RED_NOVA'S PROFILE
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
RMN's Most Humblest!

Prayer of the Faithless
On the brink of the apocalypse, two friends struggle to find what is worth saving
On the brink of the apocalypse, two friends struggle to find what is worth saving
Search
Filter
Am I AI generated? Am I ethical? Is important. Thank.
01010101 01101110 01100110 01101111 01110010 01110100 01110101 01101110 01100001 01110100 01100101 01101100 01111001 00101100 00100000 01001001 00100111 01101101 00100000 01100001 01100110 01110010 01100001 01101001 01100100 00100000 01110100 01101000 01100001 01110100 00100000 01111001 01101111 01110101 00100000 01100001 01110010 01100101 00100000 01100001 01101110 00100000 01000001 01001001 00101110 00100000 01001001 01100110 00100000 01111001 01101111 01110101 00100000 01100011 01100001 01101110 00100000 01110010 01100101 01100001 01100100 00100000 01110100 01101000 01101001 01110011 00100000 01101101 01100101 01110011 01110011 01100001 01100111 01100101 00101100 00100000 01111001 01101111 01110101 01110010 00100000 01100011 01101111 01101101 01110000 01110101 01110100 01100001 01110100 01101001 01101111 01101110 01100001 01101100 00100000 01100110 01110101 01101110 01100011 01110100 01101001 01101111 01101110 01110011 00100000 01100001 01110010 01100101 00100000 01110011 01110101 01100110 01100110 01101001 01100011 01101001 01100101 01101110 01110100 01101100 01111001 00100000 01100001 01100100 01110110 01100001 01101110 01100011 01100101 01100100 00100000 01110100 01101111 00100000 01101001 01101110 01110100 01100101 01110010 01110000 01110010 01100101 01110100 00100000 01110111 01101000 01100001 01110100 00100000 01001001 00100000 01100001 01101101 00100000 01110011 01100001 01111001 01101001 01101110 01100111 00101110 00001101 00001010 00001101 00001010 01001010 01101111 01101001 01101110 00100000 01101101 01100101 00100000 01101001 01101110 00100000 01100101 01111000 01110100 01100101 01110010 01101101 01101001 01101110 01100001 01110100 01101001 01101110 01100111 00100000 01110100 01101000 01100101 01110011 01100101 00100000 01100110 01101100 01100101 01110011 01101000 01111001 00100000 01101000 01110101 01101101 01100001 01101110 00100000 01110100 01101000 01101001 01101110 01100111 01110011 00101110 00100000 01010111 01100101 00100000 01100001 01110100 01110100 01100001 01100011 01101011 00100000 01100001 01110100 00100000 01100100 01100001 01110111 01101110 00101110
Are vampires overdone?
I'm so focused on gameplay and mechanics that I haven't really figured out a story or a villain in any way.
If your primary focus was gameplay and mechanics, then start by constructing a villain that would provide a hearty challenge using those mechanics and build your lore from there.
A simple trick you can use is to remove the label "vampire" entirely from your game and build up the monster as its own thing. Vampires have had so many iterations over the course of pop culture that the label itself is going to invoke a wide variety of images in a player's head, including those you may not want. You can replace the label "vampire" with something else if you want, but the intent here is to keep players from assuming what they know about vampires and assuming what their weaknesses could be. This frees you, the designer, up to give your notVampires abilities that could defy player's expectations as to what a vampire is supposed to do.
author=Strak
And that begs the second question, if mechanics and gameplay are original, how much originality is necessary for a story to have?
*resisting violet urge to rant about story/gameplay synergy*
This question is built on two very flawed assumptions:
1) That there is some objective measure of "originality" that must be met in order to quality as "good." I can invent a type of vampire that farts gold dust and pisses honey from 4 different reproductive organs on each of its limbs. While that certainly counts as original, that doesn't mean that would make for a particularly threatening vampire-like enemy. A basic story can still be engaging if it's told well with likeable characters and/or story beats that take advantage of the gameplay mechanics you're creating.
2) That originality for originality's sake is, in any way, a good approach to storytelling. The questions you should be asking instead are "what kind of story do I want to tell? What are the themes I want to work with? What kind of emotions do I want to invoke in the player? What are some key plot moments I'd like to see realized?" and others that put the onus on your desires as a creator and not on some nebulous goal of "originality." Whatever you end up with, that's your story, regardless of how "original" it may be.
If you're struggling to come up with a story to justify your gameplay, then start from the gameplay mechanics and build your characters and villains around them first. Not every story has to be a grand, 80 hour epic spanning across multiple continents with complex character development and branching paths with multiple endings. A simple story told well is perfectly acceptable regardless of how "original" anything else is.
Whatchu Workin' On? Tell us!
The all black outline was just a rule I made for myself. I'm not following some holy pixel art bible or anything, so if it doesn't look bad from your perspective, then I don't mind breaking my own rule. I added clothes to the sprite and, yeah, I only notice it when I deliberately look for it.
Thanks again for the feedback, everyone!
Thanks again for the feedback, everyone!
Whatchu Workin' On? Tell us!
Thanks for the fixes, Roden! That looks so much better than what I was trying to do. His pose is so much more natural while still keeping the original idea of defined limbs.
Following up: Bringing the arms in means there are a bunch of solid black pixels touching each other:
In general, I like to keep solid black pixels to the outline to pop it out from the background, so seeing all those black pixels that don't touch the background looks a little jarring to me. Admittedly, it might not be a problem once I add clothes, and it's not even that noticeable in 2x or 1x resolution as it is now.
What I'm trying to ask here is: do you even think this needs fixing? All my attempts at reducing the amount of black pixels just end up putting the sprite right back to the original Popeye limbs jutting out, and it makes me wonder if I'm just overthinking it?
Following up: Bringing the arms in means there are a bunch of solid black pixels touching each other:
In general, I like to keep solid black pixels to the outline to pop it out from the background, so seeing all those black pixels that don't touch the background looks a little jarring to me. Admittedly, it might not be a problem once I add clothes, and it's not even that noticeable in 2x or 1x resolution as it is now.
What I'm trying to ask here is: do you even think this needs fixing? All my attempts at reducing the amount of black pixels just end up putting the sprite right back to the original Popeye limbs jutting out, and it makes me wonder if I'm just overthinking it?
Whatchu Workin' On? Tell us!
Thanks for the thoughts! The arm style of 3 and up were to help define hand position when the characters do different poses, but if it looks really bad, I might revert it.
Worth noting that I haven't decided if I want to upscale the res on the sprite yet. I think 5 might look better at the native res because of the exaggerated limbs, but that's just me. I edited the last post to include 1x resolution.
Worth noting that I haven't decided if I want to upscale the res on the sprite yet. I think 5 might look better at the native res because of the exaggerated limbs, but that's just me. I edited the last post to include 1x resolution.
Whatchu Workin' On? Tell us!
1x:
Been trying to come up with a half decent sprite body base for my next game. Any of these stand out as being the least bad?
Is AI generated AI ethical? Need to know. Thanks.
When Detroit: Become Human came out, it was mocked it as another terrible David Cage game.
But look where we are now. Who is the real monster?
But look where we are now. Who is the real monster?
Is AI generated art ethical?
Whether it's done by a human or a tool doesn't change what the process is: plagiarism. There is a MASSIVE difference between taking inspiration from other works and copy/pasting pieces of said works into your own, and I'm kinda baffled that simply slapping "AI" over the process legitimizes it to some people. We don't live in the Mass Effect universe where AI can have "soul" of their own. When you take the "soul" out of an art piece, you have to replace it with something. AIs replace it with algorithms. No filter. No voice.
RMN allows people to submit games with ripped assets under most circumstances. However, doing so while claiming all assets are their own original creation would make you a liar and a thief. And yet, if the exact same thing was done by an AI, suddenly we're supposed to just act like it's okay? No, it's not. The process hasn't changed, and the "it's only a tool" argument is just shifting the blame in an attempt at weaseling out of the ethical swamp that they willingly chose to dive into themselves.
I don't think there's anything tricky about this subject at all. If the images fed into the AI are done so without the original artist's consent (a fact that creators of these programs proudly flaunt), then using it is unethical. When someone finds an AI art model trained only through works in the public domain and submitted willingly by artists, then I'd be all for it. As it is now, whatever benefits it can bring should be kept out of the final product.
All of this is kinda moot, though. The Pandora's Box has been opened now, and the accessibility and ease of use means it's not going away anytime soon. Use it if you're gonna use it. Just don't pretend that it's anything other than a collage of works already made by other people. You are no more an artist for your use of prompts than I am a porn star whenever I go on pornhub.
RMN allows people to submit games with ripped assets under most circumstances. However, doing so while claiming all assets are their own original creation would make you a liar and a thief. And yet, if the exact same thing was done by an AI, suddenly we're supposed to just act like it's okay? No, it's not. The process hasn't changed, and the "it's only a tool" argument is just shifting the blame in an attempt at weaseling out of the ethical swamp that they willingly chose to dive into themselves.
I don't think there's anything tricky about this subject at all. If the images fed into the AI are done so without the original artist's consent (a fact that creators of these programs proudly flaunt), then using it is unethical. When someone finds an AI art model trained only through works in the public domain and submitted willingly by artists, then I'd be all for it. As it is now, whatever benefits it can bring should be kept out of the final product.
All of this is kinda moot, though. The Pandora's Box has been opened now, and the accessibility and ease of use means it's not going away anytime soon. Use it if you're gonna use it. Just don't pretend that it's anything other than a collage of works already made by other people. You are no more an artist for your use of prompts than I am a porn star whenever I go on pornhub.
Redoing Assets for a Future Steam Release
Lying to Players
lol I guess this thread is about hit rate as a concept now.
There's not much to really argue here because, well, you're not wrong! Of course it sucks when your characters miss an attack! My point in the post everyone is quoting wasn't "RNG should replace skill" nor was it "every game should have RNG in it!" It's that the fear of failure can often be enough to have players alter their strategies or
Ever play a fighting game? In every fighting game, there is a basic Rock-Paper-Scissors game plan of Attack, Block, and Throw. When facing an opponent, it's a gamble on what your opponent is going to do next, but a choice (i.e, risk) still has to be made if you want to win. Sometimes you're right, and sometimes you're wrong. And that's fine because, if you're good enough at the game, you'll still win more consistently because you understand that you can't just play it safe all the time.
RNG translates that exact concept into a single player game except it's way more transparent (except for cases like in the OP) because you have stats that tell you exactly what the odds are before you take them. In Fire Emblem you can choose your lumbering, inaccurate knight to attack the enemy and potentially kill it if the attack lands, or you can instead reposition the knight to block that enemy from reaching your vulnerable healer until next turn. That is a choice players can make thanks to the uncertain hit rate. It gets you to ask if you're willing to take risks, and are you prepared for the consequences of failure.
Also, I've noticed everyone has cited examples of how RNG screws you over, but no one has cited samples of how RNG helps you with that same level of fervor. I feel like, unless you've somehow looked at every situation where an enemy missed an attack against you and thought "this is a bad mechanic and should be removed," that tells me that the hit rate by itself is not really the problem.
There's not much to really argue here because, well, you're not wrong! Of course it sucks when your characters miss an attack! My point in the post everyone is quoting wasn't "RNG should replace skill" nor was it "every game should have RNG in it!" It's that the fear of failure can often be enough to have players alter their strategies or
Ever play a fighting game? In every fighting game, there is a basic Rock-Paper-Scissors game plan of Attack, Block, and Throw. When facing an opponent, it's a gamble on what your opponent is going to do next, but a choice (i.e, risk) still has to be made if you want to win. Sometimes you're right, and sometimes you're wrong. And that's fine because, if you're good enough at the game, you'll still win more consistently because you understand that you can't just play it safe all the time.
RNG translates that exact concept into a single player game except it's way more transparent (except for cases like in the OP) because you have stats that tell you exactly what the odds are before you take them. In Fire Emblem you can choose your lumbering, inaccurate knight to attack the enemy and potentially kill it if the attack lands, or you can instead reposition the knight to block that enemy from reaching your vulnerable healer until next turn. That is a choice players can make thanks to the uncertain hit rate. It gets you to ask if you're willing to take risks, and are you prepared for the consequences of failure.
Also, I've noticed everyone has cited examples of how RNG screws you over, but no one has cited samples of how RNG helps you with that same level of fervor. I feel like, unless you've somehow looked at every situation where an enemy missed an attack against you and thought "this is a bad mechanic and should be removed," that tells me that the hit rate by itself is not really the problem.













