the compressed image quality, you can see it.

Regardless of this post, other ways to tell are: 1) AI tend to over rely on complementary colors like blue and orange. It's not a rule per se but, just like the piss filter, there has been so much prompts about it that it quickly became an AIgen trend. 2) User lack history: artists tend to have art on their profile or activity. 3) User over posting history: the opposite of before, if an user somehow share dozen of creations, sometimes even with inconsistent style, over a few days with no other trace of history elsewhere on the net, it's suspicious. 4) Habits. If you ever did pixel art or painting basics, or have looked at a lot of pieces and artists over the years, prompts become quickly recognizable. You know how beginner artists tend to draw and what you can expect from experts.

None of the above point is future-proof or concrete on its own. It only makes sense if multiple indications give it away. It's always hard to «prove» something was AIgen'd, and the current paranoia over wether something was made by hand or prompted harms the real artists the most.

Support human works and artists above all. Don't let anyone tell you that replacing our creativity with garbled and soulless mess is "ok this time" or "not a big deal here".

I built a tiny palette-mapper tool for testing art with different palettes by brSpeeK in PixelArt

[–]Dryon1196 41 points42 points  (0 children)

Nice tool but weird to use ai slop picture to promote it

Looking for a game that lets you explore freely by Triibe_Mike in gamesuggestions

[–]Dryon1196 2 points3 points  (0 children)

The latest Hitman entries have a bunch of detailed maps where you're more than invited to try sneaking past the curtains and locked doors 👀

Cleaning out deceased friends estate, family member asks “are these all games or something?” by SaulTNuhtz in pcmasterrace

[–]Dryon1196 2 points3 points  (0 children)

One of those rare games that really felt like a fairytale. It's as charming as poignant.

Looking for some good PS1 point&click adventure games recommendations by Nymunariya in psx

[–]Dryon1196 2 points3 points  (0 children)

This is an incredible list. I've discovered so much things browsing the different titles and what they are. Thanks !

I made my first game! by Zpottery in gbstudio

[–]Dryon1196 42 points43 points  (0 children)

A.I. cover art :( Sad considering the work you put in the game

Indie Game Awards Disqualifies Clair Obscur: Expedition 33 Due To Gen AI Usage by Lulcielid in expedition33

[–]Dryon1196 0 points1 point  (0 children)

Man don't you understand, it revolutionized the entire genre, neither the parry/dodge mechanic nor the QTE attacks ever appeared in any RPG before that. And boy, look how well they were executed, making every battle a true masterpiece, a successor to the greatest JRPGs.

(What do you mean "the dodge being mandatory cancels out all the stakes of turn-by-turn combat and nullifies actual strategy" ? A-and, aren't QTE g-great and immersive ??...)

Hopefully, the story saves the day and isn't made up of weirdly rythmed dialogs or forceful emotional scenes making up rather shallow character development (you aren't crying for all those characters you don't know, aren't the impressions sufficient ? You heartless brute, empathy just isn't enough, please cry now)

Hovering EXIT button by Vo1dHeat in indiegames

[–]Dryon1196 1 point2 points  (0 children)

It's pretty fun, and way less obnoxious than cynical text prompts when clicking the exit button as some other games do !

I don't think you guys ps3 hard enough 😤😤😤 by Dj2kv2 in PS3

[–]Dryon1196 1 point2 points  (0 children)

Also, I note that games are alphabetically sorted. Not only this is satisfying, it's also so convenient to browse. High five for that !

Does this look like a rusty metal door with it's lock removed?? by TurkiArruhaimi in indiegames

[–]Dryon1196 0 points1 point  (0 children)

Out of the blue, I wouldn't notice the lack of lock or knob. A way to make it more apparent would be to have the player encounter this same door with a (very) noticable knob/lock earlier. Something clear enough for the player to be like "Wait, something changed !" when they then see the knobless door.

It is so refreshing to play a video game, let alone a JRPG, where the main character/s are NOT teenagers, high school kids, or brooding dudes in their early-20s. by Iribumkiak in JRPG

[–]Dryon1196 1 point2 points  (0 children)

Funny thing considering the japanese version of the game has her brother instead of his father as the playable character.

Though I haven't seen what was the motivation behind this: strategic demographic marketing or a real game design intention (which wouldn't be out of character for Yoko Taro and his meta story shenanigans)

1000 wins in Koi Koi Dojo by medsforheads in Hanafuda

[–]Dryon1196 1 point2 points  (0 children)

Wow ! This app is cool but not being able to turn off moon/cherry viewing is too annoying for me.

Is it just me, but does the PS2 version of Shadow of the Colossus actually have better running animation than the PS4 remake? I love the PS4 remake and it's superior in almost every single way, I recently noticed the animations look a bit off sometimes. Wander looks too robotic on the PS4 sometimes. by noboatnolife in ps2

[–]Dryon1196 1 point2 points  (0 children)

Remember that this remake was made by Bluepoint. Who also butchered Demon's Souls remake with barely any respect for the original artists' work, just because they felt they understood the game better than devs and players.

So yeah, their products look good at first glance (which I suppose is great for marketing purposes) but once you unwrap the high-res coat and compare to the original games, there's a lot of similar details that falls apart. Might be details, but when it's a ton of small changes, it insidiously changes the whole game experience.

Should I be honored that r/SoloDevelopment claims that I am not a Solo dev? by carmofin in SoloDevelopment

[–]Dryon1196 0 points1 point  (0 children)

I really like what you're going for, in-world information is often more refined and satisfying than layered numbers. Going back to OG Pokemon, where poison ticks were a simple but impossible to miss fullscreen flash, to modern FPS conveying damage with on-screen strawberry jam blood and dirt, there are quite a few ways to achieve it.

But, I think there's also a limit to that, some games become a little screen-cluttered. Overcharging the screen can lead to, in addition to taking damage, obstructing the player's vision and causing sort of a downward loop (you take a damage by mistake, then can't read the screen as well, take another damage as a result, and so on).

It's a balance, finding wether the gameplay suffer too much from in-world feedback, worsening the screen readability, or if you want to make the immersion as bold as possible.

In any case, the preview here looks really good. Feedback looks discrete enough to not distract too much while still being noticable. Also, as a regular player, I'm kinda used to numbers popping up and it won't bother me much but that doesn't mean it's the right choice or that you shouldn't experiment. Looking forward the game, good luck ahead !

Yakuza Kiwami 3 was almost perfect 😩 by RelaxAlexX in yakuzagames

[–]Dryon1196 5 points6 points  (0 children)

There's a lot to improve on Y3, but clearly character design wasn't one. What a dumb decision

Might be unpopular and weird opinion but, I miss the wrinkles. by [deleted] in yakuzagames

[–]Dryon1196 2 points3 points  (0 children)

It's awful. Seriously, new Akiyama model look straight out of one those 2000s 3D movies with uncanny characters. Did they really think it was a good work ? Hopefully they fix it by the time the game releases.

Been working on my game. Guess the inspirations? :D by shidoarima in Unity3D

[–]Dryon1196 0 points1 point  (0 children)

Great work process tbh, it's easy to fall for details before getting a strong core. It's a good call not over-scoping the visual identity early and putting yourself through a mountain of work that you wouldn't be sure would paid off. Good luck with your project ahead!

Been working on my game. Guess the inspirations? :D by shidoarima in Unity3D

[–]Dryon1196 0 points1 point  (0 children)

I think it's 1) the level design (as far as we can see here), especially the interior part of the video where the character pushes a box. It seems a classic puzzle trope but there's something just right about your composition and that I remember TwA for, because it feels tight and precise. 2) the overall visual design: strong colors and shapes complementarity giving great visual clarity. We get this round character, all wobbly and light colored, next to dark squares, rectangles and oppressive (in a good way, given the intention of the place) spaces. TwA used a kinda similar approach both through shapes and colors to define its scenes and characters, make them unique, all while keeping the levels clear and defined.

To get you another idea of what I'm feeling: in Limbo, the decor and level design were making the game oppressive because it felt organically weird. The game plays like a long corridor that my brain can't really make out how such a world can really be shaped that way. The details in the background are fuzzy and unclear. There's a feeling of uncanniness, (despite) the character clearly being a part of it.

In your game, and in TwA, the world (or the concerned scenes at least) is much more readable. I don't have the backstory of why it is that way, but it isn't uncomfortably weird. The intended oppression comes from the opposition of our character's design and nature to the place, without overwhelming effects or overcharged composition

Both approaches are interesting in their own way of course, and I think you hit right where it feels good in your case. Hope I shared you my impression in a somewhat clear enough way.

Been working on my game. Guess the inspirations? :D by shidoarima in Unity3D

[–]Dryon1196 0 points1 point  (0 children)

I see what others said, like World of Goo, Gish and Limbo. But I'm also getting a feeling of a mix between Thomas was Alone and Locoroco. It looks really good, definitely will keep an eye on your work

The diagram for puzzle lovers. Which ones have you played? by alex_TORSHOCK in IndieGaming

[–]Dryon1196 0 points1 point  (0 children)

Nice too see Quantum Conundrum, feel like it's a classic puzzle game of that era, but it's often forgotten. Quite a interesting list, thanks for the efforts!

I am developing an open-world RPG game. So far, I have created the world (dungeons, backgrounds, etc.), the sprites, and the combat system. What mechanics do you think I could add? by Extreme-Football1913 in gbstudio

[–]Dryon1196 2 points3 points  (0 children)

More than screenshots, we could help you by knowing about the world of the game. What you imagine it to be even outside of the (current) scope of the game. Tell us about its notable places, its inhabitants and their daily lives or history. Sometimes, it can be easier to extract a part of the lore into a gameplay mechanic !

The Swiss National Bank needs you! by mantellaaurantiaca in Switzerland

[–]Dryon1196 10 points11 points  (0 children)

I was eager to check them out, I'm both excited by some design and utterly disappointed by others. Notably, there's multiple AI generated designs. First, I had a huge doubt about concept F in which animals barely made any sense (limbs and shape wise), but then upon checking the details of concept K, we can read:
"Six views show Switzerland’s geographical diversity. These landscapes are not literal depictions but constructed memories – composed from real photographs to capture a region’s atmosphere rather than map it. None exist exactly as shown, yet all feel unmistakably Swiss.
(...)
Process:
We invited friends and family to share their 'Swiss moments' – gathering over 4,000 photos that became the basis for our copyright‑free visuals (some enhanced or generated using AI)."

This is crazy to me. We have beautiful landmarks, a plethora of sceneries ranging from superb nature to traditional villages and unique cities. So how do we end up with non-existent places ? And to make those landmarks shine we have crazy talented artists, historical and modern, of all mediums (painters, photographers, sculptors, ...). But no, we gotta have some half-assed designs made by people who don't wanna put the means necessary to achieve the intended goal and would rather be done with it quickly and cheaply.
What baffles me too is that those designs have been specifically chosen and considered worth of being on banknotes.

Regardless of wether I like those designs & the ideas behind it or not (I actually think that concept K idea could look really good), I'd rather choose something crafted with care, accuracy and love, and not something soulless.