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Uchioniko
I was expecting everything I thought I knew about Uchioniko to be a High School AU :P
Custom content (archived discussion)
Let's not beat up on each other too much :)
I'm happy to see any character being made and won't stop anyone from posting it. True, we might eventually need some way to give the more polished content better visibility than the rest, but presently I think "need more content!" is still a greater priority than "need well-written content!"
SilentPhoenix, if the captcha is giving you problems, Marrend can upload it to the site for you (it's definitely beneath the size limit!), but we'll give you time to proofread and stuff.
I'm happy to see any character being made and won't stop anyone from posting it. True, we might eventually need some way to give the more polished content better visibility than the rest, but presently I think "need more content!" is still a greater priority than "need well-written content!"
SilentPhoenix, if the captcha is giving you problems, Marrend can upload it to the site for you (it's definitely beneath the size limit!), but we'll give you time to proofread and stuff.
Heartache 101 ~Sour into Sweet~
I don't think I should be packaging material_m.psd with the game. It's somebody else's work. But as for as making things convenient for everyone, certainly bundling a character template makes a whole lot of sense. If I ever make a sequel I'll seriously consider that.
It's probably best to avoid bundling anything and everything with the game. Don't want the file size to be much larger than it already is. I can look into adding a new upload section to the website, tho. I think I'll make it general-use so that authors can use it to promote content they're working on as well as to share content that others can use.
About the Lemmasoft board...well, one thing is that Idolcraft was posted in the completed games section and had a public download!
Thanks for the feedback about the manual.
It's probably best to avoid bundling anything and everything with the game. Don't want the file size to be much larger than it already is. I can look into adding a new upload section to the website, tho. I think I'll make it general-use so that authors can use it to promote content they're working on as well as to share content that others can use.
About the Lemmasoft board...well, one thing is that Idolcraft was posted in the completed games section and had a public download!
Thanks for the feedback about the manual.
Unity3D Mobile licenses are free until April 8th
Heartache 101 ~Sour into Sweet~
@Turtle
You bring up a lot of points worth thinking about.
It's true that the audience for this game has some overlap with audiences of VNs, although I do think that the romance sim genre is niche even compared to the VN (which is rather niche itself) and that fans of one aren't necessarily fans of the other. Given the absence of any other community to draw upon, I suppose the VN communities could be appealed to, I dunno....
Speaking of the one you mentioned, that was the community where I first asked for beta-testing help, but didn't get it. I got the impression there wasn't much interest in my project there. (Ren'py itself, however, is an outstanding tool and to anyone making an original VN, I would certainly recommend it over anything I can offer!)
I like your idea of encouraging people to share graphical resources. Do you think perhaps if another upload/download section were added to the website for that purpose, it would get used? Maybe more links to where resources can be found could be added as well; I actually know of lots, but it didn't occur to me to add links for them.
I also tend to agree that more content would get finished if authors don't feel they need to create something grand. Actually, that was the reason for the addition of "hyper" affection build types; how can we encourage their usage? I'm open to further ideas if they're practical.
You bring up a lot of points worth thinking about.
It's true that the audience for this game has some overlap with audiences of VNs, although I do think that the romance sim genre is niche even compared to the VN (which is rather niche itself) and that fans of one aren't necessarily fans of the other. Given the absence of any other community to draw upon, I suppose the VN communities could be appealed to, I dunno....
Speaking of the one you mentioned, that was the community where I first asked for beta-testing help, but didn't get it. I got the impression there wasn't much interest in my project there. (Ren'py itself, however, is an outstanding tool and to anyone making an original VN, I would certainly recommend it over anything I can offer!)
I like your idea of encouraging people to share graphical resources. Do you think perhaps if another upload/download section were added to the website for that purpose, it would get used? Maybe more links to where resources can be found could be added as well; I actually know of lots, but it didn't occur to me to add links for them.
I also tend to agree that more content would get finished if authors don't feel they need to create something grand. Actually, that was the reason for the addition of "hyper" affection build types; how can we encourage their usage? I'm open to further ideas if they're practical.
Dungeon Crawlers
I might only be speaking for myself, but what I like to see from a dungeon crawler, or any game with an emphasis on exploration, is map movement and combat integrated.
Your typical JRPG has you moving around a map when boom! A sudden enemy encounter whisks you away to a completely different scene in which you must fight each and every enemy to the death right then and there. Either that or try your luck with some form of an "Escape" menu option, which, on failure, ends up wasting your turn--and your time. After it's over and you've waited for your character to finish a silly victory animation, you are at last returned to the map scene where you must now attempt to remember what the hell you were doing at the time that battle scene rudely interrupted your exploration.
Segregating map movement from combat breaks the flow of things in ways I don't care for.
Here's some examples of integrated movement and combat:
- Action RPGs, obviously, including 3D games like Elder Scrolls as well as 2D ones like Gauntlet.
- RPGs that are made to appear like action RPGs but actually aren't, such as Dragon Age and FF12. (It's in real-time but it's not so much about hand-eye coordination)
- Diablo, roguelikes, and single-person-party turn-based crawlers.
- First person adventure/RPG hybrids, including point-and-click fare, can sometimes accommodate this.
- Tactical RPGs (although adapting one to a dungeon crawler might be tricky)
I have a preference for any of the above over any system inspired by Dragon Quest. not that I don't respect Dragon Quest
Your typical JRPG has you moving around a map when boom! A sudden enemy encounter whisks you away to a completely different scene in which you must fight each and every enemy to the death right then and there. Either that or try your luck with some form of an "Escape" menu option, which, on failure, ends up wasting your turn--and your time. After it's over and you've waited for your character to finish a silly victory animation, you are at last returned to the map scene where you must now attempt to remember what the hell you were doing at the time that battle scene rudely interrupted your exploration.
Segregating map movement from combat breaks the flow of things in ways I don't care for.
Here's some examples of integrated movement and combat:
- Action RPGs, obviously, including 3D games like Elder Scrolls as well as 2D ones like Gauntlet.
- RPGs that are made to appear like action RPGs but actually aren't, such as Dragon Age and FF12. (It's in real-time but it's not so much about hand-eye coordination)
- Diablo, roguelikes, and single-person-party turn-based crawlers.
- First person adventure/RPG hybrids, including point-and-click fare, can sometimes accommodate this.
- Tactical RPGs (although adapting one to a dungeon crawler might be tricky)
I have a preference for any of the above over any system inspired by Dragon Quest. not that I don't respect Dragon Quest
Heartache 101 ~Sour into Sweet~
Oh, it's totally understandable that not everyone finishes their content or even cares about making it public. (Also, I made several dozen stepfiles for Stepmania and never bothered to publicly release a single one!)
I was thinking more of the challenge of reaching the target audience. Datesims are just so incredibly niche that there is no obvious place you can go to find the fans of this genre, excepting perhaps Flash games. I mean, Rpgmaker.net is practically the only community where the game is even known, and the game isn't even an RPG!
I think that datesim enthusiasts are out there, but until I have a better idea how to reach them I'm hesitant to make another game like this.
(Well, I do think including GxB support would grow the audience somewhat, but there prob'ly wouldn't be much overlap between those interested in male chars and those interested in female chars)
I was thinking more of the challenge of reaching the target audience. Datesims are just so incredibly niche that there is no obvious place you can go to find the fans of this genre, excepting perhaps Flash games. I mean, Rpgmaker.net is practically the only community where the game is even known, and the game isn't even an RPG!
I think that datesim enthusiasts are out there, but until I have a better idea how to reach them I'm hesitant to make another game like this.
(Well, I do think including GxB support would grow the audience somewhat, but there prob'ly wouldn't be much overlap between those interested in male chars and those interested in female chars)
Heartache 101 ~Sour into Sweet~
You get the generic ending with Lovesick, too, if you haven't completed a character route.
Sequel...I'd like to make one, but only if I can figure a way to attract more users to create content.
Sequel...I'd like to make one, but only if I can figure a way to attract more users to create content.
Looking for tilesets for corporate office with big background window + a seperate balcony scene
Would something like this work for you?
It's the third tileset listed in the XP section of Umidori's site, UD COBO.
And I wouldn't get in the habit of using VX sprites with XP. If they're RTP-based I think you can't legally use them anyway.

It's the third tileset listed in the XP section of Umidori's site, UD COBO.
And I wouldn't get in the habit of using VX sprites with XP. If they're RTP-based I think you can't legally use them anyway.













