I haven't played the game yet but one of my supporters for my own game sent me here. Looks good. It's nice to see another dev put effort into editing the images rather than just accepting the AI images. It get's overwhelming and time consuming to keep photoshopping and cleaning images but great job!
Yep, I have a collection of hands that I'll try to use if I can make them fit. And if I can't, then I'll draw some in. Then just adjust the hue's in photoshop until the skin color matches.
Okay, even setting the obvious issue of machine generated CGs aside (which we shouldn't, hire an artist or learn how to draw!!), the heroine looks tasteless, generic and is obviously "designed" by someone who has no idea what works in character design and what doesn't. For a game with only one LI, this is a grave issue that can turn a sizeable audience away from your story. Do some research into character design next time.
I tried applying some elements with Yuma, such as having her eye color match the choker's, having the orange-green color scheme in her design (which is also kept throughout the game), and so on. She is obviously very anime-inspired, including the overall 'blander' look of anime characters in romance-heavy shows. I will try to read up more on character design for the next time!
Regarding hiring artists: I can't afford it, especially not for that many CGs. Learning to draw is one option, but going that route, the visual novel would have been never completed, realistically. Using AI makes it possible for me to realize my vision, and well as be proof that I am able to get projects like this done, which will help for possible future projects with real artists without AI use. And well, the game also will be free to compensate for AI issues, so yeah.
Ironically, I hired an artist for my first game and they took my money and bailed. Hired two others but both had to cancel due to school. However the money I made off my first game is funding the artist I've hired for my second game (who has actually delivered this time).
I'm creating this visual novel while having a full-day job, often working on it for several hours after the work. This is only sustainable if the thing I'm doing is actually fun and enjoyable for me. Drawing just isn't that fun for me that I can bring myself to do it after work consistently. On the other hand, stable diffusion (i.e., the AI tool I've been using) has been very fun for me, which is why I was able to stick with it for a longer period of time.
Ah yes, you must have hundreds of games on your resume where you did the programming, the art, and the writing all by yourself and have earned the right to criticize other devs. Good job.
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I haven't played the game yet but one of my supporters for my own game sent me here. Looks good.
It's nice to see another dev put effort into editing the images rather than just accepting the AI images. It get's overwhelming and time consuming to keep photoshopping and cleaning images but great job!
Thanks a lot for the kind words! ๐
Yeah, inpainting and photo editing opens up so much potential to make the AI images come closer and closer to your own vision! โจ
Your game looks interesting, I need to check it out someday! ๐
Yep, I have a collection of hands that I'll try to use if I can make them fit. And if I can't, then I'll draw some in. Then just adjust the hue's in photoshop until the skin color matches.
that was pretty good, good luck.
Thank you very much! ๐
Okay, even setting the obvious issue of machine generated CGs aside (which we shouldn't, hire an artist or learn how to draw!!), the heroine looks tasteless, generic and is obviously "designed" by someone who has no idea what works in character design and what doesn't. For a game with only one LI, this is a grave issue that can turn a sizeable audience away from your story. Do some research into character design next time.
Thanks for the constructive criticism!๐
I tried applying some elements with Yuma, such as having her eye color match the choker's, having the orange-green color scheme in her design (which is also kept throughout the game), and so on. She is obviously very anime-inspired, including the overall 'blander' look of anime characters in romance-heavy shows. I will try to read up more on character design for the next time!
Regarding hiring artists: I can't afford it, especially not for that many CGs. Learning to draw is one option, but going that route, the visual novel would have been never completed, realistically. Using AI makes it possible for me to realize my vision, and well as be proof that I am able to get projects like this done, which will help for possible future projects with real artists without AI use.
And well, the game also will be free to compensate for AI issues, so yeah.
do not listen to him, AI art is fine
Ironically, I hired an artist for my first game and they took my money and bailed. Hired two others but both had to cancel due to school. However the money I made off my first game is funding the artist I've hired for my second game (who has actually delivered this time).
Have you ever tried to pick up a pen in your life, pal?
I have, but it wasn't enjoyable for me.
I'm creating this visual novel while having a full-day job, often working on it for several hours after the work. This is only sustainable if the thing I'm doing is actually fun and enjoyable for me. Drawing just isn't that fun for me that I can bring myself to do it after work consistently. On the other hand, stable diffusion (i.e., the AI tool I've been using) has been very fun for me, which is why I was able to stick with it for a longer period of time.
Ah yes, you must have hundreds of games on your resume where you did the programming, the art, and the writing all by yourself and have earned the right to criticize other devs. Good job.