Create 2D Game Characters Using AI - Full Guide (GPT Images 2.0, Nano Banana 2, Seedance 2.0) — Transcript
Full transcript
- 0:00hey everyone.
- 0:00what you see here is a new game that I've been working on
- 0:09Now, Everything has been AI generated.
- 0:12and yes, I mean everything.
- 0:14From the backgrounds to the individual sprites and also
- 0:17the sound and music as well.
- 0:19so in addition to white coding, the game logic one of the biggest things
- 0:22that people are always asking about is, can you use AI to create your own
- 0:26original game assets and the answer is yes, as long as you know how.
- 0:29by the end of today's video, you will see how I managed to get
- 0:31this entirely new wizard character created from scratch, all the way
- 0:36to being integrated into the game as
- 0:37And just to make it concrete, I will be taking you step by step through
- 0:41the entire workflow including how you can create animations using
- 0:45spritesheets like Idle and Attack.
- 0:47But more importantly, how to get walk cycles working correctly.
- 0:51if you've been looking around things like GPT Image 2.0 and nano banana two have
- 0:55been really good for creating game assets.
- 0:56but they still really struggle with walk cycles.
- 0:58with the workflow that I'm showing you today, you'll be able to make use of
- 1:01these techniques to generate all kinds of animations, so if you've always wanted
- 1:05to know how to create your own game, character assets, this video is for you.
- 1:08before we jump in, if you'd like to follow along with today's tutorial,
- 1:12I've made this entire cheat sheet with all of the prompt templates and
- 1:17the reference images available for free as part of my Insiders Club.
- 1:21it, you'll find free resources from all of my other videos, including
- 1:24source code, skills, plans, and other prompt templates to help you
- 1:28on your AI game development journey.
- 1:29But if you like to take things a step further, check out vibegamedev.com.
- 1:34It includes things such as specialized game development
- 1:37skills that I've been working on.
- 1:38for example, in today's tutorial, everything that you see here be
- 1:41automated and accelerated Thanks to these two skills that you see here for
- 1:45animating and creating game spreads.
- 1:46Vibe Game Dev also includes many other things to help you on your
- 1:50game development journey, the full source code of projects along with
- 1:53prompts, skills, templates, and more.
- 1:56there's also an exclusive Discord community you can hang out and
- 1:59share tips and tricks with other game development vibe coders.
- 2:03my goal is to provide you with the resources and everything
- 2:05that you need to build that dream game thanks to the power of AI.
- 2:09on over to the links in the description below, and without further ado, let's
- 2:12get started with today's tutorial.
- 2:14so what we'll be doing today is, effectively creating from scratch this
- 2:18wizard character that you see over here.
- 2:21and this will include all four facing directions, the idle animations.
- 2:24also the walking animation and then we will include the attack animation as well.
- 2:28this was pretty much the same approach that I used to do this
- 2:31cowboy character that you see here.
- 2:33So you can see we have all four directions, and then we have the
- 2:36attack in all four directions as well.
- 2:38all of these techniques should work regardless of which AI tool you're using.
- 2:43But I just wanted to call out that if you already have a chat GPT subscription,
- 2:47you probably want to use Codex and the reason for that there is this
- 2:50inbuilt image generation skill that is part of Codex and it also doesn't
- 2:55use the API, so it just piggybacks off your existing Codex subscription.
- 2:59And this is very useful so that you don't have to spend extra money.
- 3:03I have my own image generation skills, that I use here, and I make use of
- 3:06something called F AI because it provides me with a single API point for
- 3:10me to do all of my experiments, whether it's using Nano banana two, whether
- 3:14it's using image just 2.0 or whether I'm using a video generation model.
- 3:17So let's go start off with the first step here.
- 3:20And this one is entirely optional, but I wanted to show you the process that
- 3:24I go through when I'm building games
- 3:27And the first thing I wanted to do here is that I wanted to create
- 3:29box art, for this new character.
- 3:31And this is the prompt that's optimized for GPT images 2.0.
- 3:35so lemme just jump in here to show you what I mean.
- 3:37So you can see I actually generated a bunch of box art for the various
- 3:41different characters within my game.
- 3:43and whole idea here is that you wanna just capture the concept and feel
- 3:46of these characters and when you're doing say the selection screen,
- 3:50you're able to showcase these box up characters as part of the game as well.
- 3:53All right, and like I said, this is completely optional.
- 3:57the real first step that you want to be focusing on is creating
- 4:00something called an anchor.
- 4:02And this is the most important image that you have to generate.
- 4:06And the reason for that is that Every single image that comes after that,
- 4:09including all of the animations, will all be generated based on this first image.
- 4:14So you want to make sure that you get this right and I got this wrong,
- 4:17which I'll show you why very shortly.
- 4:19So what I like to do is get a south facing anchor because This gives you
- 4:23like the main key features of the character that you want to be focusing on.
- 4:27Now you can see that I'm going for a pixel lot style.
- 4:30So that is a trick to get images 2.0 to get something
- 4:34that resembles this a lot more.
- 4:35So lemme just show you the prompt over here.
- 4:37this is the prompt structure for images 2.0, and this is
- 4:40the prom template that I use.
- 4:43Which means that you can actually swap this out and use it for any other
- 4:46character that you might have in mind.
- 4:48And I'm sharing all of the prom templates, the images and everything
- 4:52as part of this repository.
- 4:54and I've also released the prom templates and some of the resources from today's
- 4:57project so that you can get hold of them and also play around with them the key
- 5:00thing here is that if you wanna get this pixel art lifestyle, the trick is to not
- 5:05only provide your prom, but to provide an input image which is effectively
- 5:11a grid of black and white squares.
- 5:13So you can see here, this role of this input image, over here along
- 5:17with the prompt is intended to enforce a. Pixel art block, like discipline.
- 5:23Okay.
- 5:23and this is a tip that I got from Kimmo who's building an
- 5:26AI Sprite generation tool.
- 5:28So you should definitely follow this account and check out the tool as well.
- 5:32I've learned so much from just following people and looking at some of the
- 5:35tips and tricks that they share.
- 5:36once you put this in, this helps you to get the pixel art
- 5:39style that we are looking for.
- 5:40now one of the things that you could do is provide your box art image
- 5:45as a second reference image, right?
- 5:47but the thing here is that once you do that you will see that, the image
- 5:51generation will be influenced quite a lot by your box image, and sometimes can end
- 5:55up with an end result that it still picks a lot, but it's a lot more high fidelity.
- 5:59But I wanted to go for this, like lower fidelity 16 bit ish, art style.
- 6:04So I decided to stick with this one, and not include the box art as well.
- 6:08I think it's worth pointing out at this time that there'll probably be some
- 6:10of you up and arms and say, this is not real pixel lot and you are right.
- 6:14I'm gonna explain this very quickly now so that, you understand
- 6:16the point that's being made.
- 6:17So if you zoom in onto this image, okay.
- 6:20You will notice that these pixels are not really pixels, right?
- 6:23I dunno whether you can see on the screen.
- 6:24But these pixels are effectively made out of like smaller pixels and these
- 6:28are not really pixel art characters.
- 6:29You can see this is like just very blurry lines.
- 6:31So this is what people like to call mixels, and it's not true pixel art.
- 6:34And I'll just show you very quickly over here.
- 6:36So this is a new tool that I've been working on that
- 6:38helps to solve this problem.
- 6:40I'll save this for another video.
- 6:41But there is a way for you to be able to snap the pixels so that it's no longer
- 6:44this blurry mess where you can see there's all this little square blurry pixels.
- 6:48whereas for this one, that I scroll into over here, these are real pixels, right?
- 6:53there's no fake pixels making this up.
- 6:55this is real pixel art over here.
- 6:56and when you have real pixel art characters.
- 6:58they just look a lot better.
- 7:00there's a way to solve this, and I'll be covering this in a follow up video,
- 7:03But lemme just say, I think for the purpose of building games, especially
- 7:08games that you see over here where you're playing on a computer and you
- 7:11just want to have a bit of fun and you are still iterating on ideas.
- 7:14there's not really necessary for you to actually get real pixel lot, you can
- 7:18get away with it like this version that you see over here these, sprites are
- 7:21using the fake pixel lot, that I talked about earlier and you can get verify of
- 7:25this and I would highly encourage you.
- 7:27Unless you really need pure pixel lot games, you don't need to, waste
- 7:32too much time, at least initially on how to make your art, true pixel lot.
- 7:36and depending on who, some people may not even notice.
- 7:38Some people will notice.
- 7:40But, I think There's a lot more to concern yourself with when you are
- 7:43whiteboarding games, and I think if you're just trying to get some
- 7:45art going, get the style going,
- 7:47I think the main thing is to get something up and running.
- 7:49Get your game, get it working the way you want it, playing the way you want it,
- 7:52and then you can make those fixes later.
- 7:54Okay, I spent quite a lot of time on this because everything else follows on top
- 7:57of that, but make sure you get this first south facing anchor looking correct, and
- 8:02then you should be on your way to be able to do everything else that comes after.
- 8:05Now, one of the things that I will, advise you as well is try to keep
- 8:11your self-facing pixel up neutral.
- 8:13Okay?
- 8:14and so this is just one step that I did, only after I
- 8:17learned my lesson the hard way.
- 8:18And the reason is that you will notice that this one has this.
- 8:20fireball magic, in their hand.
- 8:22And this one doesn't.
- 8:23if you're doing a walk animation and you don't want 'em to continuously
- 8:26carry that fireball with them, it's gonna be quite difficult.
- 8:29this is just the next advice that I'll give you, which is use a neutral poll.
- 8:33So, this is the prompt that will help to avoid.
- 8:36any type of things like holding a weapon that you don't want them
- 8:39to be holding all the time, right?
- 8:40'cause most of the times you want 'em to swap weapons out or you
- 8:42want 'em to cast magic or whatever.
- 8:44So if you need them to not hold anything that you don't want 'em to
- 8:47hold, this is the updated prompt.
- 8:48Same technique you pass in this, grid of images, and then you use this
- 8:52prompt and it should give you a south facing anchor that is neutral post.
- 8:56and then later on when you're doing your attack animations, which I'll
- 8:58show you very shortly over here, you can then ask it to include it.
- 9:01But for your main, reference, you always want to start with a
- 9:05neutral post self-facing anchor.
- 9:07so now that we have our neutral post anchor, we're going to use this and
- 9:11then generate all of the other art assets in the other directions as well.
- 9:15Alright, so here you can see that, the prompt that we're gonna use is, over here.
- 9:20Okay?
- 9:20And what we're gonna do is that we're gonna put in two images.
- 9:22We're gonna put in the neutral anchor as the first image.
- 9:26And then once again, we are gonna put in this, pixel grid.
- 9:30As a guide And the main thing that you want to do here is that you just
- 9:33specify what direction that you want.
- 9:36so now we've really got the south facing one.
- 9:39I want one that is west facing.
- 9:41And then I have, I want another one that is north facing.
- 9:43what I found is that, oftentimes, just to save, costs on image generation, you can
- 9:48simply flip the left one, so that you can get the, east facing, anchor over here.
- 9:54And this will allow you to have all four anchors.
- 9:57you have to be careful, okay?
- 9:58Because you can see that this character is holding a book and then when they
- 10:02flip it over to the back, sometimes the image model can make a mistake.
- 10:06You can see when it flipped the character to the back, it.
- 10:09Put, the book in a wrong position.
- 10:11So when this happens, you will need to prompt the model to not
- 10:14let artifacts, appear at the back.
- 10:16So this, is something to just look out for, whenever you're
- 10:20dealing with these kind of models.
- 10:21Okay,
- 10:22So just jumping back into the game over here, so you can see once you have
- 10:24the four anchors, north, south, east, west, you're going to be able to then
- 10:28just animate, each of these anchors to perform the action that you want.
- 10:32so basically getting to this place is the most important thing and as part of, my
- 10:36experiments, I've been working on a tool given an input image, it will, get you
- 10:39that self facing, anchor And then after that, it'll give you all the north, south,
- 10:44east, west facing characters as well.
- 10:46so this tool is something that I've been working on my plan is to initially
- 10:49release this tool maybe for testing As part of the vibe game dev vault, so
- 10:52that I can better test it and see if it actually is useful and I might convert
- 10:56this into a web app in the future.
- 10:58now that we've got the four directions, we're gonna go into the
- 10:59meat of today's tutorial and here is where a lot of people trip up.
- 11:05Because one thing to realize is that while the image models are very good
- 11:08at generating stills like this, when it comes to generating animations.
- 11:12You tend to have a lot of problems with consistency, weird kind of animations.
- 11:17and if you don't do a bunch of tricks, you will end up with very odd behavior.
- 11:20I'm sure you've seen people posting, out there where they're
- 11:23having problems with walk cycles.
- 11:24They're having problems with, things getting out of the frames.
- 11:27this is what I found to be able to work for me, to be able to get to a stage where
- 11:31you have fairly consistent, characters and you don't have any weird, scaling issues
- 11:36or any weird, walk cycle issues as well.
- 11:38there are two ways of doing animation, so the first one is doing
- 11:41animation using image generation.
- 11:43And the way that I like to do it is that when you have your
- 11:46anchors, you want to give the model as much guidance as possible.
- 11:51If you're working with GBT Image 2.0, there are a bunch of standard sizes that
- 11:54it supports and quality settings, and I found that this works best for me.
- 11:58So what you wanna do is get this to a, large enough size.
- 12:02Okay?
- 12:0210 24 by 10 24 is a really good size For your anchor.
- 12:05And then after that you should be targeting, a frame size
- 12:10within your game of 2 56 by 2 56.
- 12:12And the reason why I say that is that, for this kind of game at this resolution,
- 12:17you don't want it to be too small because if it becomes too small and if you're not
- 12:21using pixel perfect, pixel art you will end up with a very strange looking asset.
- 12:28Alright, so I found 2 56 by 2 56 as a really good size that makes
- 12:31it look really good in game.
- 12:33So you can see here, there's these I animation and the attack animation.
- 12:37Okay?
- 12:37And this is like 2 56 by 2 56.
- 12:39So what you wanna do is very simple.
- 12:41So this is the prompt that you want to use into the image model,
- 12:44and you pass in two images.
- 12:45So the first one, like I said, is the anchor.
- 12:47Anchor, and the second one is a canvas that already is pixelated.
- 12:52that is anticipating the animations to be five by two.
- 12:57Okay.
- 12:57Or two by five.
- 12:58Doesn't matter.
- 12:58So this will be, 1280 by five 12.
- 13:01And this are the two images that you wanna pass in.
- 13:04This is the, prom template that you can use and you can
- 13:06specify the frame sequence.
- 13:08And this really helps to guide the image model to do things correctly.
- 13:12you can get AI to generate this pro for you.
- 13:14Just say this is the template and, specify things frame by frame and you can get
- 13:18really good results, just by doing this.
- 13:20So you can see here, that's the i animation.
- 13:23Alright.
- 13:24Then, here is one for the attack animation, and this works really well.
- 13:27So if I jump into the game,
- 13:29You can see the I Animation is here.
- 13:31you can use this, approach for the other directions.
- 13:32So you can see here, this is the attack animation and
- 13:35this works correctly as well.
- 13:37Now one thing to highlight is that even though you pass in a guide
- 13:41like this, when you get back your results from your image model,
- 13:45More often than not, it will not actually be evenly spaced out.
- 13:48So you will actually find that some of the.
- 13:50Frames are actually like this, in your generated result.
- 13:53So meaning that your character, is not, completely sent
- 13:57within a 2 56 by 2 56 frame.
- 13:59I dunno why this is the case, but this still helps guide it.
- 14:02And what you will do later, which I'll show you, is that you just normalize
- 14:06it and you can just extract out the, animation frames by yourself.
- 14:10what you want to do here is just tell your AI to extract out the character from the
- 14:15output image, and then relay it out into a proper grid that you see over here, okay?
- 14:20And once you do that, then you have an evenly spaced out spreadsheet.
- 14:24Okay, so because, this is really important because if you don't
- 14:26do this lemme just show you.
- 14:27Can you see this?
- 14:28Okay.
- 14:29So this is a broken implementation that you see over here.
- 14:32Can you see like it's flickering around, because it's not correctly normalized,
- 14:36so it's actually sliced it wrongly.
- 14:38so what you wanna do is to actually fix this What I've done is I've
- 14:42actually created my very own animated spreadsheet skill, this is also part
- 14:46of vibe game dev.com and this one, will automatically do all of this for you.
- 14:50So you'll be able to extract out the, the sprites and then lay it
- 14:54out in a even grid for you as well.
- 14:56there are many other things that this, skill is capable of, which
- 14:59I'll talk about very shortly.
- 15:00But just do note that this is something that you need to keep in mind.
- 15:02So this technique over here, using image generation works pretty well.
- 15:05Okay?
- 15:06the only other thing that you want to be aware about is that
- 15:09sometimes, you may not want to use all of the frames that it generates.
- 15:12I'll give you an example here.
- 15:13this animation.
- 15:15The eye is blinking here, and then for the rest of the frames, they may
- 15:18not have actually, changed that much.
- 15:19So you do not need all the frames.
- 15:21Another one is over here, for example.
- 15:23So maybe, you want to drop the first frame so that you go
- 15:26straight to the hand being raised.
- 15:27And then after that you just want this frame, and then.
- 15:31Maybe this frame.
- 15:32And you don't want to have this one where the fireball is actually
- 15:34part of the spread as well.
- 15:35So you may have to drop some of the frames in order to make this work.
- 15:37And this is especially, true when you're doing walk cycles.
- 15:41Alright, which is what I'm gonna talk about next.
- 15:43generating spreadsheets works pretty well, but you will never, ever get
- 15:48walk cycles looking correct, right?
- 15:49No matter what you try to do, you try to pass in a reference,
- 15:52you try to prompt your way out.
- 15:53it just doesn't work.
- 15:54Just trust me.
- 15:55I've spent so much time on this.
- 15:57instead this is the technique that works.
- 15:59However, wanting this is an expensive approach.
- 16:03If you just do it naively, which is how I'm gonna show it to you today, which is
- 16:06what I've been using, it's more foolproof.
- 16:08but is quite expensive, because it's going to use a video generation model.
- 16:12And I'm still investing in ways to get this down, but I thought
- 16:14I'll just share it anyway.
- 16:15you just want to pass in that same, anchor image that you want.
- 16:19So whether it's not southeast or west, and what you wanna do is just
- 16:22use this prompt over here, okay?
- 16:24this prompt is really important.
- 16:26To ensure that your character stays within the frame.
- 16:30Lemme just jump very quickly to, one of these other Sprite
- 16:32that I've been working on.
- 16:33Okay.
- 16:33So you want the character to be running and jumping in frame because.
- 16:37Otherwise, if they jump and they jump out of the frame, you can't use it.
- 16:41Okay?
- 16:41So you need to prompt it correctly in order for the character to be
- 16:45running in place so they're not running across the frame and they're
- 16:47not jumping out the frame as well.
- 16:49Okay?
- 16:49So this is really important, this is the prompt template
- 16:52that works, really well for me.
- 16:53the other thing is that never, ever pass in any guides or canvases, okay?
- 16:57If you pass in a guide, you would think that, oh, maybe it helps
- 16:59it to be more pixel art like.
- 17:01It doesn't work.
- 17:01Okay.
- 17:02It will actually blend this thing into your model and you
- 17:04have very strange results.
- 17:05So do not do that.
- 17:06You just need one image And then from here, this will actually
- 17:09just generate you a movie file.
- 17:12here's an example of how we will turn out.
- 17:14So You will get a walking animation, And this is the only way that I found to
- 17:18actually get a walk cycle to look correct.
- 17:20so the answer correctly alternating between the right leg and the left
- 17:23leg and everything else works fine.
- 17:25now the problem that you will face here is that it will be
- 17:27about 80 to 90 frames usually.
- 17:29Alright, because, most of the times the animation will be
- 17:32about, four to five seconds long.
- 17:34the model that I'm using is Sed Dance 2.0 image, the video.
- 17:36And I think the shortest, video is.
- 17:40four seconds.
- 17:40So no matter what, you're gonna end up with a lot of frames.
- 17:43just from this animation, you end up with.
- 17:45121 frames, Which, is not great because you don't want to create
- 17:49a spreadsheet with 121 frames.
- 17:51And secondly, most of the animation is actually just repeated, right?
- 17:55So the manual way of doing this is that you just jump through your frames and you
- 17:58say, okay, This is the frame that I want.
- 18:00And then just do one complete cycle frame one, frame seven,
- 18:03frame nine, frame 12, or whatever.
- 18:05lemme just show this to you in practice here.
- 18:07So you can see here we've got all of the, hundred or so, frames.
- 18:11And this is also yet another tool that I built and I'm planning to
- 18:14release as part of Vibe Game Dev.
- 18:15Dot com.
- 18:16And the idea here is that, if you want to do a walk cycle,
- 18:19if you just scrub through.
- 18:20Alright.
- 18:20So he does one leg.
- 18:22In front.
- 18:23And then he does the right leg, left leg, and then right leg.
- 18:25So all we really need is just the first couple of frames.
- 18:28what I'm gonna do is, this looks like a good, starting frame.
- 18:31and then I'm just gonna scrub through and say, okay, this is about one cycle.
- 18:36Alright?
- 18:36And I'm gonna set the end, and then I'm gonna set the
- 18:40number of frames that I want.
- 18:41Okay?
- 18:41And then you'll automatically distribute it between this.
- 18:43let's just say 10 frames.
- 18:45I just click this and this will now automatically just evenly,
- 18:48find the frames that will allow me to have a smooth walk cycle.
- 18:52And it's a bit hard to see with this one, so I'm gonna do it with yet
- 18:54another example just to make this clearer because, the wizards wearing
- 18:57a cloak so it's not that easy to see.
- 18:58So lemme just do this again.
- 18:59So if we assume that this is the start of the animation, right?
- 19:03So they go left leg.
- 19:05Right leg.
- 19:07And then this is looks like the, same as the first frame that I had, right?
- 19:11So the first frame is frame two, right?
- 19:14And then frame 29 was just about coming into the start frame.
- 19:18So that would be the end.
- 19:19And then maybe I want this to loop over eight frames I do distribute,
- 19:22and then I do select it only.
- 19:24And then now let's just play it.
- 19:25You will see that this will give you a complete walk
- 19:27cycle with just eight frames.
- 19:29And effectively, this is what you need to do.
- 19:32So from the 80 to 90 frames, you pick, eight to 12 frames that
- 19:35you want for your animation.
- 19:37Select it and then you merge it all into a single spreadsheet.
- 19:40so I'll just show this to you how it looks like.
- 19:42So let's just go to one of the characters and then there's the wizard.
- 19:46And then I'm just gonna do a walk west.
- 19:48Alright.
- 19:49And then you can see here, it's just stitched this together
- 19:52into a single walk cycle.
- 19:54Okay.
- 19:54And then you can then very easily, integrate this into your game.
- 19:57so that's your spreadsheet.
- 19:59And so this will be game ready already.
- 20:01And so once you get to this point, you just repeat this process for each
- 20:04of the animations that you want and you pretty much can get to where I
- 20:08got to, which is effectively you get all your walking animations and then
- 20:12you also can get your attack as well.
- 20:14Okay?
- 20:14And so the last thing that you will need to do is something called
- 20:18the Sprite Normalization process.
- 20:21And there are many reasons why you wanna do this.
- 20:22I actually did a whole video on, why normalization is important,
- 20:26but the main thing here is you want to extract out the character.
- 20:30You want to remove the background to make it transparent, because remember,
- 20:33images 2.0 does not support transparency.
- 20:36and nano banana two does not support transparency as well.
- 20:39However, you can use, many different ways of removing backgrounds.
- 20:42I used to use this thing called remove do bg, and it works really well.
- 20:45and it also has an API as well.
- 20:46So I built a skill for this.
- 20:48But then if you're using file, you can actually use, Bria
- 20:51background remove as well.
- 20:53So you can just use a single skill and then just specify that you want to use
- 20:56this model to remove the background.
- 20:57and you will see that all of my images have a chroma background, which is,
- 21:01this, very bright purple, which I actually glossed over a little bit
- 21:04in my instructions, but yeah, you always want to specify a chroma.
- 21:07as part of your prompt so that you can then very easily
- 21:09remove the background later.
- 21:10Okay?
- 21:11Then the next thing you wanna do is just measure the bounds of your character.
- 21:13This is something I mentioned before.
- 21:15You wanna measure the bound, make sure that your character sits,
- 21:17within the bound alright, and then you wanna do a height correction.
- 21:20when you're doing something like, cusing spells or jumping, you may end up in
- 21:24with a situation where the character ends up taking less of the image.
- 21:28And so you want to just normalize the heights across all of the frames as well.
- 21:32So this is height correction, and then you want to anchor and pat them.
- 21:35So this is a really good example of all of it, not working correctly.
- 21:38So if you do not anchor the lakes.
- 21:40It just jumps across all the frames.
- 21:41So you will see your character, moving around within the game.
- 21:44So I'll just show it to you here so you can see The character's moving all around
- 21:47in the game, which is not what you want.
- 21:49whereas if you look at the cowboy here, he still stays in place.
- 21:53so you wanna adjust the height, anchor it, and then finally you want
- 21:57to, rebuild it into your SmartShip and integrate it into your game.
- 22:00I actually wrote an article on this entire process, And, the feedback I got is that,
- 22:03oh wow, it sounds fairly complicated.
- 22:05it sounds complicated, if you had to do this manually.
- 22:07But thanks to the power of ai, you can actually just create a skill for this,
- 22:10which is exactly, what I've done here.
- 22:12for example, all I have to do now is just say, let's generate the
- 22:15updated work cycles and attack.
- 22:16And then I say animated spreadsheets.
- 22:18Okay.
- 22:19I want to use, file AI video for the work cycle and then
- 22:22GBT image 2 1 0 for the attack.
- 22:24And that's pretty much it.
- 22:25once that's done, it just goes ahead and does everything for me.
- 22:28It does all the reference images, it does all the facing, it uses file video, it
- 22:33extracts out the image and effectively, it's just a single prompt, right?
- 22:37And then you can see here, I say, let's just do the idles now.
- 22:39And then I just pass in GPT image 2 1 0 saying that I don't
- 22:42want to use, a video model.
- 22:43And you can see right, the results just come out, just like that.
- 22:46And then finally, the whole thing about.
- 22:48making sure that the scale and everything is correct.
- 22:50You can see I'm just using the game Dev asset seal, and I just say,
- 22:54make sure to use game dev assets to normalize the assets to be consistent
- 22:57and that will ultimately go ahead and solve all of the issues so that
- 22:59you can get a normalized, set of, characters working within your game.
- 23:04so now your Sprite assets are all ready to be integrated in the game.
- 23:07And this is where I use the technique, which I always
- 23:10recommend in all of my videos.
- 23:11for all of my assets that I have, I always have something called an
- 23:14index J. And this index, Jason, is something that you can ask your AI to
- 23:19generate that will know exactly which frames, which assets exist, what are
- 23:24the frame sizes, how many frames they are, and knows whether it's an attack,
- 23:28animation, and which facing it is using.
- 23:30in short, this index do, Jason identifies what resources you have.
- 23:34all I did was update index, do Jason With the new spreadsheets that I generated.
- 23:38And then after that I said, Integrate the box out so you can see over here
- 23:41And that, from that point on, was it just prompting and just getting into the game?
- 23:44I think it was just one or two prompts and everything was working fine.
- 23:47Alright.
- 23:48So that's it for today's tutorial.
- 23:49I think we have all these image models becoming better and better.
- 23:52it's just a huge unlock because, if you're like me, I can't draw art.
- 23:56but I love making games.
- 23:57This has allowed a lot of people to now unlock their
- 24:00creativity and get game assets.
- 24:01that are really to use within the game.
- 24:03And like I said, these assets may not be pixel perfect, but they are definitely
- 24:07good enough for you to get rolling and fulfilling that dream game of yours.
- 24:11So I hope you found today's video useful.
- 24:13Don't forget to give it a, like, hit that subscribe button and
- 24:16also turn on notifications so that you always be the first to know
- 24:19when new content like this drop.
- 24:21If you haven't seen my previous video where I actually outline how to make
- 24:25a multiplayer game that allows you to play your players all around the world
- 24:30using a single library, you wanna check out this video that I did over here?
- 24:34Alright.
- 24:34So till next time, I'll see ya
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