darkknight wrote:Okay here we go my reply...
My opinion was not of a "elitist attitude".
^_^ Sorry, I misread the post below you. Anyway, I do think that mistake is a bit of a strong word. I'll go change it. I don't want to make an enemy ^_^
Where can I download 1 week? ^_^;; I love your games ( I'm po' and can only play the demos T_T I can't wait for summer school girls ) I'm stuck in sweet dreams as well. Stupid bridge..papillon wrote:Yeah, Sweet Dreams has some vicious pixel-hunting in places. I was so impressed with myself for making the mouse change when you passed over items that I didn't bother to make it big enough for some people to SEE it! I entered it in the text adventure competition and won the prize for most controversial entry, as some people were *really* annoyed with me about that.
One Week is another outgrowth of my Princess Maker fetish. It's basically choose-your-own-adventure for a week in the life of a highschool girl with both Prom and the SAT on Saturday. So you have to juggle your choices in order to study, find a date, and get a dress by the deadline. Very short simple game, not worth the effort of tracking down, really. It was done because someone was running a CYOA competition and I wanted to show how you could do something unexpected with the CYOA setup.
... and then there was the time I entered a semi-hentai CYOA into the main text adventure competition, *also* to rile people up... I sort of have that tendency. If someone were running a competition for sweet pure romances, I'd probably write something about being ravished by zombie pirates.
Actually, IIRC, one of the problems was that some items were stacked on top of one another. So the pointer would change when it went over the desk, but stay the same when it went over (say) a book on the desk, making it hard to realize that the book was a different item from the desk.papillon wrote:Yeah, Sweet Dreams has some vicious pixel-hunting in places. I was so impressed with myself for making the mouse change when you passed over items that I didn't bother to make it big enough for some people to SEE it! I entered it in the text adventure competition and won the prize for most controversial entry, as some people were *really* annoyed with me about that.
Thanks ^_^ I'll tell you what I think!papillon wrote:http://wurb.com/if/person/818
That's me.
But don't hold any dumb mistakes of the past against me!
The fact that you specified that they were things that you personally don't like helps a lot... better than "ur gamez sux cuz..."Binki wrote:I've played pretty much every freeware Ren'ai game you guys put out and I've been noticing some things I don't really like. Maybe this will help, or maybe it'll piss you off.
Finding someone who has writing, programming, character design, and illustration skills is extremely difficult, even given an actual budget. Therefore, given a freeware solo project, it is likely that at least one of these areas will suffer.Binki wrote:1. The art. Look... I know it is hard to find a good artist, and most of you do a very good job with what you have and yet there are some things about WHAT you're drawing that detract from the games you create.
( From the POV of a female manga artist )
a. Clothing. I have to admit some of the most bland clothing you will ever see on a woman you will find in american made Ren'ai games ( Not the professional ones... Those aren't too hot either ).
b. Hair. Same problem, its like the same thing over and over again.. It gets very tiring.
Ok so those are the basic blunders I see in the art in you guy'ses work.
A few things about the character types. First, there are certain "stock" anime/manga stereotypes that pervade the two media. Even in professional ren'ai games, these types are adhered to. This is most likely because, from a game design perspective, the developer wants to give the player the ability to draw on their prior knowledge to try and finish the game as successfully as possible. For example, if you are talking to the "super-cute hyper-enthusiastic" template, chance are, you'll know which of the three choices below would be the best one:Binki wrote:2. Personalitys and plots. I am also a writer so I kinda know what I'm dealing with ^_^;;
Part 1 ( XD ) personalitys :
I keep on finding the same characters in each freakin' game!!! Let me list off some mary-sues of the Ren'ai world:
The shy bookish one.
The older expirienced one.
The ditzy one etc, etc.
Now don't get me wrong, I actually like the slate characters. They bring a sense of firmiliarity to a game, but try and mix em' up once in a while.
Keep in mind that the sheer amount of work that goes into completing a ren'ai game usually ends up causing it to be fairly short. And, given the length of these games, deep, twisting plots with rich, detailed characters are very hard to pull off. Kind of like trying to condense "Dune" into a short story.Binki wrote:Part 2 Plots:
Why oh why do these games always have to be about people in and around collage age?! I want diversity!! Try different pairring types too! How bout' some shoujo-ai or shonen-ai? Better yet, mix it all together, now that'd be a great game... Get a guy or a gal!
Go for it! And, once you do, you'll have a perfect chance to create exactly the kind of game you want to see... the reason that most, if not all, of the ren'ai developers get started in the first place.Binki wrote:So yeah. Keep it up, cause you guys rock! I hope I can join you once I figure out that new fangled ren'ai software!
Ouch... I think you may have been going for "Ganbatte ne" ("do your best, okay?"). "Matte ne" means, roughly ("Wait, okay?")Matte Ne!
c.
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