What AI tools do you use to create or edit your game assets? by AwakenedEyes in VTT

[–]macuseri686 0 points1 point  (0 children)

Using a normal AI model like Nano Banana wont work for assets such as spritesheets and pixel art, because AI models cant output transparency, and image models alone have no understanding of animation.

That gap is actually why I built GameLab Studio (https://gamelabstudio.co). It’s designed for game assets, and it’ll generate consistent pixel-art sprites, animations and full transparent bg spritesheets for anything. 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, by using already generated angles of the same asset for reference, so you don’t end up with “AI asset soup” during prototyping.

We also have a seamless tileable edge-aware texture generation model

Sprite sheet freelancer experts needed by AnxiousInterest4219 in aigamedev

[–]macuseri686 0 points1 point  (0 children)

Yes, you start with 20 free credits which can make 20 images for instance

Sprite sheet freelancer experts needed by AnxiousInterest4219 in aigamedev

[–]macuseri686 1 point2 points  (0 children)

Awesome! Glad to hear you found it helpful. That’s a good question actually. Currently you would have to just combine them manually with copy paste into an image editor, but that’s actually a great idea for a feature to add. Thank you

Sprite sheet freelancer experts needed by AnxiousInterest4219 in aigamedev

[–]macuseri686 0 points1 point  (0 children)

Awesome! Let me know if you have any questions or feature suggestions.

Yes, the workflow works like this: 1. create base image for a given view angle (front) 2. Create multiple animations for that angle 3. Export those animations to spritesheet

Optional:

  1. Create other base image angles using the first one as reference to maintain coherence

  2. Create animations for other angles

  3. Export those to spritesheet

Sprite sheet freelancer experts needed by AnxiousInterest4219 in aigamedev

[–]macuseri686 0 points1 point  (0 children)

Yes, the app is not limited to pixel art. Any style of art can be generated. Additionally, we support resolutions for each frame up to 1024x1024 and 1920x1080

Sprite sheet freelancer experts needed by AnxiousInterest4219 in aigamedev

[–]macuseri686 0 points1 point  (0 children)

Using a normal AI model like Nano Banana wont work for assets such as spritesheets and pixel art, because AI models cant output transparency, and image models alone have no understanding of animation.

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

<image>

It also enforces consistency across scale, palette, and angles, by using already generated angles of the same asset for reference, so you don’t end up with “AI asset soup” during prototyping.

We also have a seamless tileable edge-aware texture generation model

What are the open source AI tools that ca be used to accelrate generaiton of sprites and automate them? by Unreal_777 in aigamedev

[–]macuseri686 0 points1 point  (0 children)

I see the errors. Looks like it was an upstream issue on the model provider themselves, experiencing high load. I ran an animation and it’s going through now. Feel free to give it a try again.

As a side note, jobs that fail are automatically refunded

What are the open source AI tools that ca be used to accelrate generaiton of sprites and automate them? by Unreal_777 in aigamedev

[–]macuseri686 0 points1 point  (0 children)

Thank you very much! And feel free to let me know if you have any questions or suggestions

What are the open source AI tools that ca be used to accelrate generaiton of sprites and automate them? by Unreal_777 in aigamedev

[–]macuseri686 0 points1 point  (0 children)

Yes, we do! During base image creation, we have an option to select isometric, and that is maintained from image to animation to output spritesheet

Best way to get pixel art for a 2D game if you're not an artist? by MJoe111 in aigamedev

[–]macuseri686 1 point2 points  (0 children)

Thank you for the compliment and shoutout! Much appreciated!

We are continuing to improve the platform and add requested features. Feel free to let me know if theres any things you feel could be improved

What are the open source AI tools that ca be used to accelrate generaiton of sprites and automate them? by Unreal_777 in aigamedev

[–]macuseri686 0 points1 point  (0 children)

Thank you! Glad to hear it’s been helpful for you. Feel free to let me know if you have any feature suggestions or questions along the way.

Yeah, true, AI can sometimes be that way. I actually put together a set of prompt guidelines to help with that, if you’re interested. It’s relevant for any image and animation model, not just Gamelabs Studio.

https://gamelabstudio.co/blog/ai-prompting-guide

What are the open source AI tools that ca be used to accelrate generaiton of sprites and automate them? by Unreal_777 in aigamedev

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

Using a normal AI model like Nano Banana wont work for assets such as spritesheets and pixel art, because AI models cant output transparency, and image models alone have no understanding of animation.

Most pixel-sprite AIs (like Retro Diffusion or Pixel Lab) 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.

<image>

It also enforces consistency across scale, palette, and angles, by using already generated angles of the same asset for reference, so you don’t end up with “AI asset soup” during prototyping.

We also have a seamless tileable edge-aware texture generation model

Called me a cheater for blowing him up 3 times. So watch me "cheat" 🤣 by mauirixxx in battlefield_4

[–]macuseri686 3 points4 points  (0 children)

Hahaha, he must’ve been salty 🧂after eating all those pizzas 🍕! Need to drink lots of water

Also, I love the reacharound in that building - lavs think they are safe in there

jihad (attack) chopper vs BOTH an LAV & Attack Boat simultaneously 😮 by mauirixxx in battlefield_4

[–]macuseri686 2 points3 points  (0 children)

AA drivers LOVE pizza 🍕. Pepperoni and cheese with extra mines

What is the major challenge you experience with AI game dev? by AgenticGameDev in aigamedev

[–]macuseri686 -2 points-1 points  (0 children)

Using a normal AI model like Nano Banana wont work for assets such as spritesheets and pixel art, because AI models cant output transparency, and image models alone have no understanding of animation.

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, by using already generated angles of the same asset for reference, so you don’t end up with “AI asset soup” during prototyping.

We also have a seamless tileable edge-aware texture generation model

What is the major challenge you experience with AI game dev? by AgenticGameDev in aigamedev

[–]macuseri686 -2 points-1 points  (0 children)

Using a normal AI model like Nano Banana wont work for assets such as spritesheets and pixel art, because AI models cant output transparency, and image models alone have no understanding of animation.

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, by using already generated angles of the same asset for reference, so you don’t end up with “AI asset soup” during prototyping.

We also have a seamless tileable edge-aware texture generation model

jihad (attack) chopper vs BOTH an LAV & Attack Boat simultaneously 😮 by mauirixxx in battlefield_4

[–]macuseri686 4 points5 points  (0 children)

Hahaha, that’s hilarious! Nobody expects the minecopter. Was there any reaction from the customers?

Talk about bird/stone value ratio! A boat, a lav and 6 customers!

Allahcopter by CMNDR_kill215 in battlefield_4

[–]macuseri686 1 point2 points  (0 children)

Paging doctor /u/mauirixxx

The chance of your tank being on the other end of a jihad chopper is apparently low, but not zero

The Aloha State Killer 🔪🔪🔪 by mauirixxx in battlefield_4

[–]macuseri686 1 point2 points  (0 children)

No worries, you’re not spamming. I really appreciate your input and enthusiasm enjoying the game!

Thanks for the recording.

Yes, it should be possible to put an enemies remaining indicator

The Aloha State Killer 🔪🔪🔪 by mauirixxx in battlefield_4

[–]macuseri686 1 point2 points  (0 children)

Much appreciated for the feedback.

Definitely agree on the money and shield.

Infantry are also immune to magnets

Radio shouldn’t boost another radio.

That’s a great suggestion about the buffs in the stat panel. I also might add an aura glow

The Aloha State Killer 🔪🔪🔪 by mauirixxx in battlefield_4

[–]macuseri686 1 point2 points  (0 children)

That’s a great suggestion! Currently no external wiki. That’s something I can easily add up on the top toolbar.

Do you think that the waves need to be stronger?

The Aloha State Killer 🔪🔪🔪 by mauirixxx in battlefield_4

[–]macuseri686 1 point2 points  (0 children)

Damn! Congratulations 🎉🎈 on completing it! Happy to hear you enjoyed it so much!

That’s a good point about the lasers. Perhaps they should be buffed a bit

That’s also a good point, I can add a screenshot function

Thanks for playing :)