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Anaryu
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Visual Novel Maker - First Impressions
Exactly how it works - you could take model files created by someone who has/works in Live2D and put them in your game without ever having to pay Live2D, just pay for the extension for VNM.
I'm really hoping VNM updates their Live2D support soon, it's currently a nasty mess, in particular it's inaccurate and a bit misleading (or they're keeping some secrets!)
The artist I work with picked up and learned Live2D and we've found that while models need to be in 2.1 (which isn't sold anymore but you can export to from 3.0!) the ANIMATIONS (motions) need to be in 2.0 to work! (This is also not sold... so technically making your own model potentially requires a cracked or illegal version of Live2D animation to work, whoops!)
Between me and her it's probably been about 25h+ figuring the 2.0 animations out; and then she had to redo a model because the nicer new features don't export to 2.1 properly, etc.
I feel is has great potential, and I'm glad they included Live2D support initially, but it needs to be updated ASAP since I feel it's a major selling point (the best engine for Live2D is Unity I believe, which is much much more complex to learn and work with.)
I'm really hoping VNM updates their Live2D support soon, it's currently a nasty mess, in particular it's inaccurate and a bit misleading (or they're keeping some secrets!)
The artist I work with picked up and learned Live2D and we've found that while models need to be in 2.1 (which isn't sold anymore but you can export to from 3.0!) the ANIMATIONS (motions) need to be in 2.0 to work! (This is also not sold... so technically making your own model potentially requires a cracked or illegal version of Live2D animation to work, whoops!)
Between me and her it's probably been about 25h+ figuring the 2.0 animations out; and then she had to redo a model because the nicer new features don't export to 2.1 properly, etc.
I feel is has great potential, and I'm glad they included Live2D support initially, but it needs to be updated ASAP since I feel it's a major selling point (the best engine for Live2D is Unity I believe, which is much much more complex to learn and work with.)
Visual Novel Maker - First Impressions
The scary part is Live2D; we're waiting back on a response from the Live2D people themselves, but since 2.0 animations are the only ones that work you need to use that... the problem is that they don't advertise the 2.0 animation tool (Live2D doesn't) as part of the software you can get anymore.
So VNM is supporting an old version of Live2D that Live2D isn't technically selling anymore - we're reaching out to see if we can get it unlocked with the current subscription, but they're slow to respond.
Took a ton lot of research and work to figure all of this out however. Not even sure most of the VNM staff understands it; if they have knowledge or work-arounds they've kept it pretty hush-hush too.
So VNM is supporting an old version of Live2D that Live2D isn't technically selling anymore - we're reaching out to see if we can get it unlocked with the current subscription, but they're slow to respond.
Took a ton lot of research and work to figure all of this out however. Not even sure most of the VNM staff understands it; if they have knowledge or work-arounds they've kept it pretty hush-hush too.
Visual Novel Maker - First Impressions
VNM can be a great tool, but it's got some big flaws. However since I already started learning it I don't plan to switch unless I get into some huge headaches.
If I could suggest one thing it would be making it faster and more stable and improving the area where you add in the events (a lot of things in it could be improved.)
I've got like 90 hours in Steam, but a lot of that was idle, I'm probably only about 15-20h in.
If I could suggest one thing it would be making it faster and more stable and improving the area where you add in the events (a lot of things in it could be improved.)
I've got like 90 hours in Steam, but a lot of that was idle, I'm probably only about 15-20h in.
Have you considered being more interesting?
Oh hey, a famous person posted an article, I'll check it out!
This is my second main weakness (probably the most impactful of the two) - but since making games is merely self-fulfillment for me, I would rather spend the time making games than advertising or being interesting, and if that means minimal attention and being mostly unknown, I have no regrets!
You need to paste a link to this article in that "is the RTP bad?" thread instead of your supremely helpful "No." answer that helped spawn so much quality discussion! :)
As soon as I'm done with one project I'm on to the next so fast I almost don't bother posting them; I'm already neck deep in the next one (two?) with a shiny new tool I've grown fond of and that I hope will solve my most frustrating weakness.
And I do remember the days when a completed game made waves in and of itself, I didn't realize I'd get so much attention for my first game years before RMN was even in development; just because I had finished a game for a contest.
This is my second main weakness (probably the most impactful of the two) - but since making games is merely self-fulfillment for me, I would rather spend the time making games than advertising or being interesting, and if that means minimal attention and being mostly unknown, I have no regrets!
You need to paste a link to this article in that "is the RTP bad?" thread instead of your supremely helpful "No." answer that helped spawn so much quality discussion! :)
As soon as I'm done with one project I'm on to the next so fast I almost don't bother posting them; I'm already neck deep in the next one (two?) with a shiny new tool I've grown fond of and that I hope will solve my most frustrating weakness.
And I do remember the days when a completed game made waves in and of itself, I didn't realize I'd get so much attention for my first game years before RMN was even in development; just because I had finished a game for a contest.
So you want to be a game developer?
RPG Maker VXAce Nugget Crash Course Results (4/4)
author=GreatRedSpirit
I just noticed the article text says 23 entries made it but there were 24, 21 not counting the judges entries
Boutalles was one of the last games I played during crunch time. When I started to experiment with the synthesis menu after dinking in the forest for a bit the very first thing I tried did a CtD. Mix that with not saving and the wind from my sails evaporated. I can tolerate and enjoy bugs (I play Sonic 2006, Binding of Isaac, and Paradox games, hell the changelog for Paradox games is some of the funniest shit I read) but CtDs are my kryptonite and nothing saps my will to play games like they do.
Not sure what to say, I included a notice in the contest thread about the bug specifically and how to avoid it for the judges. I was surprised you hadn't saved, but after that many games I'm sure you just wanted to be done. :)
RPG Maker VXAce Nugget Crash Course Results (4/4)
author=Deckiller
It was the synthing, the lag in the forest, and various combos/button inputs not working. I would hit the combo buttons and nothing would happen, or I would hit the combo buttons in order and they wouldn't register on screen.
I know the one Synth bug, can't speak for lag in the forest (can lag be considered a bug if it's not common?) without seeing it (odd other games didn't lag up since the map doesn't have additions besides the particle engine, so just plain old VXAce mapping.)
As for the combo buttons not registering, you need to pace it with your attacks (think like a fighting game) - if you're sure it was a bug I can make a simple version that displays an input timer and we can test, but this is not something anyone else has mentioned.
The place in the forest where you learn to synth isn't even halfway through the Forest dungeon, the first of 4 dungeons. No one even beat the first boss or even unlocked any extra classes or anything. T.T
RPG Maker VXAce Nugget Crash Course Results (4/4)
My only complaint is how Deckiller still hasn't provided me with the list of "bugs" that he keeps mentioning. :(
I have had one other person mention lag on another site, have confirmed with 10 other people that they had no lag (including some artists from my wife's side who played it) so I guess I don't know how to help on that side. Even on my crappy old laptop it runs at a smooth 60 FPS.
There was one bug I warned about in the thread, the Synth one, and how to avoid it (since you need to do something the complete opposite of the system to get it) but other than that I still really want to know what this list was so I can fix it. :(
I didn't realize one avoidable crash bug meant the entry would be shelved, so kinda sad no one finished it (especially due to the overall length, there are several pretty lengthy dungeons we put a lot of effort into!)
I have had one other person mention lag on another site, have confirmed with 10 other people that they had no lag (including some artists from my wife's side who played it) so I guess I don't know how to help on that side. Even on my crappy old laptop it runs at a smooth 60 FPS.
There was one bug I warned about in the thread, the Synth one, and how to avoid it (since you need to do something the complete opposite of the system to get it) but other than that I still really want to know what this list was so I can fix it. :(
I didn't realize one avoidable crash bug meant the entry would be shelved, so kinda sad no one finished it (especially due to the overall length, there are several pretty lengthy dungeons we put a lot of effort into!)
Game Mechanics and Pacing
Regarding direction:
Using these tips in subtle ways to direct the player is the job of the designer. I don't know how often people like to argue good advice because they can come up with a counter-example in a special situation.
Digesting good ideas and implementing them into your game if appropriate is YOUR job!
Regarding Random Chance:
Random chance in things like lockpicking and other activities can often lead to players doing something like saving before a lockpick, and retrying until they succeed.
I think random chance is best replaced by a method that gives the player the choice, like a pool of 'lockpick' or 'skill' points they can spend in a period of time - the more you 'upgrade' a skill the less points it uses, then they can weigh what they want to do instead of depending on random luck (and maybe just saving their game first and reloading until they get the result they want - a tactic I VERY OFTEN use.)
@Kentona:
Allow me to address your concerns regarding Random Chance:
http://www.penny-arcade.com/comic/2007/01/29
(Random chance can have it's place, but once you actually understand how computers do 'random' you realize it's actually a load of bull and why it's a terrible idea.)
Using these tips in subtle ways to direct the player is the job of the designer. I don't know how often people like to argue good advice because they can come up with a counter-example in a special situation.
Digesting good ideas and implementing them into your game if appropriate is YOUR job!
Regarding Random Chance:
Random chance in things like lockpicking and other activities can often lead to players doing something like saving before a lockpick, and retrying until they succeed.
I think random chance is best replaced by a method that gives the player the choice, like a pool of 'lockpick' or 'skill' points they can spend in a period of time - the more you 'upgrade' a skill the less points it uses, then they can weigh what they want to do instead of depending on random luck (and maybe just saving their game first and reloading until they get the result they want - a tactic I VERY OFTEN use.)
@Kentona:
Allow me to address your concerns regarding Random Chance:
http://www.penny-arcade.com/comic/2007/01/29
(Random chance can have it's place, but once you actually understand how computers do 'random' you realize it's actually a load of bull and why it's a terrible idea.)
Change is good. Summer Retrospective.
We lost because we lost, I was impressed with the presentation or creativity in several of the entries in this contest. (My own choices for the 3 top would be slightly different and also wouldn't include ours.)
That doesn't mean it wouldn't be fair to provide either:
1. Some idea of what people are signing up for (just the goal as mentioned if not the theme)
2. A way to withdraw gracefully when the theme is announced
That doesn't mean it wouldn't be fair to provide either:
1. Some idea of what people are signing up for (just the goal as mentioned if not the theme)
2. A way to withdraw gracefully when the theme is announced














