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Ratsnake Games

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A member registered Oct 25, 2023 · View creator page →

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I only do very basic pixel art myself, but "Make Your Own Pixel Art" by Jennifer Dawe and Matthew Humphries looks like a pretty good book with lots of techniques and exercises to me. I gave up on it relatively early because I just don't have an eye for proportions, but I can't blame the book for that.

No. I respect movie creators and prefer to watch movies the way they were intended to be seen by their creators.

I fail to see how the output of an AI can be "more realistic" than actual reality as observed by a camera. We do not need DLSS 5 for movies.

Then go to the Unrile Asset Store (or "Fab", as they call it these days) and search for "ship". If you do not find what you need, carefully re-read my previous post.

Okay, so your selling point is that, unlike VLC, your player is not actually showing me the thing I am trying to watch, but instead a version with a cheap, tacky color grade decided by an "AI"?

Your first game has monetization (name your own price) enabled, which still means your game cannot be indexed if it is marked as NSFW, if I am not mistaken.

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Two rules of thumb:

  • the more specific the thing you are searching for is, the less likely you are to find something that exactly matches what you need
  • the higher your required level of graphical fidelity is, the less likely it is that you will find it for free

Looking over the Unity asset store, there are a few free ship models there, but none of them are at AAA level when looked at closely. There's also some really nice looking models, but those are paid.

For example, here's a ship that looks nice from a distance, and that you could definitely build a game around, but it is not up to par with Assassin's Creed 3 (released 14 years ago): https://assetstore.unity.com/packages/3d/environments/historic/colonial-ship-704...

If you plan to work exclusively with third-party assets instead of making things yourself, you will have to work with what is available and inside your budget. You will not always find a perfect fit for free.

(And posting the same request multiple times is not going to change that.)

Hi!

Thanks for the feedback and sorry it got stuck in the mod queue for five months - I did not notice it until right now.

What I'm trying to write in the Emily route is a positive consensual polyamorous relationship. It's not about Robin being humiliated by having her mistress stolen away from her, but rather about three people who genuinely like each other figuring out a relationship that is satisfying to all of them. Based on your feedback, I might have failed to get that point across. (IIRC, when you wrote your post, only one scene featuring Emily was published so maybe the point where the game ended back then was just kinda unfortunate. I hope what I've written since then fleshes out the relationship a bit more.)

In general, I was just excited to write some stuff featuring all three of my blorbos so that's why I am prioritizing the poly route over the mono route at the moment.

If the Linux version does not start, please run the following command:

sudo sysctl -w kernel.apparmor_restrict_unprivileged_userns=0

This is a known problem with Electron (see Electron issue #42510) on Ubuntu 24.04 or higher, and presumably also various other distributions. The problem is unfortunately out of my control.

Why do you have a .pwr file and why does it need to be extracted using butler?

butler is not a file extraction tool, and .pwr is not an archive file format.

Installing butler does not require you to extract any .pwr files... what are you trying to do?

I delisted my asset a while back in protest about itch.io policy changes.

I mean, you said yourself that you have 1k views in total, so if you do have a game on your account, my response is no longer "you didn't even try your own advice" but instead "you tried your own advice and it was an abject failure". Like, if you're sitting at less than 1k, you are not in any position to give other people advice on how to become popular. Neither am I, honestly.

Also, I'm not a guy.

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I do not see a super-popular game on your account. In fact, I do not see any games on your account. So, no, you have not tried your advice yourself. That's just a fact.

My experience, as someone who has published both games and game assets, does not indicate that game assets are a reliable way of building a fanbase. Period.

Also, I don't really think 12k views are "impressive". I'm happy about those views but I am just making something I am passionate about and apparently have found a niche that isn't completely overrun. If my goal was to go commercial, those view counts would be absolutely worthless.

My point here is that you haven't even tried your advice yourself.

11.9k downloads and 443 downloads, for the record. (Both of my games are playable in the browser, so most people don't bother downloading.) The one asset I ever made got only 65 views and 11 downloads during the entire time it was online.

My experience is that the Game Assets section gets far less traffic than the Games section.

Making some stuff for practice before starting your big heartbreaker project is good advice, assuming you don't already have experience working with the tools you plan to use. But unless the stuff you're making is really good and becomes really famous on the site, I doubt it is going to translate into success for your game.

(Also, I'd just like to point out that all you have made so far is some AI-generated graphics assets.)

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Yeah, but when I look for collaborators for a game jam, I'm not going to rifle through ten different servers and hundreds or thousands of "job offers". I'm gonna post in the "Searching for a team" section on the jam's discord and forum to find people who are already committed to doing the jam. Most jams are so small that this is absolutely fine.

Having "Stepstone for Game Jams" just seems... overkill, y'know? And most people will just keep using the platforms they are already on for a bunch of other stuff, rather than sign up on a new website for one very specific task.

Okay, but what part of finding team mates and organizing with them actually needs a dedicated web app? Because all of that is stuff that works perfectly fine on Discord, or in the game jam forums here on itch.io.

With music this energetic, there needs to be some movement on screen to match the energy. At least have some animated transitions, some moving text instead of just static slides, some footage of someone doing something in your game.

But honestly, if your game does not have any exciting stuff you can show off in a trailer (which is fine - a lot of genres just don't go for visual bling), I'm not sure if making a trailer is a worthwhile use of your time. Even if you really want to market on YouTube, you could post a quick walkthrough of the game mechanics with voice-over, or some vlogs about your dev process instead.

The idea of games being reviewed before being allowed to the website raises some immediate questions:

  • Is there a set of quality guidelines, or will games just be accepted/rejected based on vibes?
  • How will you keep up with reviewing each individual game if you start getting dozens, or even hundreds, of submissions a day? Do you have staff? Do you have plans to hire staff? Do you have any plan for getting the funds you need for hiring staff? If you're trying to use volunteer labour, how do you assure that your reviews are made based on consistent criteria?

itch.io will manually review this, it'll just probably take forever because they are a deeply unserious company who refuse to hire an appropriate number of support employees.

In the meantime, I'd recommend you set up a personal website, if you haven't already, and distribute youe stuff through there, in addition to your itch.io account.

I like my Jenkins! I've used different tools for different projects and will keep doing so, but I don't go anywhere without a good CI pipeline.

If I understand the indexing FAQ correctly, projects may be rejected from indexing due to low quality metadata.

You have a typo in the title of your 2024 game and while i have no idea if that's the reason for the deindexing - it probably isn't - you probably should fix that. (It will make your product more attractive either way.)

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First off: Not a guy. Pronouns are she/her. In the future, if you would like to own yourself further by spreading evidence of your behaviour all over the internet, please keep that in mind.

Second off: you're stealing the likenesses of dead people to put them in your game? That's... honestly worse than anything I have accused you of so far. And you just admitted that? Do you just not have a conscience?

Also, I'm posting this video to my Mastodon because it is incredibly funny.

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AI Assisted means the game's creation was assisted by AI. Simple as that. It is a precise and accurate description of what it is.

You are still stealing photos of actual, real life people.

Tracking these people down via Reverse Image Search is trivial; if you keep going, I will inform them of what you are doing so they can pursue legal action. Please confirm for yourself how high the legal fees and the settlements for those violations of copyright and likeness rights can be.

You deleting and remaking this thread changes nothing - it only confirms that you have seen my messages and decided to continue infringing on these rights, i.e. it confirms that you are acting with intent.

Now, consider doing the right thing - which is taking down your games until you can remove the offending content.

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itch does have a desktop app but it is extremely basic and for most things is just a thin wrapper around the website. For me personally, using it is just annoying.

My biggest frustration in terms of discovery on itch.io is that, as an adult game creator, i essentially have to choose between visibility and monetization.

I would be interested in uploading my content to a different platform, if that platform did not treat adult content as an afterthought, had robust monetization options (at least on par with itch.io) and was able to offer some plan for how to avoid future financial censorship, along with doing the bare minimum (being run by decent people, having working support, removing malware etc. in a timely fashion) that should be expected from every platform.

So first of all, that analogy with the wood toy is a bit vague. The metal part might have been made with a CNC machine or die cast - or it could have been made on a manually controlled lathe. In the second case, most people would call it "handmade", the same way that handmade clothes may have been sewn using a machine.

If the metal parts were made with automated tools, then I would absolutely say that the tool is partially made using automated tools, and the phrase "handmade" would require some very major asterisks.

I also do not think these distinctions matter when it comes to the Internet Plagiarism Machine. Personally, I do not care if 5%, 50% or 95% of a product were made by a virtual dumbass that makes slop by stealing from other people en masse. It is tainted for me in all of these cases. The only acceptable percentage for me is zero.

I am far more lenient when it comes to "handmade" artisanal products - like, i would not complain about a "handmade" chair using off-the-shelf screws, but those screws are not a good analogy for AI-generated boilerplate code because the machine that makes the screw comes with far, FAR fewer ethical issues than the Internet Plagiarism Machine.

So personally, I think the binary "yes/no" question is absolutely fine. Even making the distinction between AI-made graphics, text, code and audio is a step too far, in my opinion, because to me it implies that using the Internet Plagiarism Machine for "art" is fundamentally different than using it for code. It isn't. Both of these uses just output slop based off the stolen works of others.

You can always add further detail in the product description, but for many people - me included - the acceptable percentage of AI is zero.