Well, it's been a busy two days for me. Not with coding! But yesterday I was getting pretty discouraged. I think that my pixel art isn't great, and just because I had only "two more to do" before I moved on, I have many many more planned for the full game. Basically I felt like it'll end up amateur-hour and then be a pointless endeavor. And without enough morale, any project I'm doing is dead.
My wife is a multi-decade hobbyist artist, and I asked her for her opinion. I showed her my best pixel art, then compared to the rest I was churning out. Then I showed her the AI generated versions, with severe modifications from me. And honestly, the AI stuff just looks better. AND, maybe equally important, is that they are far faster since I am doing only small hand modifications and then using code to finish it up.
I then made two enemies in just minutes last night, and with what little time I've had today I made about 8 others. See attached!
So, yes, it's AI generated. And we've already had this discussion. But I will probably be going down this road for the remainder of the project. I think the end product will be better for it. Most importantly, my morale is high once again, so I can continue working on this.
Well, there's my update. I might be a sell-out, but at least the project continues.
Chad
CardChasm
Re: CardChasm
It's good to watch out for your morale and to find a way to make progress.
A non-AI approach, perhaps, would be to reach out to someone who does pixel art, and make a collaboration of it. That's the sort of things online communities can be good for.
A non-AI approach, perhaps, would be to reach out to someone who does pixel art, and make a collaboration of it. That's the sort of things online communities can be good for.
Re: CardChasm
sburrow wrote:
Well, it's been a busy two days for me. Not with coding! But yesterday I was getting pretty discouraged. I think that my pixel art isn't great, and just because I had only "two more to do" before I moved on, I have many many more planned for the full game. Basically I felt like it'll end up amateur-hour and then be a pointless endeavor. And without enough morale, any project I'm doing is dead.
My wife is a multi-decade hobbyist artist, and I asked her for her opinion. I showed her my best pixel art, then compared to the rest I was churning out. Then I showed her the AI generated versions, with severe modifications from me. And honestly, the AI stuff just looks better. AND, maybe equally important, is that they are far faster since I am doing only small hand modifications and then using code to finish it up.
I then made two enemies in just minutes last night, and with what little time I've had today I made about 8 others. See attached!
So, yes, it's AI generated. And we've already had this discussion. But I will probably be going down this road for the remainder of the project. I think the end product will be better for it. Most importantly, my morale is high once again, so I can continue working on this.
Well, there's my update. I might be a sell-out, but at least the project continues.
Chad
My wife is a multi-decade hobbyist artist, and I asked her for her opinion. I showed her my best pixel art, then compared to the rest I was churning out. Then I showed her the AI generated versions, with severe modifications from me. And honestly, the AI stuff just looks better. AND, maybe equally important, is that they are far faster since I am doing only small hand modifications and then using code to finish it up.
I then made two enemies in just minutes last night, and with what little time I've had today I made about 8 others. See attached!
So, yes, it's AI generated. And we've already had this discussion. But I will probably be going down this road for the remainder of the project. I think the end product will be better for it. Most importantly, my morale is high once again, so I can continue working on this.
Well, there's my update. I might be a sell-out, but at least the project continues.
Chad
Once upon a time I worked for a PC Games company... We had a team of artists and a team of programmers. I wasn't in the artists team but would often (As we all did) have meetings with the artists to discuss various aspects.
My wife is a writer and she sometimes uses AI to resolve some tricky writings she needs (poems) - she reckons they're not quite good enough for her work yet, so if she's using an AI (and some are better than others) she'll spend time tweaking their output, or re-wording the input - and that's a skill that will take AI more time to "learn".
-Gordon
--
Gordon Henderson.
See my Ruby 6502 and 65816 SBC projects here: https://projects.drogon.net/ruby/
Gordon Henderson.
See my Ruby 6502 and 65816 SBC projects here: https://projects.drogon.net/ruby/
Re: CardChasm
BigEd wrote:
It's good to watch out for your morale and to find a way to make progress.
drogon wrote:
Maybe it might even stimulate your artisty wife to start looking at other ways to develop her work too?
Chad
- BigDumbDinosaur
- Posts: 9425
- Joined: 28 May 2009
- Location: Midwestern USA (JB Pritzker’s dystopia)
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Re: CardChasm
sburrow wrote:
Well, it's been a busy two days for me. Not with coding! But yesterday I was getting pretty discouraged...So, yes, it's AI generated...
In my large-scale railroad hobby, I make the things that I can’t purchase, and purchase the things I can’t make.
Last edited by BigDumbDinosaur on Wed Feb 11, 2026 4:17 pm, edited 1 time in total.
x86? We ain't got no x86. We don't NEED no stinking x86!
Re: CardChasm
BigDumbDinosaur wrote:
You should consider that line of thinking as you flesh out your game.
So for now I'm going to keep morale high by not bearing the full weight of the title of 'artist' just yet. See attached for a menu title that was thrown at me by AI! Better than what I could do right now.
In case y'all are wondering, I'm using a Perchance AI Image Generator, specifically https://perchance.org/3iey4i1ckv. It is incredibly multi-purposed.
Tomorrow is another busy day, very little time to do this sort of thing. Oh well, day by day.
Thanks everyone.
Chad
- BigDumbDinosaur
- Posts: 9425
- Joined: 28 May 2009
- Location: Midwestern USA (JB Pritzker’s dystopia)
- Contact:
Re: CardChasm
sburrow wrote:
...because at this type of bare-metal level, I tend to make my own tools in order to make more tools! Many times now I tried a couple of tools that other have used to convert to this or that format, but I was displeased, so I made my own tools. But when is it ok to just let someone else do it for you? When is it ok to say, "Ah there's a library for that"? It's tough.
Turning to another to get help with completing project used to bother me...a lot. I have been very self-reliant in years past, learning such diverse skills as sheet metal fabrication, precision machining and advanced welding techniques to build things such as my race cars and my locomotive. For example, I built the race cars’ chassis and roll cages from scratch, cutting and shaping tubing, forming crossmembers, fabricating brackets, etc., followed by a lot of welding. Obviously, I had to invest considerable time in developing those skills, which also involved trashing a not-inconsiderable amount of metal during the learning process.
However, in those projects, there were occasions when I had to concede to myself that I needed outside help—the required skill was too specialized to justify investing more learning time. The result was despite, for example, paying someone to do the paint and lettering on my race cars, I could still say “I built that.” with the same level of honesty that a man could say after designing and finishing his own house, even though he had to entice his buddies with pizza and beer to help him erect the framing, had to hire a professional to do the roof, and again call on his buddies to assist with hanging drywall.
Quote:
So for now I'm going to keep morale high by not bearing the full weight of the title of 'artist' just yet. See attached for a menu title that was thrown at me by AI! Better than what I could do right now.
x86? We ain't got no x86. We don't NEED no stinking x86!
Re: CardChasm
I'm tempted to say there's another slightly hidden aspect to this: if you collaborate, that's a skill that you can learn and improve, and likewise if you delegate. Even if you delegate to a machine, there's a skill in doing it well.
Re: CardChasm
Quote:
if you collaborate, that's a skill that you can learn and improve, and likewise if you delegate.
-- Jeff
In 1988 my 65C02 got six new registers and 44 new full-speed instructions!
https://laughtonelectronics.com/Arcana/ ... mmary.html
https://laughtonelectronics.com/Arcana/ ... mmary.html
Re: CardChasm
BigEd wrote:
Even if you delegate to a machine, there's a skill in doing it well.
BigDumbDinosaur wrote:
Fundamentally, the question to be settled is whether or not investing time to learn a new skill is a good use of the finite (but unknown) amount of time you have been allotted in this life.
BigDumbDinosaur wrote:
The time invested in those skills was worth it because I was able to repeatedly use them up until very recently.
Thanks for the conversation guys.
See attached. I've been coding all day long it seems, and for the better. I improved my title screen, then added an 'exchange' sub-menu. Essentially it will be a way for the player to swap out cards from their deck and their sideboard before entering into one of the tunnels. Right now the sideboard is not yet active, so I'm using placeholders for now, but you can see the idea.
Lots of little improvements all around really. After I get that sideboard set up in memory, I'd say that this project is about 95% complete. I just need to adjust some game mechanics that make it 'fun' and add replay value to the experience.
I finally had a full day of coding
Thanks everyone.
Chad
Re: CardChasm
Done (-ish)! Everything is on my GitHub page, https://github.com/stevenchadburrow/CardChasm
So, yes, I'm done, basically. I only have to do audio at this point, and perhaps some small modifications to math or something.
I added a 'difficulty level' at the beginning of each tunnel, increasing enemy damage essentially. I added a 'player level' according to how many enemies you've beaten on the current tunnel. I added random reward cards from bosses. I made the 'exchange' into 'rewards' because it is now one-sided, knocking out your current deck card for whatever you chose from your rewards.
I'm amazed that I actually used less than 32KB of memory for this whole game, with all of it's artwork and whatnot. It uses the UxROM mapper, which is capable of up to 128KB of memory in standard form, but up to 4MB in extended form. Also, I am only using 256 bytes of PRG-RAM, where I would store the deck of cards in battery-backed RAM on the cart. I might just design a cart PCB for this game just because it would be neat to see
I'll keep y'all posted as I get the audio done. Another project, nearly complete!
Chad
So, yes, I'm done, basically. I only have to do audio at this point, and perhaps some small modifications to math or something.
I added a 'difficulty level' at the beginning of each tunnel, increasing enemy damage essentially. I added a 'player level' according to how many enemies you've beaten on the current tunnel. I added random reward cards from bosses. I made the 'exchange' into 'rewards' because it is now one-sided, knocking out your current deck card for whatever you chose from your rewards.
I'm amazed that I actually used less than 32KB of memory for this whole game, with all of it's artwork and whatnot. It uses the UxROM mapper, which is capable of up to 128KB of memory in standard form, but up to 4MB in extended form. Also, I am only using 256 bytes of PRG-RAM, where I would store the deck of cards in battery-backed RAM on the cart. I might just design a cart PCB for this game just because it would be neat to see
I'll keep y'all posted as I get the audio done. Another project, nearly complete!
Chad
Re: CardChasm
Alright, I think I'm done. I added sound effects for most things like walking, attacking, selecting things, etc. I haven't done music, but I think I'm going to call it here. The game is 'finished' but it could use a ton of polish, more enemies, more card effects, better math, etc. Might as well add music to the list of things to do also!
I posted the game on itch.io just now: https://stevenchadburrow.itch.io/card-chasm
And of course I have my GitHub page updated: https://github.com/stevenchadburrow/CardChasm
Thanks everyone, another fun adventure in 6502-land!
What's next? 
Chad
I posted the game on itch.io just now: https://stevenchadburrow.itch.io/card-chasm
And of course I have my GitHub page updated: https://github.com/stevenchadburrow/CardChasm
Thanks everyone, another fun adventure in 6502-land!
Chad