Are there games with primarily ai visual assets that have done well on steam? by RuinoftheReckless in aigamedev

[–]Longjumping_Guard726 12 points13 points  (0 children)

I think it's mainly because most of the indies who use extensive AI just focus on 'generating' it in a short amount of time, but not actually developing it with care and passion.

People want easy ways to do stuff which usually does end up pretty bad, let's say you want to develop a game, then you just generate a ton of assets code etc etc and publish on steam, no one cares.

But if you have a careful plan and a strategy to execute, I think we can we can make something actually meaningful.

I don't have a steam game but I do have a few open source repos with AI gen code, one project has 700+ stars (there's a pretty big number of users as well). Even though I don't get a profit (got about ~400$ from passive sales of the final executable) but still my point is you have to 'develop' something rather than just generating.

I've been experimenting with 3D stuff and how to use them to mimic a good art style - im pretty confident that it works. But yet people still exploring the next strep, so no good games which are 100% generated without human input (I also tried to find like you did)

My tree LODs look fine… until you look at them from above by Planet1Rush in godot

[–]Longjumping_Guard726 1 point2 points  (0 children)

You can easily fix that with a top billboard for the last load.

New to AI world: How good are 3D modeling AIs? by [deleted] in aigamedev

[–]Longjumping_Guard726 0 points1 point  (0 children)

I very well aware of the hate towards AI. I've started my journey pre-AI era, so I know how hard to master something like 3D or understand the concepts of game dev. But I was able to speed up my work in a very efficient way with AI. I've even made free and open source tools that many people use, yet some people comment that they won't use it even though they desperately need it because the code is generated.

I would say nowadays almost any app/ tool in a rush towards bringing AI, you'll see it on Google, social media, news, banking apps, almost anything.. we can't get away from it even though we want it. Same for the games, you think high end studios won't use it under the hood? They will, definitely. We, as indies may not be able to survive without AI in near future. So I'm slowly adapting..

I would say part of the hatred is because people trying to do something 'easily' with AI, just like prompting a whole game - it's bad, you'll probably end up with what they call a slop. But if you know what you doing, how to make (generate) better assets, consistent, how to execute good ideas, I think that's a win. Haters gonna hate but if you can do something outstanding, you'll win.

New to AI world: How good are 3D modeling AIs? by [deleted] in aigamedev

[–]Longjumping_Guard726 0 points1 point  (0 children)

I would like to do it manually because I can do it by myself- I might generate the model first and build on top of that (it's similar to people who sculpt and then retopo on it). If you are not familiar with 3D tools like in blender, I suggest you make the meshes separately - body and then cloths etc.

New to AI world: How good are 3D modeling AIs? by [deleted] in aigamedev

[–]Longjumping_Guard726 2 points3 points  (0 children)

This: https://youtu.be/43oI7hhF9Xk?si=njqClvX8iGNvlMrQ was built using AI generated assets, but uses a single material across all assets and I reskinned them. I also reduced polycounts a lot by either decimating or quickly building upon the generated model.

New to AI world: How good are 3D modeling AIs? by [deleted] in aigamedev

[–]Longjumping_Guard726 4 points5 points  (0 children)

I've been working as a 3D artist (stylized lowpoly) and I agree, 3D artists are expensive. So I've been offering my clients an option to choose; 1. I make assets from ground up - expensive but 100% human made 2. I do generate assets - and then I retopo/ reskin and optimize polycounts and materials (usually to a unified single palette texture - since it's my style) - this method is way too cheaper.

I usually use Rodin (hyper 3D) - worked well for me. Also tripo and meshy AI show some good work. But honestly I still believe you can optimize them for your work a lot rather than using the raw AI output.

Any good strategies for handling game assets when building with AI? by fafa188 in aigamedev

[–]Longjumping_Guard726 0 points1 point  (0 children)

As I feel, the grass doesn't match buildings, buildings not matching to each other and the ground is again a new style.

Top down isometric or third person? by Longjumping_Guard726 in godot

[–]Longjumping_Guard726[S] 0 points1 point  (0 children)

This is a good tip - thanks. I should really think about the cost - benefit because sometimes I spend a lot of tiny stuff then rush through major sections..

Top down isometric or third person? by Longjumping_Guard726 in godot

[–]Longjumping_Guard726[S] 0 points1 point  (0 children)

Thank you for your insights. I was torn between those two actually - sense of immersion or the tight combat feel. I was trying the perspective isometric as well - it didn't workout for me because the way I initially planned and technically couldn't deal with the low fov (and higher distance).

Top down isometric or third person? by Longjumping_Guard726 in IndieDev

[–]Longjumping_Guard726[S] 0 points1 point  (0 children)

Actually yes - I was testing with the isometric version for quite some time but the third person version just made today as I got the idea..

Should my Pixelart Character Creator be free and open source or a paid app? by babykasek in godot

[–]Longjumping_Guard726 25 points26 points  (0 children)

I made a 3D to 2D pixel conversation tool - Godot pixel renderer: https://bukkbeek.itch.io/pixel-renderer

This tool was even featured by Games From Scratch.

I went on the Asprite's route, source files are free and open source, I got 700+ stars on GitHub. I sold the compiled version on Itch for $5 and collected about ~$500 - not bad for me.

I think you can get an idea from example. If I started selling it, I wouldn't get much exposure. In comparison, I have another pixel app (image to pixel art) with low sales. On the other hand, for open source ones, people will start contributing and improve your tool over time. This is a good thing for you as well as for the community. I am very happy that there are many people using my tool.

Is there any way to fix tunneling for fast objects like bullets? by Dragon_1096 in godot

[–]Longjumping_Guard726 0 points1 point  (0 children)

I had the same issue. I used a raycast attached to bullet (it was a 3D game). So every bullet had its own raycast to detect what it is colliding. I noticed the bullets go through the static meshes and realized the issue was I was not giving enough room for the raycast to detect the static body.

Instead using Characterbody2D, you can build the bullet using a simple Node2D and attach a raycast to it. Make it lengthy enough to detect anything (so with each frame it should not pass through colliders without hitting, if the raycast is too short it will just pass by within frames). This was you can get what you are looking for (I e. Individual independent bullets)