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DREAM_SEARCH_REPEAT

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A member registered May 19, 2022 · View creator page →

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https://dream-search-repeat.itch.io/buildings-and-streets-pack

Angela He has some good ones. I played some time ago 'missed messages' https://zephyo.itch.io/

Also some FMV games? like Late ShiftThe ComplexShe sees redThe shapeshifting detective

There are also classics like Half-Life or Max Payne that perhaps you could try if finding then in discount.

Also in itch there are some devs that make games with story following a more 'classic' format (not boomer shooters or VN) like revevoodoo and warlines studios many of those are pretty short but entertaining and interesting.

Also, I am making a FPS with story Escape - 1942 now is just the first part, next update will have the full game. Yes, I am a disgusting spammer. Sue me. XD.

Hi. I hope I am not too late and my response may be useful. 

A thing you can do is not start with your game right away, first, you could just watch one 'beginner' tutorial of the engine you want and then create one or two simple games, not to publish, (so it has not need to be polished) but just to practice. Then, if you need, just search for tutorial of how to do X or Y thing in that engine. There is no tutorial that covers absolutely all (well there may be, but probably are two hours long). Many things in game dev (like any other software development) is searching for info and solving problems.


Also, since you mentioned you tried to use RPG Maker, perhaps other RPG like creators might help? Like rpg paper maker or rpg tools.? Depending the game you wan to create, sometimes using a 'genre specific' engine can be more beneficial than a 'general' one. But if you want to create a variety of genres in the future,ignore what i just said.


Good luck.

Hi. It could help you posting in other sites as well. Perhaps Unity dev forums, socials if you have, in dev groups. I noticed your video is hosted in vimeo, idk how good or bad that platform is for recommending content, but i think youtube can help you. Also, don't worry. You may not see downloads for a while at first, it's totally fine.

Just that, try to post links in forums and YT, while going at your own pace. Keep uploading content, but do not pressure yourself. 

Also, something that may help you is creating something different from others. IDK how many third person controllers are for Unity, but I am sure your's is not the first. It may help you to add something to differentiate from others. Like a prone state, croucing or a simple cover system. Also, paid stuff sell (or at least download) way less than free stuff. 


Also, your system looks pretty basic. People can get the same system for free. I'd recommend you   publish the current one for free and made another, one  with more features,  states and/or animations as the paid one. (well... that something i would do). Offering free stuff can help you to get followers and future potential buyers.

Lucks. :-)

GODOT may be a good option if you want good graphics and a big ecosystem. I don't recomend Unity , Unreal or GDevelop because their business model (SaaS). But it may not be the most beginner friendly.

Coppercube is another one i'd recommend, specially if you want a PS2 style of graphics. Since it also leverage some of the programming task off your shoulders but keeping the door open to program stuff in JavaScript if needed, community is small but active, you will find lots of user made tools and extensions made for Coppercube. 

Many people will just hate your game without even trying it because they are too blind to understand that AI is just a tool. But there are others  that don't give a cra* about how the game is made as long as it's good. You are not less developer or artist  or anything by using AI. 

Being said that, i'd like to point that your project sounds too ambitious to be a first project. I'd like to recommend that first you make small games first and learn about the things you wanna deploy. I mean, learn programming, game design, etc. before asking the AI to made the code for you. That way you will have the technical language to ask things properly and the knowledge to find errors the system will make (and trust me, it will make a lot.) and fix them yourself.  Also, the knowledge will give you more control and authority in your project.

Basically AI is to speed up things you already know how to do, not replacement of tools/professional/knowledge.


Basically, responding the title's question. Yes, it is okay. 

Hello. I have a first person shooter game. Not epic like CoD or Battlefield. But something more drama story focused. The game is 'Escape - 1942' 

https://dream-search-repeat.itch.io/escape-1942

'Small' image:


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Hi. I am working in a 'corridor shooter'. It's something like shooters from early 2000. It's called 'Escape 1942'. I have published the first part. Full game coming soon.

Link is below the image

https://dream-search-repeat.itch.io/escape-1942

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Hi. I am working in a linear shooter game. Something like classic shooter from early 2000 but with a drama focused plot. It's called 'Escape 1942'. I have published the first part.

https://dream-search-repeat.itch.io/escape-1942

In case you are interested. :-)

Thanks. I didn't considered because there's already a text file with each behavior that explains how to use them.  I may create some videos in my channel through as small tutorials. But meanwhile  I'm willing to respond if anybody have any doubt.

:-)

Escape 1942. FPS set in Berling from that time. You play as a Jewis man trying to escape to safety as the na** start chasing. Shooter game with a dramatic-thriller story.   

https://dream-search-repeat.itch.io/escape-1942

I am also open to feedback. 

:-)

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I have published yesterday a game I have been working for a while. Well, actually  is the first part. Full game coming soon. 

Is a FPS with a drama-thriller story. I am also open to feedback. 

https://dream-search-repeat.itch.io/escape-1942

Lucks.


Hi. I have just published the first part of a game i have been working. If you like to check it out and share it, i will appreciate it. :-)


https://dream-search-repeat.itch.io/escape-1942

Escape - 1942

https://dream-search-repeat.itch.io/escape-1942


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Escape - 1942 is a first-person shooter set in Berlin in 1942.

You play as Fritz, an ordinary man who has managed to get by as best he could while living at home under the regime. But now, the regime has become even more oppressive and has begun persecuting the Jewish people.

Fritz and his friends will try to survive the looming danger; they have a plan: to escape from Berlin to Switzerland at all costs, with the Nazi regime hot on their heels.


https://dream-search-repeat.itch.io/escape-1942


Hi. I'd like to say that i agree in what you said. That the AI most of the times is being used in the wrong way. But i'd like to add some corrections.

There is no such thing. as 'stealing styles'. Basically because the art style, like literature/movie/music or game genres are not something copyrightable. (And we can thankful for that).

What is a copyright infringement is, for example, drawing Mario or Sonic without the explicit permissions of their owners. 

It doesn't matter if you are the first person in create a new art style. Let's imagine you are Studio Ghibli and you have a really specific art style. You used for spirited away. You can copyright the movie, characters, songs made for the movie, etc. But not the way it was draw or animated. Like i said, is the same with genres, you can write an horror story, but can't copyright the whole horror genre.

And about the data sets. As far as i know the real felony is many companies used pirated material to train models. But there is no law that forbid people or machine to learn from any kind of source, even if that is a copyrighted one.

Sorry if my reply is too long, i have to learn when to shut up, haha. And i am not  ranting, just think many people don't understand how copyright laws work. If i am the one wrong. Please, let me know.

:-)   

It makes sense to differentiate reviews from dev's content. Buy why not use 'Dev Log' and 'Review' instead?  I think (i may be wrong BTW), that's better to use common terms so people can find the content/understand the tittles more easily. 

Again, it's just an opinion, and i can be wrong. 

I don't know. I was just  spilling some ideas i had. And i understand your point about the Virtual Bingo, makes sense you wanna avoid money trouble. I respect that. Many of the ideas i had are for when the channel grows.  

By the way. What INNDEV and INNREV means? I noticed in the video's title. And in the previous response.

I don't think you can find many persons willing to be a coder as is, without any idea if they are going to get paid or whatever. (And monetizing a game is not easy task) But perhaps you can try to do the game yourself or with a friend. I can recommend this game engine: Coppercube

https://www.ambiera.com/coppercube/

Is an easy to use game engine. You don't need to code most of the time. If you are making a game similar to the PSX Silent Hill or RE (in  gameplay i mean) Then you probably won't need to program at all.  I can try to help you a bit, but can't promise anything since i am with my own projects already. 

Also, if you are talking about a 2D game perhaps Construct Classic (old but free and functional) can be a better choice. 


Also, i'd like to recommend you (if you decide to enter gamedev) to start with a small but simple project. Something like a 'coin picker game' Basically a main menu, 2 levels where you have to pick coins to change from one level to the other and a victory/loss screen. Not for publishing but to practice first. 

Wish you luck.

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Hi. Did you tried with sharing the game in these posts? 


https://itch.io/t/3158962/promote-your-game?before=389

https://itch.io/t/3826520/promote-your-game-here?before=654

https://itch.io/t/351506/post-1-screenshot-of-your-game-finished-or-unfinished-p...

Also. Another user is trying to start a 'hub-like-channel' for devs and players to show or review their games. Perhaps you can make a video talking about your game and submit it there:  

https://www.youtube.com/@IndieGameInn

If not, you can try to search for small or new YT channels and contact them.

Lucks.

Hi.

What engine are you using? That can help you to find programmers.

I agree with the user above. And i'd like to add that if those games you mentioned look horrible is not for the AI usage but because they are just plain ugly looking games. A good game made with AI (like with any other tool) is a game where the player can not tell it was made with AI (or the tool) at all.

Can you share more about the game idea? what genre the game belong? is it 2D or 3D? do you already have engine or you both are starting? If you can answer those last 3 questions it can more easy to help you. 

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There are some few things to achieve consistency. IDK what AI you use, i will explain how i do. 

I use Krita with the plugin 'Krita AI Diffusion'. If you don't know them. Krita is a  free 'photoshop clone' and the plugin i mentioned is a unofficial add-on that let you run either cloud or local diffusion models. (i use the latter).

Also, you need to draw, if you have an idea in mind it will be more easily to draw what you want and then use the 'refiner' option of the plugin. (The more clearly/better you draw, the better results you will have). 

I'd recommend you use a checkpoint-specific-style per art style instead of a 'all in one'. Also, if you already draw, you can train a Lora in your own style.  

Broken hands, is like weird faces or weird eyes. Using some text inversions can help. But working over the generated images is still mandatory. There is no such thing as 'create everything with a prompt' That's more a marketing stuff. 

Extra fingers are done normally by 'cutting' the finger, editing the wrong hand, selecting that area and refine with 40 or 50% strength (less may be needed sometimes).
Faces sometimes is as easy as selecting the face, use: "High quality,HD,hd,high quality" as prompt with an intensity of 50% or less. If the problem is you don't have consistent faces between images (like if they belong to different people and not your characters) then tool like FaceFusion helps (Basically you do a DeepFake of your characters).

Ai is a tool. Is a matter in learning how to use it. Like i said before, many people was caught up with the advertising that they could to anything with a simple prompt. But is like redonihunter just said. As an artist/musician/programer (the creator) you have to put some effort in it.  

I'm kinda tired of the usual AI hate post that appears often. So i'd like to bring something different to the table. Cannelloni... eh no. Some AI or ML tools that i think are good for a wide range of tasks regarding gamedev.

If you are a Traditional artist that may want to navigate the waters of this tumultuous present, you are welcome to make questions. If you are another AI-user and want to share cool tips or niche tools you know, please do.

:-)

Yeah, this is not advertising, promotions or etc. Just hoping it could help others to find a place to start or learn. That’s not just chatGPT or Gemini.

I like to use local models (Local means you don’t need internet because the thing runs inside your PC, no internet, no accounts).

## 🖥️ My PC specs are:

Ryzen 5, 16 GB RAM and a 16Gb RTX GPU (I had a 8GB AMD card before). Where I managed to test some things, some work well, some… meh and others, a plain no for me.

## 🎛️ Hubs & Launchers

ComfiUI is a tool for creating a wide range of content (images, videos, sound, text, etc) using a node system. Something like working with Blender’s shaders but for AI pipelines.

https://comfy.org/

pinokio.co (I hope I don’t have the link wrong) is a tool to install and manage local AI systems

https://pinokio.co/

From there I have installed:

FaceFusion – A program that let’s you modify character’s faces in images or sprites. Either by doing a ‘DeepFakes’ or by using the option ‘face-edit’ that enables a wide of sliders to control lips curvature, head rotation, eyes openness and so on. (Doesn’t need GPU, but can help)

RMBG-2-Studio – This is basically a background removal tool, is easy to use, just upload an image and it just do it’s things, also it has an option to upload a wide batch if needed. (Doesn’t need GPU at all)

Other tools (outside pinokio).

## 🎨 Image Generation & Texturing

Style2Paints – https://style2paints.github.io/

If you already draw, are an illustrator or at least good at doing lineart, this tool can help to save time in coloring. What it does? Coloring. It analyze the images and apply color, you can control/indicate what areas should have what color and choose ‘coloring styles’ (or something like that) for the whole image.

(Doesn’t need GPU, but can help)

Krita AI Diffusion –https://kritaaidiffusion.com/

Good if you already draw, is a unofficial plugin for the free and open-source drawing program Krita. (https://krita.org/es/) The plugin can manage connections to cloud models or work as an assistant to install local Stable Diffusion (SD), models. Also in the last versions I noticed options to install Flux and I think z-image.

Is not just text2image. I like to use it to draw textures, basically drawing ‘by hand’ in Krita and using the plugin as a refiner. (There are also other tools like upscaling, Loras managers, ControlNets, live drawing and so on).

(Can run in CPU but I heavily recommend a GPU 4 to +8 GB VRAM for SD 1.5 or 16 or more for SDXL).

FastSD CPU – https://github.com/rupeshs/fastsdcpu

Is just a text2image diffusion model (that means images generator) made to run in CPUs, it can take a while to generate images but I think it takes less than normal SD in CPU.

(Doesn’t need GPU at all)

StableGen –https://github.com/sakalond/StableGen

A Blender plugin to do ‘automatic texturing’ using SDXL models (need a good PC, I manage to make it work in a 16gb Nvidia GPU with 16gb RAM). The more detailed/topology heavy is the mesh, the better job it does. (For me was a pain in the arse to set up, and I have to run more tests on it).

(Requires +12GB VRAM GPU)

## 🎬 Video Generation

FramePack –https://github.com/lllyasviel/FramePack

A model/system/program, whatever to generate video clips by using a picture as starting point. It can run in really small GPUs, like 6GB CUDA GPUs but requires a lot of RAM because it do a lot of offloading. My 16 BG RAM PC couldn’t handle it, I think I may need 32 GB of ram minimum.

Also can be installed via pinokio.

In ComfiUI you can also install other video tools like WAN, Hunyuan or LTX. Notice those requires really powerful PC’s.

## 🧊 3D Generation

In pinokio and ComfiUI there are 3D generation models like Trellis, Hunyuan and WAN. Soo far I have tried Online version of Trellis (a free demo form hugginface) and hunyuan locally. And in both cases I think they are not ready to be used in game dev. While they more or less do a good job in generating meshes from images, they tend to create an awfully heavy mesh that requires a lot or retopology work in order to optimize. Perhaps they can be good in 3D animation for movies/video production.

## 🎵 Music Production

Never used a lot in here, I know HeartMula (https://github.com/HeartMuLa/heartlib) and DiffRymth (https://github.com/ASLP-lab/DiffRhythm) exists. They both can be installed via pinokio. As far as I know HeartMula is like a local suno or local udio. (Generates songs from scratch/text prompts) while with DiffRymth you need to add a sound sample and written Lyrics for your music, I think this one is good if you area already a musician.

##📝 Text & Programming (Local LLMs)

From text we came and to text we return. Haha. But if you wanna use a Large Language Model (LLM) without sharing your dark secrets to a big corpo. (Like you are probably doing right now in Twitter or Facebook XD). There some tools to easily run LLM models in average consumer hardware.

GPT4ALL –https://www.nomic.ai/gpt4all

With this you can download and run a wide range of LLM’s locally. You can indicate it a folder with txt files to use as a RAG. (Basically, you can indicate where it can find extra info you think the model should know.) Also you can use it as backend for AI powered projects since it can run in server mode.

(Can run in CPU but I heavily recommend a GPU +8gb VRAM)

LMStudio - https://lmstudio.ai/

Same as before. You can download and run models, or use it as backend. I use it to play in SillyTavern.

(Can run in CPU but I heavily recommend a GPU +8gb VRAM)

KoboldCPP –https://github.com/LostRuins/koboldcpp

This one is more for running, it doesn’t have an assistant to find and download models. You may need to visit huggingface or Civitai to download and add models manually.

(Can run in CPU but I heavily recommend a GPU +8gb VRAM)

## 📚 Some Resources for Tutorials & Docs I know.

https://stable-diffusion-art.com/

https://www.youtube.com/@nodonmai

https://www.reddit.com/r/StableDiffusion/

### ⚠️ A Final Reminder:

Again. I made this post with the intention of sharing tools and info. If you are a traditional artist that may wanna explore this new weird world, you are welcome to make questions. If you are another AI user that knows a cool niche tool/trick or etc. Please share it.

This thread is mainly intended as a resource list and discussion space for workflows, tips, and tool recommendations.

:-)

Also, also check the licenses and terms of any model, dataset, or generated asset before using it in any project. (And i mean ANY, it doesn’t matter if it’s a free game.)

You are welcome, by the way i should apology, because in my previous message i misspelled and some sentences doesn't meant what i tried to say and i didn't realised. 

When i typed : 'i could also help you to upload a couple of videos at the channel,' i wanted to say: 'it could also help you if you upload a couple of videos at the channel,'

Since you are working in a game too, perhaps you could upload a video that more or less reflect the type of content you are aiming. But yeah, i am also working in a game, is not ready yet but, i am trying to work faster.  So if i manage to complete it i will submit to your channel too. :-) 


'My personal wish is to use part of the income to buy indie games from content creator developers and share the keys with the community.' It could be used as prizes in a 'virtual bingo' or a raffle to gain some extra money to fund the channel. (Just another silly idea, my capitalist part kicked in. Haha)

Now i think about it. Can i upload a video of a already published game? 


Also, another thing. But i also think that, once you have some videos in the channel, perhaps it could help to create a channel's profile in Twitter or Facebook to gain  more visibility to this project. Obviously if you can manage that, it don't think it could be easy task. But perhaps it could be better to start with only YT for now?

I think is not bad, in theory. I have read the rules, you mention the videos should have a quality standard. But i could be better if you could detail what standard are you expecting. And also, i'd like to suggest that one to rule have some flexibility. Creating a good professional and polished video is not either easy or cheap. So, at least, certain level of... 'bad videos'  should be permitted (is just an idea/suggestion here.) 

Also, i think if the channel grows and generate income it could be better to invest it in the channel itself. Either by hiring people to help you make sure the videos met the channel's rules, handle the potential surge of publishing requests, etc. 

Also, and for now, to starting, i could also help you to upload a couple of videos at the channel, so is not empty now and also for potential unloaders to have them as reference. 


Also, now i think about it, a names nomenclature could also help both to the channel's views and the gamedevs. Something like:  'small&catchy description' - 'game name' - 'game dev'.

For example:  'Date a virtual rich lady - First date with Greta - DREAM_SEARCH_REPEAT'


Just that, i think it would be a nice idea to have a 'central hub' for indie devs to promote their work, specially if they are starting.

I am not your sensei, just somebody that doesn't know when to shut up. Lol.

But you are welcome. YoiHoi-san. 

:-) 

Yeap, As the technology evolves the entry barrier lowers and the minimum quality standard rises. Good you still want to continue making games despite some bump in the roads. It is like Cosmic Trinity Games said. Game development (like any kind of programming in the end) is a lot about solving problems. Just don't pressure yourself in making things big, start low, even with ugly prototypes not made for publishing. (Like a simple platformer, clicker, or coin picker game). If you still wanna try using AI to create visual art perhaps Krita with the plugin 'Krita AI diffusion' may help you. Or things like you  can found in pinokio, like  RMBG-2-Studio (it's a background removal tool i like) or FaceFusion (face editing program) using the face-edit mode.  You can run many of these in a average low end  gaming pc. 

I think other people can response that better than me, in fact, i think there was a thread about that. But in short, there is not a specific number of how many views should a game have. It is normal if you have a lot of views but no downloads for a while, at first your published games may have a lot of views or downloads the first days but then it start to 'cool down' as the days pass. (At last it was for me at the beginning) I never had a lot of views/downloads and followers until i started to upload assets (but my games are kinda shi*** so, normal.)

 And even then, my numbers started to increase slowly, but really slow as time pass. (But, that was my personal experience, others may had it different).

So, yeah, a few advices: Don't despair if your numbers don't go up quickly, Rome wasn't built in a day. Stock up patience like its toilet paper in a quarantine. 

Don't create games for likes or views. Or yeah, do, but start with exploring your own likes/ideas or topics. There are enough DOOM clones and romantic visual-novels. If there is something you personally want to see in a game, try to do it first, (do not push yourself if it's too complicate to make) but try to explore things you like, even if are niche. 

Other... promotions/publicity (i think you can find another threat about this). A Youtube channel is good but not enough. If you can, also try to share your games in dedicated forums, or some of the threads here where YouTube/twitchers are asking for games, is not a guaranteed that your games will be played, but it's something that increases your chances a bit. 

Other one, and i think this is an issue you may have. I didn't played your games (i have to), i won't say they are slop. (I also use AI for some things) but your games have visual elements normally associated with slop. And i think that very same thing could restrain potential players from trying your games. I don't say you shouldn't use AI, but try to disguise it. A good game made with AI is a game where the player can not tell it was made with AI. The almost perfect shapes, the over details and the clean faces that DALL-E3 creates is something that tell away instantly. Also DALL-E creates a noise or a pattern in contrasts that also give it away.   

I don't know exactly what to say in this case. There a few things/tools i may recommend you to try. Do you have a PC with more or less 16gb of ram and a video card of 8gb? If you have a  PC like that you could try to run SD 1.5, if you have something more powerful, perhaps SDXL. These models doesn't share the same noise pattern of DALL-E (you also may wanna check the models licenses). 

If not, you could try using programs like Krita or Paint.NET (not confuse this one with the regular windows paint ;-) )  to apply filters, edit the images and hide or disguise the  perfect 'AI tone' from them. Something like this: Just take he first part of the short. (BTW, if you never saw the bicentennial man, i'd recommend you.)  :-)


Other idea. If you draw (even if not perfect) you can upload your sketches into chatGPT and ask it to return them as clean lineart  and then use coloring tools like https://github.com/lllyasviel/style2paints to automatically coloring the art.

Sorry, i went off trail. You don't have to do what i said, i just pointed some ideas if you need a starting point. I hope this could help you anyway.

 Good Luck. 

:-)

I will recommend that your free versions should be limited, not just changing details but also short, like... take the full game, take the first half or less out of it, and only let the players play that first part for free. If the players can access the full game for free, many won't donate to play the same game.  (If you can, use a cliffhanger to 'tempt' or 'push' players into buying the game >:-) )

Web versions will cause problems with both text and images (specially with images) i think this is because the delay from the client's side. But if you wanna do that thing of the text box out of aesthetic, cool. 


Something like this?  I think is doable in RenPy if you use the textbox like character's sprites. But i am not sure, never used that engine. :-|


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Yes? i will guess you mean DALL-E  3, the images gives me the vibes. haha.

By the way, can i give you some,  advice or feedback? I noticed you published 2 games so far, but both are paid.  I would recommend to make at least the shorter or introductory one for free, create a new but  short one for free. Or just take one of your already existing games, and create a free version that reach to a quarter part of the game. Basically, create a free demo. So players can try the games before buying. Your games may be good. But nobody will buy a game they don't know if they are gonna like.  

I am not trying to sound ranting or anything. Just some advice that may help you.

 Lucks :-)

Forget it, my bumb a** didn't realize i can play them online. Haha Still, i'd leave the advice in case the browser versions are the same as the paid versions. 

There are 61 people following me? O_O  Oh my gosh, i have to board up doors and windows. 

:-P

Nice drawings BTW. It is DALL-E 3 (chatGPT) or some SD model?

I'm in the other hemisphere; it's winter right now. (Which... I don't like). :-( (I'm on team summer/heat)

By the way, that straw is a bit long, pretty cool blowgun, haha.

Depends what do you like. Do you like classic shooters like MoH or CoD? I can recommend Warline studio's games.

https://warlines.itch.io/

Wanna check if your heart still beat? Angela He is a good choice.

https://zephyo.itch.io/

Wanna spent the next 40 hrs of your life in fantasy-steampunk-bloody campaign? Hedon. (has a free demo below the page).

https://zanthebonebreaker.itch.io/hedon

Wanna know how a game shouldn't be? then mine game XD.

It's always safer to create all the assets, music, etc. for your games, or to use copyleft resources (things in the public domain, Creative Commons, GPLs, etc.). So, you're doing the right thing. In fact, I do the same, so high five! ✋ haha.

Now I'm going to explain what I understand about this legal issue. If I'm wrong, please let me know. Only the owner of registered (i.e., copyrighted) material, or a representative appointed by them, can file a complaint. The platform, whether it's Steam, Itch.io, or any other, can't prohibit you from publishing a game or sue you in any way for using copyrighted material because it can't know if the original owner gave their consent or not. You could be making a fangame with Resident Evil characters with Capcom's approval, and Itch.io doesn't necessarily know about it. Capcom is a prime example, but there are many more content creators who publish their work after registering it (with copyright). Keeping track of everything is impossible, to say the least.

It is the owner of the copyrighted work, image, likeness, etc., who has the responsibility to sue those who violate the law.

Another point: Even though there is specific legislation to address these issues, it cannot be applied globally. While many aspects of US legislation are copied, the truth is that each country can make the changes it deems necessary. Basically, you are obligated to follow the laws of the country where you are located. Emphasis on "located"—it doesn't matter if your country of origin is different.

And if other countries have different copyright laws, well, tough luck.

While for now some patent holders, copyright holders, actors, actresses, etc., may not be bothered by the misuse or may even benefit from this illegitimate use of their IP addresses, likenesses, voices, etc. The truth is, if tomorrow it starts to hurt them (or for any other reason) and they decide to start cracking down on copyright infringers like Nintendo, they can do so (and impose hefty fines) because the law itself hasn't changed.

The limit is this: It's assumed that those who use any material (with or without copyright) understand the terms and conditions, as well as the risks of violating the law.

From what I understand, what you're doing is perfectly fine; you're playing it 100% safe. The others are in the wrong.

Sometimes (For not saying all the times) text instructions are no enough for the AI to 'understand' what you want to do. I use Krita AI Diffusion to draw by hand a base sketch in Krita and then iterate bit by bit with SD (Stable Diffusion) or SDXL over it like a filter. Perhaps if you already have some experience hand drawing it could help you: https://kritaaidiffusion.com/

Or this one. But is more limited: https://www.artbreeder.com/tools/collage

I am not trying to do advertisement haha, i just though this could help you since you mentioned you already draw.

Yes. Honestly, it feels like a witch hunt where every misstep gets you pointed at. (To put it as mildly as possible.)

It's quite sad and tiring to see that on the pro-AI side (not the gullible "AI bros," but the actual users or artists who support AI) there's a genuine attempt at debate or dialogue, while on the anti-AI or "Luddite" side there's no attempt at dialogue, just pure and simple confrontation.

(I think this whole thread sums up the global situation.)

Many AI tool users are simply (well, in my case, I don't know about you) trying to adapt to an ever-changing market.

Yes, technology isn't perfect, and it can open the door to discussions. But nothing that can't be fixed through dialogue. Emphasis on "dialogue" because, as I said before, that's what the anti-AI people don't seem to want.

I'm not saying their complaints are unfounded or completely wrong, but they are taking it out on the wrong people.

Neither AI nor AI users are the enemy. AI is a tool. If anyone is afraid of losing their job in the future, it's most likely that they won't be replaced by AI itself, but by someone who has learned to use it efficiently.

I think the anti-AI stance itself is like shooting yourself in the foot. AI isn't the future; it's the present. It's not only increasingly used in companies/professional, but also necessary.

The problems many artists have with low-quality content, work reused without consent, clients expecting cheap or free work, etc., are valid concerns, but they existed long before generative AI. (And ironically, it's AI itself that could help them fight against that, I don't know, I think.) But I get the impression that they're taking it out on other people's users and work because that's a more "real and tangible" enemy than something abstract like the job market and consumer habits or preferences.

I think many have bought into the idea that AI will do everything with a prompt, and at first it might seem that way, since it's not very difficult for AIs like Dall-E or Nano Banana to return pretty images with a simple prompt. But a pretty image isn't the same as a useful image. A generic landscape image isn't the same as a sprite, a character sprite sheet, or a texture. Just to give a few examples. (This is where a professional's knowledge and experience carry more weight than anything else.)

My advice for artists who haven't yet incorporated AI into their workflow is to try it out little by little. Not so much chatGPT or Gemini; the world of AI tools is much larger and more varied. And there are many that (this is a personal opinion) I think they'll feel more comfortable with, allowing them to use all the knowledge they've acquired over time, just as they have been doing until now.

This is all like the Industrial Revolution, or the rise of the home PC, or the rise of the internet. The world changes; there's no other option but to adapt. After all, life goes on.

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Depends what country are you from. some things may be more expensive in a place than other. But, what's your PC spects? perhaps there is anything you can do to keep it working. 


If you don't know how to see your PC spects, in windows dxdiag may help. Or cpu-z, this one is better.