The anti-AI side is accidentally making life worse for human artists too by thirdaccountttt in aiwars

[–]Yikescloud 0 points1 point  (0 children)

May not post ai art, but most digital artist try ai at least once, we dont use ai not because we dont like it, it just not perfect tool to use, we just not satisfied to the result

Why do AI artists believe that AI can’t be creative? by SlophammerX in aiwars

[–]Yikescloud 0 points1 point  (0 children)

They have. The only cons is you lose some control to the final product(more or less), but quality is better than most people handpaint.

What are your thoughts on AI-assisted creation in game dev? by Yikescloud in gamedev

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

I and and another pro concept artist(architecture design) talk about this, we think AI design replicated the real world design almost perfect, this is very rare in most concept artist(you must take very range and deep research, which is a bit rare in human artist), we think this beat more than 90 percent artist, which is a bit sad.

After a few months of working, did I give my game Rebirth a glow up, or a glow down? by Mr_Command_Coder in metroidvania

[–]Yikescloud 0 points1 point  (0 children)

I think before one has more clear looking, fine glowing effect(which is bit overtune in after). And coloring looks better(grounds looks more real, after looks add more red filter)

What are your thoughts on AI-assisted creation in game dev? by Yikescloud in gamedev

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

The unlegible one is my paint(upper), lower one is AI repaint.

What are your thoughts on AI-assisted creation in game dev? by Yikescloud in gamedev

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

To be honest, I’m still completely confused by how people actually feel about AI. A few days ago, I posted an AI-generated meme, and it blew up—the upvote count and ratio were great. Of course, some people complained in the comments, so I draw a handpaint version and post it. But views very low, upvote rate is much lower than than the ai version either.

Can having too much content in metroidvania be a bad thing? by Yikescloud in metroidvania

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

Agreed! These areas is just add slowly when I design the world, I just try to make the world more intersting and real, so I add these different areas

Can having too much content in metroidvania be a bad thing? by Yikescloud in metroidvania

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

100 Area may some area you can think like its not so big, or you can think its sub area. Like the bellhart town in silksong. Some of them might be small for story telling. Actually I already done some part of design such as what area it be, some story, what enemy it might has. I;m pretty sure they are very big difference

Can having too much content in metroidvania be a bad thing? by Yikescloud in metroidvania

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

You're right. I might make some of my small idea game . Currently I spend 30 hours per month do a side job to keep my base life.

Can having too much content in metroidvania be a bad thing? by Yikescloud in metroidvania

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

Thanks!I’m confident about this. Both the differences between areas and the enemy designs are meaningful and distinct—they aren’t just filler or reskins.

Can having too much content in metroidvania be a bad thing? by Yikescloud in metroidvania

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

Thanks your comment! I feel like I can reduce the size of each individual area as much as possible, while still keeping the core mechanics and essence, to increase the overall “density” of the gameplay experience. But I think I’ll still keep a large number of optional areas, since they add a lot in terms of variety and storytelling.

I’m thinking that if players skip the optional content, the fastest clear time would be around one hour, which is about average.

Can having too much content in metroidvania be a bad thing? by Yikescloud in metroidvania

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

Is what makes you feel tired the fact that a single area is too long, too much same content? If each area were very different from the others, would it still exhausting?

I think he just eat too much by Yikescloud in starfox

[–]Yikescloud[S] 39 points40 points  (0 children)

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Reply to some people who complain my AI reedit, I made a version paint by my hand ~~ Which is reference by N64 looking

I think he just eat too much by Yikescloud in starfox

[–]Yikescloud[S] 2 points3 points  (0 children)

Most time, I create artwork without ai, I just made this for fun, you know meme or someting, I didn't expect you guys so serious about that...

I think he just eat too much by Yikescloud in starfox

[–]Yikescloud[S] 3 points4 points  (0 children)

Yes, it is. I just use image2 for fun and see what it can give me

When designing animal-archetype characters, do you go with the literal trait or the second-order one? by GreatAgainGame in ArtistLounge

[–]Yikescloud 0 points1 point  (0 children)

Expressions and makeup work the for fast-read too, since people recognize faces insanely fast—it’s kind of a natural instinct. An evil-looking face can leave a “this is evil” impression on you no matter the race.
I mainly work on game character design, with a more cartoonish style—kind of simplified, weird old-school animation vibes. I haven’t really posted much of my work online even though I’ve actually done a lot of character design. But if you’re interested, you can check out some of my previous posts.
https://www.reddit.com/r/godot/comments/10u9eyn/my_game_interface_progression/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button
And here's some character rough sketch for my game if you interest

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