[–] 3 points 2 months ago (8 children)

Like pikl said, you made claims, so you can't just go "oh those don't matter because I'm not being paid". I wasn't demanding anything, I was just wondering if the claims held up. I'm just as much a hobby dev as you (by choice, in my case). We won't be able to do everything, satisfy everyone, finish every project, whatever it might be... but we can accept feedback all the same. And I'm glad you're considering mine.

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  • [–] [S] 4 points 2 months ago (9 children)

    Absolutely, there are preliminary work on package integrity verification it's simply non-food paying work as you can imagine but it will be committed anytime soon.
    I know lock files are done by now, it will just take few more changes to have package integrity verification aswell.
    We just didn’t expect people to want a full-featured package manager right away, but it’s going to happen.
    Thank you for these wise advices, and again, you're more than welcome to join if you find time!

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  • [–] 4 points 2 months ago* (10 children)

    I don't know how the official asset store works, but some software repositories allow re-uploading binaries under the same version, often for a legitimate reason. Relatedly, for example, Vintage Story released the same version twice for Linux, because the first time it had a broken install script. Everything else stayed the same. It broke the AUR package though and required a pkgrel bump.

    A bug in the asset store could be exploited or it could be hacked, a popular asset silently replaced, and then you won't know if something changed. You mentioned decentralization, but if you wanna support other unofficial sources, then again you need to either trust them (and their security), or you could have a verification check like I mentioned.

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  • [–] [S] 2 points 2 months ago* (last edited 2 months ago) (15 children)

    What prevents bad actors from changing stuff under the hood?

    You'd have to hack into the asset store and upload another zip archive there to update the official registry, I guess 😄

    verifying via checksum could be helpful here

    Indeed, lock files and checksums are planned
    It's still in early development and if you can help with any of this please suggest changes on the repo

    Also if you're into decentralization you can own your manifest

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  • [–] 7 points 2 months ago* (16 children)

    I honestly prefer git submodules, but not every addon provides a readily cloneable repo (or branch).

    What prevents bad actors from changing stuff under the hood? Pinning specific versions and verifying via checksum could be helpful here.

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  • [–] 3 points 2 months ago

    Cool! I don't have projects with dependencies right now but I'll check back on this if I do, I imagine it's useful for uploading to git hosting platforms without including a bunch of extra stuff that can be downloaded from the Godot store instead

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  • [–] [S] 1 point 2 months ago

    I already have a view on the point. Either we scrap the copyright law, or scrap the AI (LLM neural nets) completely. Both living under the same hood won't work. I'm all in for the later scrap the whole LLM, but this wouldn't be feasible now.

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  • [–] [S] 1 point 2 months ago

    Who doesn't love a little bit of late stage capitalism.

    Sadly if this is the reason, I'm just sad that the tool can't help more.

    I can imagine tools like for tileset, that actually helps to make.

    Or similar tool to help the creation of walking cycles and such. Tools that actually helps. Similar on how the Levenshtein distance solves the text correcting problem, but won't break you writting.

    Again, if this is the reason... Just sad.

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  • [–] 2 points 2 months ago (1 child)

    Which again is part of the discussion, but I was focused on the asset generation instead of the legal part of it.

    You seem to be avoiding the ethical and moral arguments against AI. For most people, especially artists, that is their main concern with these models.

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  • [–] 4 points 2 months ago (1 child)

    If this tool is fated to be a lie, why the big corps are embracing so hard?

    Because it makes them a lot of money. Nvidia is making billions from the additional sales of GPUs, the memory manufacturers (Micron, Samsung, and SK Hynix) are raking in profits, etc. The bubble will become bigger and bigger until it pops. The executives will retain their earnings while we suffer a global financial crisis.

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  • [–] [S] 2 points 2 months ago (4 children)

    For one, you never see the top games use AI-generated art, just demos of some weirdo’s slop project that doesn’t actually function correctly (no play testing, maintenance, etc.)

    This is the point touching point. If this is snake oil, why there isn't harder pushback?

    If this tool is fated to be a lie, why the big corps are embracing so hard?

    And the main discussion around this topic is about the ethical (is it right for companies like OpenAI to scrape art without permission from artists?), moral (is it right to use this tool?), and legal (copyright is ignored by scrapers) issues. Everybody knows the things it spits out are of poor quality, but that’s not why most people dislike it.

    I've a lot to talk on this. And I've plenty of posts on the topic. To the point I've this in my mind:

    [...] either we accept that copyright is gone, or we ban the usage of AI. Both can’t live under the same country’s laws.

    Which again is part of the discussion, but I was focused on the asset generation instead of the legal part of it.

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  • [–] 3 points 2 months ago* (5 children)

    For one, you never see the top games use AI-generated art, just demos of some weirdo's slop project that doesn't actually function correctly (no play testing, maintenance, etc.)

    And the main discussion around this topic is about the ethical (is it right for companies like OpenAI to scrape art without permission from artists?), moral (is it right to use this tool?), and legal (copyright is ignored by scrapers) issues. Everybody knows the things it spits out are of poor quality, but that's not why most people dislike it.

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  • [–] 1 point 2 months ago (1 child)

    I haven't seen anyone use image generation for assets like that, usually the coding agent downloads some pack from the internet and uses that, i tried using image generation to make some basic textures and it always looked awful, is not what they focused on when developing it i guess

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  • [–] 2 points 2 months ago (1 child)

    Pick a few gamejams on Itch.io, and take a look at their discord. If it's poular, they probably have a LFG channel where you can connect with people that do actual art and are looking for a team.

    Talk with them, make a group, make a game over the weekend. Keep in touch and keep making friends like this, and you will eventually find someone who's willing to help you out with art for your game.

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  • [–] 4 points 2 months ago (1 child)

    I would learn how to make pixel art, it's pretty fun! I suck at art, but I was able to make some of my own tilesets, play characters, dialogue sprites, etc.

    There are plenty of guides in written, audio, and video form that you can look for!

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  • [–] [S] 1 point 2 months ago (8 children)

    That's my point. I see people with "vibe-made" platformers, how they got that? This is what is annoying me. There is something that I'm not seeing, something that is bugging me. And reason why I wanted to discuss and talk about it. For me pure garbage, but the AI-Slop-Eater, pure bliss.

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  • [–] 4 points 2 months ago* (9 children)

    Like you mention in the article, same with code generation. It's all garbage, just less visible as with tilesets.

    I guess you could generate passable but generic looking visual novel backgrounds and characters though 🤷 Same with basic websites.

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  • [–] [S] 3 points 2 months ago (10 children)

    I agree, and my point isn't on this. Is on the fact that the tool fails, and fails hard. But the discourse online isn't on this direction, and this is what makes me wonder where is the spot.

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