- Posts: 8
- Joined: Sat Feb 06, 2016 12:51 am
- Deviantart: byzantiumCrasher
- Eileen-Class Veteran
- Posts: 1817
- Joined: Sat Jan 19, 2008 2:47 pm
- Projects: The Space Between
Live2D is what won me over to Tyranobuilder. As an artist, the visual punch-up it provides is too great to ignore for me. Tyranobuilder is still a little feature-short, but they are adding things rapidly enough for me trust they are all in the pipeline.SundownKid wrote: Essentially if you can handle Renpy then use it because it has more features. The exception being, of course, Live2D.
- Posts: 22
- Joined: Fri Feb 26, 2016 12:01 pm
- Projects: Doki Doki Dollmaker
- Tumblr: dokidokidollmaker
- Location: United States
- Posts: 116
- Joined: Fri Dec 25, 2015 3:15 pm
- Projects: Phoenix, Swan Lake, Kiss Me X
- Tumblr: ajmakesvns
- Location: USA
Since I'm doing something rather simple, some visual effects and room for some customization. Are you feeling comfortable working with it?Graff wrote:My current project is being made in it. It needs more features, but I really have fun using it. Anything you want to do in particular?
I feel pretty good about it. Some recent updates gave some more menu customization, so you can have your own menu buttons on-screen, without having to open a new screen. It does pretty much all I need, including video playback, which is good for openings.Julianita wrote:Since I'm doing something rather simple, some visual effects and room for some customization. Are you feeling comfortable working with it?Graff wrote:My current project is being made in it. It needs more features, but I really have fun using it. Anything you want to do in particular?
- Posts: 49
- Joined: Sat Sep 20, 2014 3:33 pm
- Organization: NewWestGames
- IRC Nick: TheOnlyKieran
- Location: Vancouver, Canada
I had started developing for Tyranobuilder due to it's browser exports, making it very easy for potential console ports. In the end, I recieved negative steam reviews caused in part by the missing features and bugs present in final builds.
The amount of errors like stack overflows causing saving errors, and other strange glitches has led me to drop the platform completely.
They're on to something, but I'd wait a couple years before taking it seriously.
The online community is nice and helpful. It can be a little clunky in certain areas...but I haven't experienced any strange glitches like the previous commenter.
I'm eagerly anticipating the next release version; the dev has shown some previews and it's looking great!
- Posts: 68
- Joined: Thu Jun 04, 2015 7:25 pm
- Projects: A Flamingo Tale, Eyas
- Tumblr: bluebirdplays
- Skype: live:bluetweets
- Location: USA
That being said, the single negative that I have about the program is the inability to distribute to any platform besides the one you're using. IE, I have Windows, so I can only release the game on Windows. If I tried to get a version for Mac/Linux, I'd just get an error message saying that I can't do that. It's not a bug- it's just the way Tyranobuilder programmed their distributions, which is a big annoyance. Releasing on browser worked fine. Distributing on Android takes additional, finicky programs to make it work, and there are still a lot of complaints about the games not working right.
- Posts: 72
- Joined: Tue Oct 11, 2016 5:39 pm
- Projects: A Town Called Shanty
- Organization: Lizard Robot
- Deviantart: lizrobot
I started making a game in TB a while back in spring, but ran into issues over simple things, like variables not resetting properly, screen resolution sizing problems, and trouble with player input text variables, but I hadn't realized they've made an update. I'll definitely give it another look now.
I've decided to do some stuff with ATCS that might require more than TB allows regarding scripting, but maybe TB would work for one of my future projects! I definitely responded well to the organization and graphical previews in TB.
- Posts: 6
- Joined: Wed Feb 01, 2017 3:07 pm
- Tumblr: artyrambles
- Location: Austria
I started my visual novel making adventure with Ren'Py, years ago. Back then I had no idea what kind of game I wanted to make, so I dropped Ren'Py basically a couple of days after I picked it up.
Fast forward a couple of years...
I found Tyranobuilder (dunno how I found it exactly) and played around with it a bit. I found it really easy to use and was quite happy with it. Some time later I started my big VN project and used TB a lot more, but quickly hit its limitations. But that was okay, I had forgotten all about Ren'Py and I was okay with making compromises.
You see, TB is easy to use, but that comes at a price. The VNs you'll be creating with it are going to be quite...basic. TB is still in early development I guess, so it lacks many features, and the games it produces can be glitchy. I also had issues with lag the moment I put more than one character on the screen, which really shouldn't happen. It has some customization features for the user interfaces, so basically you can make a pretty GUI if you're willing to learn a bit more about how TB works.
But that's it - TB does what it has to do, and nothing more.
I randomly looked at Ren'Py again a couple of weeks ago, and started experimenting with it because I had writer's block and nothing better to do. At first I had no intention of switching to Ren'Py, like I said, I was just messing around (I am a programmer so I had no trouble using it). But as I ported a couple of scenes from my TB project over to Ren'Py, I realized that it's far more player-friendly than the games TB creates. It was like I had discovered a whole new world of convenience and accessibility. Now I've ported my whole project over to Ren'Py and I have no intention of going back to using TB.
Some people say that developing with TB is faster than with Ren'Py, but in my opinion the opposite is the case. Maybe it's just me, but I am much faster just typing out the code in a text editor than dragging and dropping components in a somewhat clumsy interface. Even when I'm not at home I can just type the Ren'Py code in for example Google Docs and then just copy it over 1:1 when I'm home. With TB, I had to write pseudo code and then implement it into the editor, which is time-consuming.
And like I said, Ren'Py offers many more convenient features than TB does at the moment, or only through cumbersome workarounds. Things that Ren'Py does easily are for example:
- A skipping function that isn't buggy
- Auto text
- MANY save slots
- Easy localization
- DLC/Sequel functionality
- A PREFERENCES SCREEN like do you even know how much TB doesn't have this? There is no built-in music volume option in TB, or anything else Ren'Py's preferences screen offers out of the box, for that matter
- Rollback/text history
- And so on...
Okay, this post is getting way too long, and even though I could go on, let me just say my conclusion:
If you are just messing around, TB is an option for you, if you want to spend money for something Ren'Py does for free.
If you are serious about making VNs and want to make a game that is player-friendly, use Ren'Py. Learning how to use it isn't as hard as it seems at first, you can do everything you do in TB with a minimal understanding of programming. Like, I started recreating everything I did in TB after like two hours of reading the documentation.
These are just my personal opinions, though. I hope someone will find this review helpful.
Users browsing this forum: No registered users