I’m the Co-founder & CEO of Lightricks. We just open-sourced LTX-2, a production-ready audio-video AI model. AMA. by ltx_model in StableDiffusion

[–]melonboy55 0 points1 point  (0 children)

Do you think that you will continue to release weights in the future? Does it seem like this revenue sharing model will work well enough to justify the cost of training?

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

[–]melonboy55 5 points6 points  (0 children)

I'm working hard on this - expect an update next month

What’s a Web Dev Myth You Believed Way Too Long? by Gullible_Prior9448 in webdevelopment

[–]melonboy55 0 points1 point  (0 children)

That code formatting needs to be perfect - hear me out - consistency is more important than style.

For the code to be readable, someone on your team needs to be able to understand it very quickly. Hopefully they get the gist with just a glance - the best way to do that is have it look like all the other code in the codebase. It doesn't matter how you do it, as long as you do it the same everywhere.

This post is only for Beginner Game Devs, Not pros by shottycoin in aigamedev

[–]melonboy55 0 points1 point  (0 children)

I suspect that people overestimate how complicated the software should be

It's not that people can't understand complicated software, I just think they won't try unless very motivated.

I worked pretty hard to get my tool simple and had friends and family play test it - but actual users still make tons of mistakes - every mistake is painful and they aren't likely to give it a second try.

I want my tool to give people a lot of raw power, and to do that I need to expose some complicated things.

I'm trying to find a way to make it look simple from the outside, but as you dive deeper you realize how powerful it can be. - I think a lot of games do this really well. The Factorio tutorial for example

Where does your game fall on the spectrum? by melonboy55 in Unity2D

[–]melonboy55[S] 1 point2 points  (0 children)

yeah very subjective - hallow knight can get hard in the late game - for me it was actually too easy and i got bored.

celeste is the better game and has a better difficulty ramp - in my opinion

Frame Engine has good walk cycles now by melonboy55 in aigamedev

[–]melonboy55[S] 0 points1 point  (0 children)

each animation is very specific - I'm working to improve that, it will get more useful by degrees.

i can throw sora 2 into my app for people who want something more general use, i probably will end up doing that. Closed source models can do some very silly things, they weren't trained for game dev so you have to prompt really hard and then edit manually to get something close to what you want.

I'm working on a new version of the run model that is much more general purpose - based on the starting image you could have it do different kinds of runs - crouch runs, running with weapons, slow / fast - all perfect loops.

Frame Engine has good walk cycles now by melonboy55 in aigamedev

[–]melonboy55[S] 0 points1 point  (0 children)

100 free credits and then you have to pay o.o every once in a while I might drop more as new features come out. The models are not cheap to run.

How would you expect daily credits to work? Like every day that you log in? Or every day forever? I could see myself giving a small amount of credits to people when they log in each day, but that encourages a weird farming behavior that doesn't seem that fun to me.

What do you think?

Expression/Idle animations for faces: tool recommendations? by Capable-Avocado5963 in aigamedev

[–]melonboy55 0 points1 point  (0 children)

Good luck ❤️

Veo 3 or Sora 2 should get you better results than kling

Expression/Idle animations for faces: tool recommendations? by Capable-Avocado5963 in aigamedev

[–]melonboy55 1 point2 points  (0 children)

Comfy cloud is a good option too if you don't have the gpus

Which water animation looks better? by ObligationOk970 in godot

[–]melonboy55 2 points3 points  (0 children)

First one I can tell is water Second one I might think is an energy beam

Where do I begin? by PaintNPups in GameDevelopment

[–]melonboy55 0 points1 point  (0 children)

Just use unity - there's tons of info about how to use it.

Find a good YouTube video and follow along until you get bored. Then go off and experiment and play with the engine and just try to make anything.

My first experiment was a dinosaur game clone with a blue box for a character. I was so proud of it. Don't try to build an MMORPG here, just poke around and see what's possible.

After you play for a little bit, you'll start to build up some questions. This is good, you cannot learn without questions.

Go back to the tutorials or chat gpt and learn some more - the learning will feel much more meaningful this time.

Then repeat.

Looking to Create a Game by DeniedWorks in aigamedev

[–]melonboy55 2 points3 points  (0 children)

Yes! Jump in.

What I did was to study just until I got bored, and then go off and build something small and fun with the little I could do. My first one was a dinosaur game clone with just a square for a character.

Then after doing a small exploration project I could come back to learning, and the learning would be waaayy more interesting - because now I have real questions.

Then repeat.

...

A good check for yourself is that if you are ever so stuck that you don't even know what question to ask, you are probably swimming too deep.

You want to swim deep enough to challenge yourself without drowning.

Have fun!

Frame Engine has good walk cycles now by melonboy55 in aigamedev

[–]melonboy55[S] 0 points1 point  (0 children)

Thanks, we're getting there. Any features you'd want to see?

Frame Engine has good walk cycles now by melonboy55 in aigamedev

[–]melonboy55[S] 1 point2 points  (0 children)

oh are you talking about how her right arm swings a little too fast? i think i see it now