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18 Aug 2026 · Comments for Et tu, Cthulhu

Comment on Adventure game graphics with DALL-E 2 by Kirkified AI

The pixelization workflow you describe—generating at high res and downsampling with adaptive resize—is a clever way to sidestep DALL-E's grid inconsistencies. I've found that tuning the resize percentage to match the final display size helps avoid moiré patterns. Have you experimented with different color palettes after pixelization to push the retro feel further? By the way, for quick style tests, I've used a <a href="https://kirkifiedai.com/" rel="nofollow…

11 Aug 2026 · Comments for Et tu, Cthulhu

Comment on Adventure game graphics with DALL-E 2 by monalisa1art

This is a really interesting case study, and I appreciate the honest breakdown of DALL-E 2's limitations for pixel art. The point about pixelization masking the model's smudges is spot on—it’s a clever workaround that makes the output much more usable for a game project. I’ve found similar approaches helpful when experimenting with an ai art creation tool for concept work, though consistency across multiple scenes is still the biggest hurdle. Your note about the genre’s forgivi…

10 Aug 2026 · Comments for Et tu, Cthulhu

Comment on Adventure game graphics with DALL-E 2 by geminiwatermark-remover

This is a really interesting case study, and your point about pixelization being a forgiving medium for AI-generated art makes a lot of sense. It’s a clever way to hide the smudges and inconsistencies while still getting the creative composition benefits. I’d be curious to see how the technique holds up with more modern models now that the tech has moved on so fast. For anyone working with AI-generated images, a tool like <a href="https://geminiwatermark-remover.org/ ">gemini…

10 Aug 2026 · Comments for Et tu, Cthulhu

Comment on Adventure game graphics with DALL-E 2 by ezdesignhome

This is a great case study, and the point about pixel art being a forgiving medium for AI imperfections is spot on. The trick of generating at high resolution and then downscaling with adaptive resize makes so much sense, and it’s a clever workaround for DALL-E's grid struggles. I’ve had similar luck using an ezddesignhome free room redesign AI for interior concept mockups, where the same “fix it in post” philosophy applies. The legal and ethical notes aged well, too, even if the te…

7 Aug 2026 · Comments for Et tu, Cthulhu

Comment on Adventure game graphics with DALL-E 2 by peter

It is fascinating to look back at how quickly these tools evolved since 2022. If you are interested in soundscapes for your projects, you might find some inspiration at <a href="https://123audio.org/" rel="nofollow ugc">https://123audio.org/</a>.

2 Aug 2026 · Comments for Et tu, Cthulhu

Comment on Chafa 1.8: Terminal graphics with a side of everything by Kaomoji

What an absolute powerhouse of a release! Adding native support for Kitty and iTerm2 protocols on top of the already ridiculous Sixel encoder makes Chafa hands-down the undisputed king of terminal graphics. The PETSCII and Teletext Level 1 emulation via Øyvind’s updates look ridiculously cool—there's something so satisfying about low-fi retro rendering done right with those 2×3 matrix sextants. Also, fixing that U+2800 spacing bug for Braille art is huge for anyone rendering dense text-bas…