Any tips for someone who want's to make games in this style? (though not horror themed)
I see your games are made in Unity and all my current experience is in Unreal. Do you think Unity has any real advantages in making 90~00s retro 3D games?
Cool, I'll keep a better eye out then. I originally bookmarked this 1265 days ago according to my bookmark manager. Thinking I'd pick it up on sell or a bundle at some point since one day I'd like to mess around with making a PSX style unreal game.
Though I'm in no hurry since I figure it's just a purely personal fun hobby thing. At least I don't assume PSX style games actually sale all that well. Haven't actually done a lot of market research on them, but I sure don't see very many in my indie game playing experience.
I have a 4K screen, the GUI scaling only goes up to 1.99x if you go to 2x it gives you an error "invalid panel layout" and something else but it flashes on screen to fast for me to see.
It also randomly resets itself back to 1 when resizing the window...
So for now I turned it to 1 and then turned on System [Enhanced] DPI compatibility for it in windows and it works fine.
Thanks for the update post! I only come back to check for updates every so often, but it's always nice to see that something awesome like Union Bytes is just in limbo due to life and not dead. Kids, especially young ones can certainly bring life to a halt for a few years. Thankfully classic art styles like what Union Bytes is working with is timeless.
From an ideal mouse only workflow, I'd add two buttons right next to each other.
One that did another generate and than one that saved the current image on display.
That way there would be very little mouse movement between the two.
Though for myself I like using the space hotkey to generate new images, so only the toolbar button to export images.
For me my setup generates images so fast that I can more or less just tap generate until I see something I like. Which is why the automatically export doesn't work very well for me. I could see it being very useful for someone who had a slower system that wanted to pre-generate and save work to look through later.

Oh I think I see what's happening.
I have 18+ enabled
and in the log it says it's returning a blank frame because NSFW content was detected.
So currently you have it setup so you can enable NSFW but then the script you make detects it and returns a blank screen.
You may want to update the way the 18+ toolbar button works, because that is very broken logic. XD
in WebUI it's super handy to be able to just drag the image onto a folder on the desktop to save a copy.
At the very least AI runner needs a tool bar button that's a save disk + image that allows you to save a duplicate somewhere. that basically does Ctrl+e, though it would be super nice if it auto filled out the image name too.
When I drag and drop save with webUI I get files named things like:
00014-788888035.png
00034-536214049
I've never gotten a duplicate name, which always me to easily create fast reference collections.
#1 The first time I launched AI runner 2.2.0 Stable Diffusion after hitting generate it downloaded everything, but it failed to make any images just black screens. Once I restart AI runner it worked fine though.
#2 Sometimes AI runner will fail with a black screen on new custom Stable diffusion models too. I'll have switched back and forth between it and something else a couple of times. I'll get a few blank images from it, and then It'll start working properly eventually though.
These same models work fine right out of the box in WebUI.
.cptk models seem to fail with a black screen much more often than .safetensor models in AI runner.
Totally forgot I bought this while using godot, then I moved to Unreal... saw it in my library thought I'd click through just for fun. Looking at it more I suppose it's a universal tool, though I really only used with with the Godot Dialog system... Any one actually know a good work flow for actually using it with Unreal?
Any chance you could add the Johannes Kopf method?
http://johanneskopf.de/publications/pixelart/
I realize this is not really a great question so feel free to ignore it, but I've dreamed of making a MegaMan Legends clone since playing the original game in the 5th grade.
Life's finally at a point where I can start working on it, any tips or important lessons you've learned you'd be willing to share? [especially on the visual creation side]
As a P/s I've always liked how casual MML was so I plan on making a much easier game focused more on metroidvania style exploration more than hard combat so I don't think I'm a risk to your audience at all.
The search bar update convinced me to give it a buy, and out of the box the first issue I'm running into is that the tool bar is too big for my full screen monitor.
Display Resolution: 1920 x 1440
DPI 175% [this is a requirement and can not be changed otherwise everything else on the screen is too small to read.]

Saw the dark mode update and nearly got it until I noticed right at the end that there's no search box in any of the screenshots, nor listed as a feature.
I can't really imagine using a tool like this without a good quick search, so thought I should check to see if it was an unlisted/unshown feature or just not added yet.