![]() I've had some insider knowledge on 4 games to varying degrees, and one of them saw a drop of several hundred dollars in their Patreon monthly income when their mobile release got too much for older mobile devices to handle. I'm not just throwing out an opinion here, I'm saying what I've seen first-hand. Since mobile players of RenPy games are common and vocal, it can alienate a large portion of a dev's customers if their mobile ports (official or otherwise) are too hefty and then present a lot of complaints.Ĭlick to expand.You seem to be overlooking the part where I said "too hefty." The problem with animations in RenPy is that they can be very heavy and really inflate the game's size. It's somehow evocative of the messy textures in the original game while elevating the aesthetic to being more finished-looking and intentional in a way that's subjectively better than the actual LiS remasters and sequels did it. I just really like the handpainted stylized look here and would like to see more. His Twitter is the exact same kind of dead. I can see he hasn't updated Patreon in almost a year and a half and one of his last posts was about the next release of SN coming soon™ and that's probably hurt his rep under this name, but does anyone suspect any other artists of being a pseudonym or whatever. I can understand if this project was too much work for one person but I think he'd still have done well just making still renders and animated loops in this style. Does anyone know if LocJaw is making any other content anywhere? They likely won't avoid animations completely because the tag is a selling point.īack on the topic of this particular game though. Best to keep animations reserved for big moments or as low frame loops and frame swaps. ![]() ![]() just raises the potential for more work and slower releases. Smart devs will avoid too many animations in a RenPy project entirely because they expect the mobile market to come into play and a separate build with extra compression on images etc. ![]() Since mobile players of RenPy games are common and vocal, it can alienate a large portion of a dev's customers if their mobile ports (official or otherwise) are too hefty and then present a lot of complaints. This game and Offcuts probably should of been made in Unity rather than Renpy.Ĭlick to expand.The problem with animations in RenPy is that they can be very heavy and really inflate the game's size. If you got 3D models then just import them into Unity so you can actually animate models instead of having to create basically stop motion animation in Renpy. Then there are some games that have lots of animations or use 3D models and I no have idea why they decided to use Renpy instead of Unity. And yes I know there is a Renpy port of the game. The original Rick and Morty game Away Home or whatever it's called is a perfect example of a game that should of been made in Renpy instead of Unity. If you are making a animation heavy game and using 3D models then make it in Unity. That is the thing that infuriates me about VN creators, if you are going to make 2D game that is dialogue heavy with basically no animations and 3D models then make it in Renpy. Renpy has good dialogue and save game mechanics but is terrible animations and 3D models. wich is a sad point compared to DAZ.īut again, both engine are complete opposite.Unity is good for 3D models and animations, but has terrible dialogue controls and save game mechanics. and soo it limit the engine to pre-craeted models ripped from games and else. you can create your own models, but its a entire big log put in the ass to do them. Main black point with SFM is the models themself. They are some extremly talented peoples using SFM, i bet they can make great games if they wanted to put more into a game than static or gif webm animation loop. Honestly, i m curious to see when another game created with SFM will pop out you cant compare this with a DAZ game for exempl, wich made things unfair where DAZ put on models details for static renders, and SFM put on animations fluidity and FX effects. and soo obviously fit perfectly with the original game style.Īnimations are great, cant make better ( or a bit more with training ), reason is the SFM itself, wich IS an engine created specifically for animations.Īgain, i dont say that to put down the game, its great stuff in here. most model use original game head and textures, put on a mixed DAZ V4 body combined via blender or else.). including nude model that are not nude at base. Graphism are from the original game ( everything is ripped off of original game, like any things in SFM ( yes, even the "so supposed" custom models made by some peoples (pretending) from scratch are ripped off models and slighty modified via blender or else. but just want to point things out for some peoples who didnt know.
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