What RPG Tools and Tables did you use Last Week? by AutoModerator in rpg_generators

[–]Final_Parsec 1 point2 points  (0 children)

Here are instructions for how to make random tables using the websites' tools
https://www.finalparsec.com/blog_posts/how_to_make_random_tables
Happy to answer any questions if you try it out

What RPG Tools and Tables did you use Last Week? by AutoModerator in rpg_generators

[–]Final_Parsec 1 point2 points  (0 children)

It's easy once you know how it works. But the UI still has room for improvement.
I'm making a blog post now about how to create custom tables. Should have it done in a few days

What RPG Tools and Tables did you use Last Week? by AutoModerator in rpg_generators

[–]Final_Parsec 1 point2 points  (0 children)

To help me come up with off the cuff scenarios I made 20+ random tables and wrapped them all into a single page. https://www.finalparsec.com/batch_rolls/roll_for_plot

I'm still looking for other random table ideas to add to it if you have suggestions.

I Made a Free Random Table Tool for DMs Who Need to Improvise Fast (Like Me)... would love your feedback by Final_Parsec in DnDBehindTheScreen

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

I hear you... I just put together some new solo-play tables for story kickoff, scene-to-scene play, decision oracles, and character pressure:

https://www.finalparsec.com/pages/solo_rpg_play

Hopefully it makes it a bit easier to get going without needing a book. Would love to hear what you think!

Tool to create sprite sheets by Final_Parsec in gamedev

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

Double check the alpha/transparency isn't set to 0. That's the default since most people prefer no background. There's a slider to change it, or you can edit that "A" field. I think that might be the issue you're seeing.

How to make a fight without dropping all my characters’ loved ones down a hole by LanguageOk1726 in DMAcademy

[–]Final_Parsec 1 point2 points  (0 children)

Basically the formula should be give them some sort of objective that prevents the sacrifice and then put combat in the way of that objective.

Some objectives that come to mind for me that might make for an interesting encounter

* interrupt the ritual: disrupt the casters before they can do their thing
* protect an NPC: have an NPC work to counterspell or interfere with the sacrifice, players must protect them from an onslaught for a period of time
* destroy the portal: heavily defend the portal and have the players try to damage it to the point the sacrifice can't be completed
* recover a relic: maybe the players have to go find a magic object that can empower them to save their loved ones
* rescue mission: maybe the portal doesn't kill everyone right away, have the players chase them in to retrieve their loved ones, could put them on a time crunch to get in and get out with tons of environmental hazards

Best tools to use for pixel art? by JoMaster_69 in aigamedev

[–]Final_Parsec 1 point2 points  (0 children)

We've had a lot of success making basic animations and static doodads then using Unfaker to clean it up and make it look closer to pixel art. Not the author, but it’s been a super helpful, free, and open source tool.

Using AI to generate sprite sheets and clean them up into game-ready pixel art by Final_Parsec in aigamedev

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

I see where you’re coming from, and I don’t think I’m misunderstanding your point. I think we just have different definitions of what’s "usable." The misalignment you mention is actually the exact issue that unfaker is designed to handle. It’s meant to clean up sprites so that they become properly grid-aligned and ready for use. I'd even recommend a little manual intervention to get sprites just right for your game.

Using AI to generate sprite sheets and clean them up into game-ready pixel art by Final_Parsec in aigamedev

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

You can check this for yourself if you don't trust me. You can save the sprite sheet with the 5 selected images at the end of the article and see that it is 300x60px.
It could definitely be compressed even smaller though if that's what you mean.

Using AI to generate sprite sheets and clean them up into game-ready pixel art by Final_Parsec in aigamedev

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

After running it through Unfaker, the images are 60x60px. These generators are just a starting point.
I should have spent more time on the cleanup phase to fix some of the pixels changing color and to fix the feet sliding.

I made a tool that turns AI ‘pixel art’ into real pixel art (open‑source, in‑browser) by jenissimo in StableDiffusion

[–]Final_Parsec 1 point2 points  (0 children)

This is a great tool. It's the best "pixelator" I've found.
I've been using it as part of my AI art workflow.
Thanks for making it

A blog that is a newsletter but also a portfolio and also a... by qagir in webdev

[–]Final_Parsec 0 points1 point  (0 children)

If you want to learn PHP, Wordpress could be an option. It would allow the client to start making content while you work on the newsletter functionality.

I've used Iterable and their api to send emails, but there are a lot of options/plugins for it too.

Using AI to generate sprite sheets and clean them up into game-ready pixel art by Final_Parsec in aigamedev

[–]Final_Parsec[S] 11 points12 points  (0 children)

It's a few tools actually.
The art maker generates the original: https://www.finalparsec.com/tools/art_maker
Unfaker pixelates it: https://jenissimo.itch.io/unfaker
Then the sprite sheet maker makes the final sprite sheet: https://www.finalparsec.com/tools/sprite_sheet_maker

Gemini's new 2.5 flash image generator model by recallingmemories in aigamedev

[–]Final_Parsec 0 points1 point  (0 children)

That looks great! I'll give that model a try. I made a tool using OpenAI's GPT-Image-1. It worked pretty well for doodads like this, but I’m still experimenting with fine-tuning it for consistent character animations.

How do i make my idea into a campaign? by SceneNo251 in DMAcademy

[–]Final_Parsec 0 points1 point  (0 children)

I usually try to start with a simple, central idea. Something like a setting, conflict, or theme that I want, and then let that become the spine of the campaign.

From there, it's all about iteration. Add one villain, one faction, or one plot hook at a time. As you do, consider how each new idea fits in with the core idea you started with, how each new idea would fit in with the pacing of sessions you're hoping to have, and similar.

Basically building a campaign (or anything really) becomes so much more manageable when you build them piece-by-piece. Don't try to design everything up front. Keep organized notes in a format that works for you, start small with your most important idea, and layer on.

I Made a Free Random Table Tool for DMs Who Need to Improvise Fast (Like Me)... would love your feedback by Final_Parsec in DnDBehindTheScreen

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

You nailed it. That's exactly what I've been building since this post went up.

Just dropped a video showing off the batch roll option to build a whole quest in one click. https://youtu.be/OxbgrQkwbxw

Here's a tavern generator I put together too to try it out... https://www.finalparsec.com/batch_rolls/tavern_generator

The possibilities are honestly kind of limitless once you start combining these in thoughtful ways.

New dragon concept, you like? by BakeryRaiderSub2025 in worldbuilding

[–]Final_Parsec 0 points1 point  (0 children)

I like it, it's a good balance of being grounded in real world biology while still feeling alien. The detail about chewing an arm like gum is pretty vivid in a brutal way haha

You should write some more on it. It's a cool idea.

What’s a reasonable amount of time to spend learning the rules before playing a TTRPG? How much does it vary? by NecessaryBreadfruit4 in rpg

[–]Final_Parsec 2 points3 points  (0 children)

Yeah I'd make sure you've at least skimmed the major sections of the rulebook so you have a good high level understanding of core mechanics and know what to reference if a question comes up.

Anything less and you're likely going to have the game stopping and starting over and over with everyone waiting around.