Hello I’m new here. But not new to game design, animation and code. Can someone help me. I was previously using another engine for a 2.5D hack and slash project using a 2.5D sprite based engine and had issues even after manually editing Ai art. So if realize it requires more than a simple prompt. I am experienced in game design, coding etc.
The other engine engineers claims no matter what I do using AI generation is impossible on any engine including Godot. Is this true his engine is 20 years old although gets updated. Can anyone tell me if this is true? Will Go dot allow me freedom to use sprite imagery with proper manual workflow in 2.5 D style characters generated by AI? using manual methods to prepare and import AI assets?
I’m not 100% sure what you’re asking. What issues were you having?
The idea that “no matter what I do using AI generation is impossible on any engine including Godot”, is definitely false. It’s in fact very easy - you generate an image, and you drop it in the project like any other image.
If I understand you correctly, yes, that should be pretty straight-forward. I’d say the hardest part of that workflow would be creating consistent characters at consistent angles… if you want animated characters, that introduces more complexity (and more manual work), but still doable.
Can we just put facts straight ?
- What issue you had in previous engine?
- What type of AI images are we talking about here ?
The engine crashed. 2D 3/4 angled PNG sprites with full consistency in terms of direction , lighting appearance angle but RGBA which I felt the older engine couldn’t handle. I removed most or all metadata for various reasons. I images just would choke on Ai ar
What do you mean ?
Any program can crash, I crashed the Godot as well when searched for plugin options.
Are you sure this was related to image assets?
Godot is open source, why couldn’t you? AI images are just PNGs but generated by computer, so if you can dowload image generated by ai - you can upload them to godot
Technically they are images trained (stealing) on other peoples work, and then generated by a computer. But thats a whole other different discussion!
The engine I’m referring to I used for years . It used 2D sprites but could also create a 2.5D levels . Frame by frame animation. It had a required method for loading sprites. 8 bit PNG 256 color palette index. Later it was updated to to use 24 bit PNG. I followed the method I used for years. No matter what I did it would crash in the log file all the compiler would do is say unable to load file . Common issues always were more specific. Every single AI image I tried to load in game I got the same error. It’s engineer claims no engine including Godot can’t use AI generated images. He said it might load but when I began to rotate them or use multiple frames in an animation I would encounter problems eventually.
Post one of those images.
I wish I could but I’m afraid because of who the character is it might go against forum guidelines. I have a 54 frame attack animation but I’m sure posting him could be problematic. Even it being100% private project. I’m guessing regarding IP’s there are strict guidelines. All I could do in this case. is share file data. I could show one original character but he as generated, no after edits or palette indexing because I never intended on using him for current project . I’m a new member I guess I’m on my own on this.
I have developed a custom work flow consistent characters at consistent angles, weapons and trajectory. My solution I built a virtual Ai studio workspace. Certain parameters are in place using my own references. I even have a dummy to practice prompts in the exact coordinate. And a projectile "dart board. "So far no issues but not engine tested.
The engineer of the old engine said “there is no such thing as RGB in the hot path”. I understand what he is saying but feel he is wrong . He also said other engines might claim to support AI images but that what would actually occurs is an import tool smashes down into the best palette or texture format it can come up with, and that in some cases the importer will assign each image its own palette and you no longer have meaningful palette control at all.
He is an engineer but I believe he is wrong and failing to take into account other engines like Godot.
Here’s my project 2.5 D so characters have a solid ground Z axis rather than just left to right scrolling on a single layered plane. Hack N slash with good boss Ai (before I considered engine changing I coed each Boss brain in C-script. Coding, programming, scripting no problem image compatibility especially AI, which as far is a new concept for me. Do you know of any Godot games that users generated their own 2D {3D draw style) sprite character angled 3’4’s like a CPS3 fighting game?
The argument I encountered from an engineer for a 2004 engine that has been updated various times. It was a game that’s engine became became open source. It’s current engineer claims there’s no way to use 2D animation frames consistently. He’s a developer so I took that into consideration. According to him no other engine will be able use AI sprites in a frame by frame character with multiple attack animations as well as jump, walk, run, dash etc. I’m migrating from an engine that uses animation for 80% of the time and native functions and c scripting the other 20%. I’m well versed in C and visual C. Typically graphics involving PNG or Gif my knowledge is limited tto typically team development.
I meant one of those images that have been produced by the same generation method. Just generate something else.
accidentally deleted first time sorry. This is only the one as generated that I could access for the moment not positioned not sized , not angled or cropped out of the background , not posiiioned no color palette no indexing however if I tried to load him in a background it would fail-in the engine I’m using . What I’m being told is that if I reangled him and created frame by frame animations I would encounter problems however in case you didn’t see that part of the thread I have an AI generated studio expressly created for animating sprite characters and measuring mechanics. Its kind of an AI studio I Built for mechanics, maintaining consistency lighting perspective angling. Its a workflow but this is as generated. What I am being told Iam reluctant to believe. I think his argument is he will bust when I begin animation.
We’re not talking modern game graphic but maybe Naomi inspired or Cps3
I have no idea how an image of any kind could crash the engine. Maybe if it was too large.
But why not just run a test in Godot? It would take less than an hour to set up a character and its animation for walking in one direction.
And there is no reason to withhold the name of the other engine you are speaking of. In fact naming it might bring us closer to understanding what you are talking about.
To be honest, this whole thing sounds so odd.
Not sure I follow; would the image crash the engine or the entity that’s shown on it?
Your posts sound like they’ve been written by someone who thinks computers run on magic. Or you’re just trolling.
The data in a png file could potentially be arranged to crash (or at least confuse) the importer. If that was the case it would mess ANY importer, including the one your browser uses right now to display this image on the forum.
Once you successfully import an image into Godot (or any other engine) without it complaining or crashing, the file format becomes irrelevant and the image ends up a passive string of pixel data that sits in your graphics card memory. Those pixels have no powers whatsoever to cause any technical trouble, regardless of how evil or badass the character they represent is.
So to keep it practical - import the image into Godot, if it imported without problems and you can show it as a sprite - the image will live inside the engine happily ever after.
This is the solution to the question. Please accept it.
I am uncertain where you drew your conclusion. I thought I indicated there is an extensive workflow rather than just AI prompts. But to capture the type of sprite consistency took a custom workflow was adopted. I also indicated the previous engine had strict image prerequisites unlike others or the engine would choke. I have never used Godot before and the image I provided was simply because I took it as the image requested was generated as is was what the user wanted to see. Some engines have stricter prerequisites but I know there is no magic. Most sprites were the result of a 1-2 year workflow. I have used PC’s for almost 40 years I have not used every engine. Typically all I have ever had to know were image format and properties and format . I don’t know what trolling is but it sounds like nonsense I’m a little to old to engage in. I thought I had been asked to provide any generated image for initial review of properties. I never said I had a ready to go sprite.
Images don’t crash game engines. It makes no difference how complex was the workflow that produced an image; hand-drawn and scanned, digitally painted, rendered or generated. Every image is just an array of pixels at the end of the process. It’s all the same. This whole notion that an image produced in a certain way could crash an engine, but only after you somehow transform it - is ridiculous. Whoever told you that, was pulling your leg. Maybe you misunderstood. In that case provide the exact quote of what they said.
There’s also no point in discussing this to such lengths. As I said, import the image into Godot. If it doesn’t crash or report an error - you’re fine, no problems can come from it afterwards.
I wasn’t trying to hide the engine name but when it comes to fan projects certain toy companies have lawyers like wolves.. So I am vague with sprites . The last engine I used was Open Bor. However it’s a 20+ year old engine and considering my dislike of the only forum support it has and the engines age I didn’t think it mattered. I was interested in Godot but several inquiries were about what previously occurred I didn’t think it was all that relevant .
