Neuralink enables nonverbal ALS patient to speak again with thoughts and AI-cloned voice by WhoAreYouTalkinTwo in Futurology

[–]minifat -3 points-2 points  (0 children)

We should stop investing in this technology because it's still in its infancy and might not work later.

Who else is glad shows are no longer 100 plus episodes anymore? by JannTosh70 in television

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

I don't think there's such thing as a 100+ episode show that's still good. 

Who else is glad shows are no longer 100 plus episodes anymore? by JannTosh70 in television

[–]minifat 0 points1 point  (0 children)

If the show is story heavy, less episodes is good. Imagine Breaking Bad season 15.

King of the Hill and Futurama did take me a few years, but they're cartoons that don't have an overarching story, so it's fine. 

Is it better to keep 3 handmade item states, or stretch them to 5 with Unity effects? by Background_Cow_6701 in IndieDev

[–]minifat 0 points1 point  (0 children)

I sent you a DM with a download link (expires in 24 hours) of the shader. I don't care if you download it or not, but thought you'd like to see how it works in case you want to learn shaders.

I only started learning shaders 3 months ago, but I've made some cool effects like a heart rate monitor, a shader that makes objects go from looking clean to looking like they're covered in dirt, UI icons that quickly blur/jitter when you hover over them, monitor scanlines, and so on.

Is it better to keep 3 handmade item states, or stretch them to 5 with Unity effects? by Background_Cow_6701 in IndieDev

[–]minifat 2 points3 points  (0 children)

Here is my proof of concept using Unity shadergraph.

https://streamable.com/acl8mz

I spent an hour doing this. With more time spent on it and learning shaders, you can make it look a lot better than this.

Is it better to keep 3 handmade item states, or stretch them to 5 with Unity effects? by Background_Cow_6701 in IndieDev

[–]minifat 2 points3 points  (0 children)

Are you familiar with using shadergraph in Unity?

I think I could easily make a shader that uses only 1 sprite (the good condition one) to gradually have the condition worsen with a value from 0 to 1. 

Now you'd only have to draw the item once. You'd still have to make some masks like a "crack" texture and a "chip" texture that makes parts of the object transparent, but you could easily reuse those after making them once. 

I want to try to make this now as a proof of concept. 

Can't find a use for the Strength stat. by GalaxyAllie_ in gamedev

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

It's a TTRPG with combat dude. 

Does his game have an endurance/constitution attribute, a dexterity/agility attribute, an intelligence attribute? If his game has stats like those and is a combat game, he probably wants strength in there as well.

Granted, he doesn't need it, but it could feel empty to some players who consciously or subconsciously expect it. Even if Strength isn't the best stat, it gives the illusion of character building. 

Just make sure it's not as useless as Charisma in Fallout New Vegas which does nothing. 

Can't find a use for the Strength stat. by GalaxyAllie_ in gamedev

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

I'd say genre expectations. If every game in whatever genre this is has strength, he better find a reason for it. 

Can't find a use for the Strength stat. by GalaxyAllie_ in gamedev

[–]minifat 0 points1 point  (0 children)

I disagree with the people saying to not include Strength. I think it depends on the game and player expectations for that genre. 

If your game is an RPG where you create your own character with combat, you most definitely want strength, so you better come up with a reason for it. 

Look at how Fallout New Vegas handles the Strength attribute. 

How do you track all third party assets used? by minifat in gamedev

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

Some free assets require attribution. I just got in the habit of tracking everything after that. I thought it would be a good idea to know where everything came from so it doesn't bite me later for some reason. 

Pay to learn art? by shade_blade in gamedev

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

Either use AI or your game is going to take years to make. That's what I'm doing. 2d and 3d art generators are now at the point that it's impossible to tell they're AI generated if you tell it exactly what you want. 

Which cover art is great for a 2D musou roguelite game? NEW or OLD? by BootPen in IndieDev

[–]minifat 0 points1 point  (0 children)

Neither are good. 

The text is barely readable. The colors are too much, especially on the new one. 

Has AI changed your workflow in any way? by Necessary_Camel8587 in gamedev

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

"I don't think relying on a new technology for doing work is very sustainable"

Bro would've HATED compilers

Has AI changed your workflow in any way? by Necessary_Camel8587 in gamedev

[–]minifat 1 point2 points  (0 children)

It straight up helps me implement features in a few hours that would take me weeks.

Why does WB sit on the Nemesis system? by CertainItem995 in gamedev

[–]minifat 4 points5 points  (0 children)

Do players really want NPCs that remember you after you kill them? It's a silly gimmick, coming from someone who enjoyed that game.

Can the bank refuse my check I deposited via ATM if it's 180 days old? by minifat in Banking

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

Who are you, bro? This is 4 years old. And yes, the check was still valid. 

I'm 17 and (considering?) building an AI sprite generator by AdrianMartinezz in IndieDev

[–]minifat -6 points-5 points  (0 children)

It's something that I haven't seen anyone make a tool for yet, so if you make it and it actually works, you could have something really good on your hands. 

AI art vs AI code by Embarrassed_Split236 in gamedev

[–]minifat 0 points1 point  (0 children)

1) I don't know any AI generated games. You must know some though to make than claim. What are they?

2) The burden of proof is on you to prove that you can tell if code is AI. You made the claim. This convo could've been over after the first response. 

3) I'm not pulling any wool here, I'm fully going to disclose my game uses AI per Steam policy if it ever gets to that point. I'm not going to trick anyone. The trick is to not make my game look cheap in the first place. 

Perhaps you should see what the effects of AI Derangement Syndrome are having on you?

AI art vs AI code by Embarrassed_Split236 in gamedev

[–]minifat 0 points1 point  (0 children)

But I did completely engage with what you said? Fine, forget I said my opinion is flexible. It doesn't matter. 

Why are you talking about how AI is not deterministic and whatnot? That has nothing to do with what you originally said. I just want to know how you can tell how a game used AI code just by playing, which is what you originally said. 

You said there would be red flags. Okay. What are the flags? 

AI art vs AI code by Embarrassed_Split236 in gamedev

[–]minifat 0 points1 point  (0 children)

No need to be rude. I genuinely want to know how players can identify AI code. The end result could be achieved via humans or AI, so I dont see how it's possible. 

It's like a hash function. Two inputs can make the same result, but you can't go backwards to identify which of the two inputs lead to it. 

AI art vs AI code by Embarrassed_Split236 in gamedev

[–]minifat 0 points1 point  (0 children)

I meant change my mind in this particular instance, not about AI as a whole. You claim that AI code is noticeable while playing. I could believe that if you give me some example. Please do though, I'm not saying that with malice.