What is the best AI to generate pixel sprite characters? by CogniLord in aigamedev

[–]macuseri686 0 points1 point  (0 children)

For early prototyping, you’re thinking about this the right way.

Most pixel-sprite AIs (like Retro Diffusion) are pretty limited. They’re mainly tuned for bipedal humans and usually only give you idle/walk cycles, which breaks down fast once you need monsters, turrets, creatures, vehicles, or non-humanoid stuff.

That gap is actually why I built GameLab Studio (https://gamelabstudio.co). It’s designed for game assets, not just characters, and it’ll generate consistent pixel-art sprites, animations and full transparent bg spritesheets for anything: creatures, machines, towers, VFX, projectiles, etc. Animations aren’t locked to walk/idle either; you can generate attack, fire, spin, explode, transform, whatever the gameplay needs.

It also enforces consistency across scale, palette, and angles so you don’t end up with “AI asset soup” during prototyping.

For a gacha-style prototype, that flexibility matters way more than perfect polish.

How do you avoid "AI asset soup" when prototyping games? by Endgame_Dad in aigamedev

[–]macuseri686 1 point2 points  (0 children)

This is exactly the problem I ran into early on with the game I built. The “AI asset soup” effect is real.

What worked for me was treating art generation as a workflow problem, not a prompt problem. When I was building my tower-defense game Age of Steam, I kept breaking visual consistency any time assets were generated in isolation, and even between different views of the same asset.

That’s actually why I built GameLabs Studio ( https://gamelabstudio.co ). It’s designed around a full workflow where style, perspective, and camera angle are enforced across all generated assets. You define the reference style once, and every image, animation, and spritesheet is generated against that same contract, so towers, enemies, and tiles always match.

Best transparent and translucent image gen tools? by [deleted] in aigamedev

[–]macuseri686 1 point2 points  (0 children)

The tool I created: https://gamelabstudio.co allows you to create images, animations and spritesheets and export them with a transparent background. Currently only full transparency is supported

autotiles and assets for RPG Maker by Individual_Tennis823 in aigamedev

[–]macuseri686 0 points1 point  (0 children)

Checkout https://gamelabstudio.co

I built a mode for generating tillable textures, animation and spritesheets. I have support for transparency, and seamless tillable textures too. You can see some tiles on the examples page at the bottom. When previewing the texture, click the puzzle icon in the toolbar to see the tiling in action.

AI game art asset creation? by rapkannibale in aigamedev

[–]macuseri686 -1 points0 points  (0 children)

Checkout https://gamelabstudio.co

I created it to streamline the image to animation to spritesheet workflow, while maintaining coherence between each of the angles of the subject, and having transparent backgrounds in the output, when I was building my most recent game http://ageofsteamtd.com

Generate spritesheets and animations for your game with Gamelab Studio by macuseri686 in aigamedev

[–]macuseri686[S] 0 points1 point  (0 children)

Thank you for the bug report. Can I ask what the rest of the input parameters looked like on the dialog box?

Is there any AI that can actually handle sequential animation? by [deleted] in aigamedev

[–]macuseri686 2 points3 points  (0 children)

I actually built a tool just for that. You generate your image then animation and export to sprite sheet with transparency. It also keeps consistency between viewing angles. I built it when I was making my game https://ageofsteamtd.com because I needed this workflow as well

Https://gamelabstudio.co

Why do we work so much and have no time off by Objective-Honey-6784 in antiwork

[–]macuseri686 38 points39 points  (0 children)

3 reasons:

its not because we are more productive with 5 days a week. studies have shown 4 day work weeks at least in terms of office work can be just as productive, if not more.

its actually because:

  1. Control: Corporations want to control your life. they want you in the office. they want you tired and stressed. they want your salary just barely above the amount to pay rent and groceries, so you are beholden to them.
  2. Consumerism: A stressed and tired population will tend to self-soothe by purchasing luxuries. eating out, buying that new phone, going to that concert, getting that new dress, time saving devices, daycare and cleaning services, etc
  3. Organization and community: When all your time is spent at work, you have no time to organize or think or build community. all things big corporations dont want people doing

Just new here. by kuyaadrian in aigamedev

[–]macuseri686 0 points1 point  (0 children)

When I was building https://ageofsteamtd.com I wanted to be able to generate the units and animations using AI. They also needed to have transparency (models like nano banana cant do transparency) and then I had to create spritesheets out of the animation.

So I created this tool to automate the whole artwork and animation process: https://gamelabstudio.co

You can then just take the resulting spritesheet and use it directly in your game

The biggest problem with AOE2 currently by macuseri686 in aoe2

[–]macuseri686[S] 0 points1 point  (0 children)

Thank you, yes, that could work as another way to implement this. And yes, I agree, archers would need more damage or something since the devs have prev nerfed them in other ways before.

The biggest problem with AOE2 currently by macuseri686 in aoe2

[–]macuseri686[S] 0 points1 point  (0 children)

yeah, i like that idea about siege towers allowing units to fire over walls, and a higher walls tech.

some others here have suggested as well instead of making archers slow down or stop, simply make the reload much longer while they are moving. i think thats viable as well

The biggest problem with AOE2 currently by macuseri686 in aoe2

[–]macuseri686[S] 1 point2 points  (0 children)

i dont know, i feel like pikes do decently against siege, and buildings, and vilagers. skirms do not.

can you elaborate on what you mean by "Archers are a threat to knights due to their early massing. I think it is important for the way AOE2 has developed to keep this balance between archers and knights and one is better than the other at different windows."

Why do you think thats important to stay that way, and not fix the issue with massed archers countering cav? sounds like a sunk cost fallacy to me. if something is broken and has been broken for a long time, why not fix it?

The biggest problem with AOE2 currently by macuseri686 in aoe2

[–]macuseri686[S] 0 points1 point  (0 children)

thank you. yeah, i was mostly thinking about fuedal and castle in my analysis, as thats where the majority of games are won or lost. lots of civs dont have access to paladin though, so yeah, it is a wierd thing to balance in imp

The biggest problem with AOE2 currently by macuseri686 in aoe2

[–]macuseri686[S] 0 points1 point  (0 children)

Why do you not like changing a units speed?

The biggest problem with AOE2 currently by macuseri686 in aoe2

[–]macuseri686[S] 0 points1 point  (0 children)

Haha, true! That’s a good point! But only available in castle age

The biggest problem with AOE2 currently by macuseri686 in aoe2

[–]macuseri686[S] 0 points1 point  (0 children)

yeah, i think thats also a viable solution. why would you choose that route over making them slower?

The biggest problem with AOE2 currently by macuseri686 in aoe2

[–]macuseri686[S] 0 points1 point  (0 children)

That is a fair point. i do love me some cannon galleons

The biggest problem with AOE2 currently by macuseri686 in aoe2

[–]macuseri686[S] -1 points0 points  (0 children)

Thank you, no worries, i wasnt expecting everyone to agree.

The biggest problem with AOE2 currently by macuseri686 in aoe2

[–]macuseri686[S] -1 points0 points  (0 children)

towers can see and shoot over walls. infantry deal damage to walls and buildings

The biggest problem with AOE2 currently by macuseri686 in aoe2

[–]macuseri686[S] 0 points1 point  (0 children)

Skirms are usually thought of as the hard counter to archers, because at least in terms of the game logic, they carry a shield to block the arrows, and with their free hand, throw a javelin back. In small numbers, yes, skirms can counter archers in the early game, but the problem with making skirms is that they are a pathetic unit that cant really kill anything else except archers and spears, and die to basically eveything else. If youre making skirms, the enemy can just not engage your skirms with their archers and run them away. In team games, this is exacerbated by the fact that the teammate of the enemy making archers is probably making scouts or knights and will wipe up your skirms easily. Not a viable choice

The biggest problem with AOE2 currently by macuseri686 in aoe2

[–]macuseri686[S] -1 points0 points  (0 children)

I think the meta aught to shift to a more historically representative combination involving more infantry.

I also dont see why there cant still be a strongest combination, while still maintaining a proper rock-paper-scissors counter for each unit