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.
:-)
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.

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

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.
Depends what do you like. Do you like classic shooters like MoH or CoD? I can recommend Warline studio's games.
Wanna check if your heart still beat? Angela He is a good choice.
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.
I don't think there are models yet that creates characters (or other stuff) with a good topology. At least for local use. Are you using Trellis? or cloud/premium models? I tried Hunyuan-3d in comfy and it creates good characters but at huge amounts of triangles, mostly unusuable for games, perhaps good for animations. In my last game/prototype i modelled a character from a existing mesh and draw the uv-atlas using Krita and SDXL. I think that's also usefull and time saving.
Still, those results are good looking.
Hope there may be models that generate good-coherent topo soon.
Hello. DREAM_SEARCH_REPEAT here. Hope you're having a good day. :-)
Some time ago, back in 2015 or 2016 (it's hard to believe 2016 was ten years ago), I had a burst of inspiration. I started imagining different situations that I eventually connected into a story: Poemas de guerra / Poems of War.
In an alternate reality, the Republic of Argentina is invaded by a Chinese military force while a climate disaster advances across the country.
The protagonist, Marcos Almeyda, is a young man with a deep apathy toward his own life. But with time — and almost by inertia — he will begin searching not only for a way to survive, but also for a way to keep those around him alive.
A harsh, cold, and at times tense story about hope, the search for purpose, and a protagonist who remains alive against his own will.
I wrote this story a decade ago. Since then, I have reread it and edited it many times.
Honestly, I don’t see it as perfect. But I think it’s finally time to publish it, so it doesn’t die forgotten inside an old hard drive.
Maybe some parts are imperfect. Maybe some things could have been better. Even so, it was something very special to me at the time: I had never written anything so long, nor felt a work so alive.
And i think it's worth sharing.
If you decide to enter...
Put on your boots and a jacket.
Across these pages, a journey through mud, cold, and rubble awaits you.
You are not expected to survive.
But you will, to witness the glow of a new dawn.
https://dream-search-repeat.itch.io/poems-of-warpoemas-de-guerra

Oh, that's better. I check the link you gave me. I think the problem is inside 'behavior_svcAI100.js' If you open the file (you can use notepad) go to 'Edit-Search' type '//smooth rotation' you should reach these lines:
MoveAI(this.AI,AIpos,waypointPos,this.MoveSpeed*Delta); //not smooth rotation
//MoveToNPC(this.AI,waypointPos,this.MoveSpeed*Delta ,Delta/3); //smooth rotation #######################SMOOT ROTATE
The // before MoveToNPC is to comment that line (basically deactivating it). You could try commending MoveAI (just type // before it) and uncomment MoveToNPC, i think it's only there where you have to make that change. (Only uncomment the first couple of / not the part: '//smooth rotation')
'i think they only attack a TPS Actor he made' I think you have to indicate the player character in the behaviour, in the 'PLAYER' slot. I think another problem i may be present is if the player is too small. Try to scale it to the size of coppercube's prefab character.
Hope it may help. :-)
Yeah, and no. The thing is, it's not a matter of burden. Even using AI like chatGPT, a system like the one you're describing takes months to build. In the best-case scenario, it could take two months (and I'd be being extremely optimistic with that number). You don't want a simple script, but a more complete system. :-/ I can try to guide you, or as I said, by writing small, specific pieces of code, like generating random numbers or calculating distances. Now, if you're looking for me to build the entire system for you, well, not for free, sorry.
Can I suggest you make the enemies more limited? For example, I might make an action/shooter game in Coppercube in the future, but I was thinking of making the enemies stay in position (not move) and always facing the direction the playable character has to pass, as if 'waiting' for them.
Making video-games is like making illusions, you don't need to create smart NPC's, but make them look smart. :-)Well, i have some idea of what type of soldier you wanna create. If ididn't understood wrong, you basically want to create an AI similar to DOOM from 1993. But how that AI is made and works will depend of how you are making your game. There is not a 'universal' AI that works in al games (at least not drag and drop).I am not an expert but. I can try to give you a hand. Can you share something about the game you are creating? Not plot or lore if not' needed, but in design. How the enemies should behave exactly? Are you expecting to use the NPC pathfinding from this game? should the enemies 'hear' the player? are the levels linear like... Max Payne 1 or semi open like DOOM or Duke Nukem 3D? I can try to pinpoint some directions or if you want a piece of code transformed in an action/behaviour script i can try to make it for you.
Well, the good news is that what you want isn't rocket science. Now, that doesn't make it easy.
Warning: Wall of nerdy text below. XD
Let's see, you're going to need a few extra things. To start, you need the NPC to be able to see the player. I don't know if you have anything set up for that.
If you don't have a vision system, a fairly simple way to do it is by combining a billboard with the 'near something' behavior (or whatever it's called; I have Coppercube in Spanish) that reacts to the player entering. Make that billboard a child of the NPC's mesh. When the player enters the billboard's area, send a raycast from the NPC to the player.
Why like this? The billboard's area is to detect if the player is within the NPC's field of view, and the raycast is to ensure that the player isn't behind an object like a wall.
From here: if the player is visible (within the billboard area and within raycast range), you'd need to choose a waypoint to send the NPC to. I wouldn't recommend a random waypoint because: A) the NPC could move to the other side of the map, or B) the NPC could choose the waypoint where the player is. If possible, I recommend using waypoints with names like 'cover1', 'cover2', and so on,
placed in corners or behind objects like low walls or boxes. This way, you can loop through these 'cover' waypoints and calculate the distance to find the closest one to the NPC and send them there using 'NPC pathfinding'.
Then, when the player moves out of view (beyond the billboard box mentioned earlier), you can calculate the distance between the player and all the waypoints to find the closest one. Once you have it, send any enemies currently fighting to that waypoint. If they see the player again, everything will repeat; otherwise, they'll wait for the player to appear. If you want them to keep chasing the player, you'll need to loop the distance calculation between waypoints and the player.
For the hit animations, Coppercube uses the 'AI actor' component by default, which I use in the 'NPC Pathfinding' to make Greta move from one point to another in the game. This same behavior has slots with names like 'ActionActivate' and 'ActionWhenHit'. What I suggest you try is having two behaviors for the NPC. The 'AI Game Actor' and a 'Do every x time' statement: In the first, we'll detect, for example, if the player has shot the NPC and change the value of a variable, IDK let's call it: 'NPC_state', to, say, 2. Then, in the 'Do every x time' statement, we'll check if 'NPC_state' is 2, and if so, generate a random number, for example, from 1 to 3. If it's 1, we'll play the 'Wounded' animation.
The system could be something like this: Each soldier NPC would have its own 'NPC_state' defining its current state. 0 could be 'idle' or 'waiting', 1 'attacking' (when it has spotted the player), 2 'taking damage', and 3 'dead'. In the 'AI Game Actor' statement or the the billboard, you change the NPC's state.
And with the 'Do every x time' statement, you compare the states and activate their corresponding consequences within the game.
There are forums on the Coppercube website where you could get extra help; I don't know if you've checked them out, by the way. Do you know how to program? You don't need to be an expert. I just need to know how I can best help you.
The problem is that there are many types of enemy soldier AI, and depending on the game’s structure and setting, they’ll function in one way or another. A soldier from *DOOM* (1993) or the first *Medal of Honor* isn’t the same as a soldier from *Call of Duty* or *Arma 3*. Even within the same game, you can have soldiers that behave differently. For example: in the first *Half-Life*, you have the marines and the Black Ops.
As I said, I’m not promising anything, but if you’re working on a game, I can try to help you create a soldier-type enemy. I’ll need at least an idea of how you expect them to function. Think of them more like a state machine or something like that, where depending on certain conditions being met, internal functions are activated or not. In other words, something like, “If I don’t see the enemy, then I patrol,” and things like that. Do you have something designed or more or less in mind?