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Reply to Re: Using AI to generate graphics/music/etc for Dink

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October 28th, 11:29 PM
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SimonK
Peasant He/Him Australia
 
As someone who has used AI to make a DMOD (Necromancer), well, I'm for it I guess.

It couldn't do nearly as much as I wanted, but it helped as a springboard for things. Like the save machine. I used AI to generate a Mayan-esque circular thing, tried getting it into a 3D model, but ended up creating the 3D model almost from scratch using a Gimp edited version of the AI image. The blacksmith character was generated using MeshyAI and then imported into Blender to animate (and fix various texture error issues), a few other props with generated using MeshyAI, but in the end I'd try and find 3D models already made and free then modify or edit those.

I gave up trying to get AI to write DinkC scripts.

I did use AI to bounce around ideas and things, and then take the things that resonated the most with me and go off on my own tangent.

Some of the music tracks were generated using Suno AI.

Some artwork (like the backgrounds for the Magic/Items inventory screen and the level up screens were edited versions of AI generated iterations. As was the choice selection sprites.

And the Decretius disappearing video in the opening was AI generated, but not the Dink smashing the basilisk scale (that was all blender models etc, animated by me).

I assume AI's ability has increased now it's been about 4-6 months since I last mucked around with it, and that to get good results you probably have to subscribe/pay some company for access to the version that can make consistent characters etc. Hmmm, maybe it can even do walk cycles now....