Those pixel art results are way better than my results, from when i tried my hands on it :) And i also love Indy 4, best Indy game ever. One thing that still stands out, is that there are still several weird shapes, like some baskets at that harbor are a little weird formed (and actually way to many for no boat being there). Its also noticeable, that you cannot distinct between the harbor road on the right side from the usually wooden dock on the left (if i wouldn´t know, that its supposed to be wood, then i could mistake it for rock and stone), and the dock has an unusual shape. It also could have more poles for boats to be tied to.
Yeah, not perfect, but I loved the contrast. It was generated by the LucasArts Civit.ai model. Initially I wanted to put some effort into making it a bit more engaging. Like putting fish in the baskets, and remove weird shapes. The “LucasArt The Dig” model was sourced from all the dig rooms from that game, and those contain alien shapes that are also emerge in the images. But because I wanted to make the technique known to my fellow indie developers, and let them know how to make beautiful stuff on a stringent budget I skipped that TLC. I was also surprised that people got the feeling back to indy 4 although it lacks the high standard of LucasArts. But maybe we are acustomed to lackluster games, quickly made, and that use Unity store assets that will make them all feel similar. So I am happy that a lot of people seem to miss the extreme perfection of the original LucasArt teams that were even working in George Lucas own Skywalker ranch.
@@pimpedpixel You got great results so far :) My experiments went more into the direction of using some of those old (now considered) pixel art backgrounds and either use them as reference or to convert them to some kind of higher resolution image, while of course trying to keep their original style. With my models i usually end up with a pretty stylized look with anime clouds (thanks to a cool cloud lora, that interfers with everything, despite not even being called ^.^). Some upscalers also work well with some images. And if you want some really funky results, then throw a space nebula lora in the mix :) Maybe if i can manage to generate some consistent artworks, that look like, as if they are indeed part of the same world. But with characters and sprites i had no success at all ^.^
one thing that really helps maintain the retro-graphics illusion is being sure to keep all your pixels the same size. right off the bat, when you are scaling your sprites down, the relative size of their pixels changes - essentially displaying a smaller, but relatively higher fidelity image. this clashes badly against the background art, though. back in the day, the final game image didn't just look pixelated - the computer was literally only outputting 320x240 (or whatever) to the framebuffer, and the background images were simply authored to match that resolution. when your sprites scaled down in-game, they maintained the same pixel size as the background by virtue of the fact that it literally couldn't render the pixels any smaller. an easy way to enforce this might be if you can render out your final scene to whatever appropriately sized low-res resolution and then scaling that image to fit your game window (obviously using nearest neighbor scaling to maintain the chunky pixel aesthetic)
Yeah nearest neighbour is key indeed. But blocky pixels are unforgiven. I also experimented with smooth svg and back to blocky pixel. But did not have great results so far
To avoid generating close-ups you can add "full body" to the prompt and/or mention pants and shoes of the character to force AI to draw the whole body.
@@SayceBuckleyFreak scale down to 52x76 or 76x52 and then see if it looks like lucasarts pixelization. Also adding ‘flat colours’ is a good option. Also in the negative box, ‘hard edges’
Awesome stuff! I've been doing something similar, I've released two games so far on Itchio in a LucasArts style using AI. Though I'm doing the art more in the style of games like Monkey Island 2 and Sierra's King's Quest 5-6 and Space Quest 4-5, where they did paintings first and scanned them in and lowered the resolution.
Very nice, that reminds me of a project "Indiana Jones and the Fountain of Youth" that have been in development for 25 years now. Unfortunately, I can't find working links to it anywhere, it has probably been taken down due to copyright issues.
Yes I looked for it to, only remains of screenshots, character design and the video footage. Great stuff by the way and all without the tools of today!
@@pimpedpixel Lucasfilmgames/LucasArts was basically my introduction to PC gaming. Although, when I first played Monkey Island, it was on an Amiga. When my best buddy got his first PC, the first game we played was Indiana Jones the last crusade. When I got my own first PC a bit later, the first games I played on it were Day Of The Tentacle, X-wing, Rebel Assault, TIE-Fighter. The end of LucasArts was heartbreaking. I don´t care for "wokeness" or culture war. I hate Disney forever for that move alone. It was that moment for me personally, when I realized what Disney really is or had become. I guess we all start our lives with loving Disney. As kids of course we are easy to impress and back in the 80s and 90s, Disneys movies were peak entertainment. Worth every dime. But one day you wake up and realize this company has just become a big greedy, soulless meatgrinder for dreams. Irredeemable
It has the right occult theme that was strong in the earlier movies and FOA. But the FOA 3D Rendition did not get the IP to remake the classic. That is a big warning for me
Great work! How did you make the voices? I know it would imply more IP issues, but nowadays, one could easily apply RVC voice models to your audio and get them to sound like Indy and Henry. If you imitate their intonation and accent "close enough" (I think you did here), it should work well.
I used my own voice for Henry Jones, Sophia was trained on the original samples of FOA, and the intonation did work out very well. I often give a hint to Elevenlabs to get the right one by letting the sentence end with hints like: “…,she said angrily” or “she said dissapointed”. And that often works. I used the 5 dollar subscription that allows 10 voice clones. Indy was trained with my own voice samples, but had to speak in a heavier tone. Thats what I learned by testing it out. Maybe I need to do a devlog on speech too.!
Will do for the ones that I can find. It is for learning purposes. Trying to find thr artist that made spielberg and lucas and the room. Found it on my hardrive. FOA artist are easy.
Those pixel art results are way better than my results, from when i tried my hands on it :) And i also love Indy 4, best Indy game ever.
One thing that still stands out, is that there are still several weird shapes, like some baskets at that harbor are a little weird formed (and actually way to many for no boat being there). Its also noticeable, that you cannot distinct between the harbor road on the right side from the usually wooden dock on the left (if i wouldn´t know, that its supposed to be wood, then i could mistake it for rock and stone), and the dock has an unusual shape. It also could have more poles for boats to be tied to.
Yeah, not perfect, but I loved the contrast. It was generated by the LucasArts Civit.ai model. Initially I wanted to put some effort into making it a bit more engaging. Like putting fish in the baskets, and remove weird shapes. The “LucasArt The Dig” model was sourced from all the dig rooms from that game, and those contain alien shapes that are also emerge in the images. But because I wanted to make the technique known to my fellow indie developers, and let them know how to make beautiful stuff on a stringent budget I skipped that TLC. I was also surprised that people got the feeling back to indy 4 although it lacks the high standard of LucasArts. But maybe we are acustomed to lackluster games, quickly made, and that use Unity store assets that will make them all feel similar. So I am happy that a lot of people seem to miss the extreme perfection of the original LucasArt teams that were even working in George Lucas own Skywalker ranch.
@@pimpedpixel You got great results so far :) My experiments went more into the direction of using some of those old (now considered) pixel art backgrounds and either use them as reference or to convert them to some kind of higher resolution image, while of course trying to keep their original style. With my models i usually end up with a pretty stylized look with anime clouds (thanks to a cool cloud lora, that interfers with everything, despite not even being called ^.^). Some upscalers also work well with some images. And if you want some really funky results, then throw a space nebula lora in the mix :)
Maybe if i can manage to generate some consistent artworks, that look like, as if they are indeed part of the same world. But with characters and sprites i had no success at all ^.^
Wow Fate of Atlantis is my lifelong love
Mine too, labour of love !
one thing that really helps maintain the retro-graphics illusion is being sure to keep all your pixels the same size. right off the bat, when you are scaling your sprites down, the relative size of their pixels changes - essentially displaying a smaller, but relatively higher fidelity image. this clashes badly against the background art, though. back in the day, the final game image didn't just look pixelated - the computer was literally only outputting 320x240 (or whatever) to the framebuffer, and the background images were simply authored to match that resolution. when your sprites scaled down in-game, they maintained the same pixel size as the background by virtue of the fact that it literally couldn't render the pixels any smaller. an easy way to enforce this might be if you can render out your final scene to whatever appropriately sized low-res resolution and then scaling that image to fit your game window (obviously using nearest neighbor scaling to maintain the chunky pixel aesthetic)
Yeah nearest neighbour is key indeed. But blocky pixels are unforgiven. I also experimented with smooth svg and back to blocky pixel. But did not have great results so far
I love this! Keep up the excellent work! :)
Thanks, you too!
Nostalgia in top gear...top work!... And again good and nice explanation!...you deserve admiration...
Glad you enjoyed it
To avoid generating close-ups you can add "full body" to the prompt and/or mention pants and shoes of the character to force AI to draw the whole body.
Oh yes, great tip. I am losing so much time over this!
thi s is so freaking cool ! ! i love these games too ! ! !
what specifics could you reccommend for godo results with civitAi?
@@SayceBuckleyFreak scale down to 52x76 or 76x52 and then see if it looks like lucasarts pixelization. Also adding ‘flat colours’ is a good option. Also in the negative box, ‘hard edges’
Awesome stuff! I've been doing something similar, I've released two games so far on Itchio in a LucasArts style using AI. Though I'm doing the art more in the style of games like Monkey Island 2 and Sierra's King's Quest 5-6 and Space Quest 4-5, where they did paintings first and scanned them in and lowered the resolution.
Wow, I think I checked this out on itch.io. Loved that
3:00 There should be a stopover in Azores!
They are in a early nuclear reactor designed by German scientist called `obermann`, so they could make the trip to new york in one go!
The intro already makes me want to play the game. Wow, the future is looking wild.
Me and a friend are talking about a backstory that is free of Disney IP but still hooks into the world of FOA
CATHODE RAY TUBE 😂😂 awesome job on this though 👌
The love of perfect retro games is not gone , I once wish that Disney just did some ‘Losing money’ projects like Grim Fandango.
Dr. Jones?
Yes?
Yes?
Think big (tech) like the Americans! : Dr. Hans Ubermann
Great idea! Good results!
Spent weeks figuring all pieces of the puzzles. It was a blast when it turned out the way I wanted it.
That's awesome! Please do more Indy stuff 🤠
Now that I feel the love from the Retro community, I might!
this is a great use of ai. Very good job.
I am looking into highlighting in a separate video how the voice acting and music were produced (not all is AI, but most of em is).
I think if you can slow down the voices ever so slightly, you could be onto a winner.
Will definitely try this out for voices in my next video.
Very nice, that reminds me of a project "Indiana Jones and the Fountain of Youth" that have been in development for 25 years now.
Unfortunately, I can't find working links to it anywhere, it has probably been taken down due to copyright issues.
Yes I looked for it to, only remains of screenshots, character design and the video footage. Great stuff by the way and all without the tools of today!
RIP Lucas Arts
Yes, that is a shame. The greatest creativity was in the SkyWalker ranch. The best movies and the best games
@@pimpedpixel Lucasfilmgames/LucasArts was basically my introduction to PC gaming. Although, when I first played Monkey Island, it was on an Amiga. When my best buddy got his first PC, the first game we played was Indiana Jones the last crusade.
When I got my own first PC a bit later, the first games I played on it were Day Of The Tentacle, X-wing, Rebel Assault, TIE-Fighter.
The end of LucasArts was heartbreaking.
I don´t care for "wokeness" or culture war. I hate Disney forever for that move alone. It was that moment for me personally, when I realized what Disney really is or had become.
I guess we all start our lives with loving Disney. As kids of course we are easy to impress and back in the 80s and 90s, Disneys movies were peak entertainment. Worth every dime.
But one day you wake up and realize this company has just become a big greedy, soulless meatgrinder for dreams.
Irredeemable
Indiana jones and the ring of Solomon, you need to make this game as a follow on from the fate of Atlantis!! 😅
It has the right occult theme that was strong in the earlier movies and FOA. But the FOA 3D Rendition did not get the IP to remake the classic. That is a big warning for me
What you have made looks so good, really wish it could be made. @@pimpedpixel
small color difference to background when the logo hits the screen.. but wonderfully made!
Yeah this was bothering me, the chroma key filter was not working too well. Maybe I should pick purple as chrom key colour
Great work! How did you make the voices? I know it would imply more IP issues, but nowadays, one could easily apply RVC voice models to your audio and get them to sound like Indy and Henry. If you imitate their intonation and accent "close enough" (I think you did here), it should work well.
I used my own voice for Henry Jones, Sophia was trained on the original samples of FOA, and the intonation did work out very well. I often give a hint to Elevenlabs to get the right one by letting the sentence end with hints like: “…,she said angrily” or “she said dissapointed”. And that often works. I used the 5 dollar subscription that allows 10 voice clones. Indy was trained with my own voice samples, but had to speak in a heavier tone. Thats what I learned by testing it out. Maybe I need to do a devlog on speech too.!
@@pimpedpixel fantastic!!
Please credit the artists
Will do for the ones that I can find. It is for learning purposes. Trying to find thr artist that made spielberg and lucas and the room. Found it on my hardrive. FOA artist are easy.
@@pimpedpixel Much appreciated