April 9, 2011

Drawing of Wendy laying down

This year I've been trying to draw something every week.
Although it's been a rough beginning of the year 
with moving and an extremely cold winter temperature, 
I've been able to keep my word so far.

 Although sometimes
I have a tough time thinking up of what to draw.

April 8, 2011

Helena Plays Badminton


I saw a bunch of kids playing badminton and wondered
how the characters would handle light sports.

Helena is always calm and in control.

Recettear: FIN

早くもゲームを終えてしまった!
 :V gosh... so short lived.
I don't think I'll be playing the unlocked modes any time soon.
I spent a lot of (way too much) time playing this game... ugh.

April 3, 2011

Recettear

...so for the past 5 days I have been

It's.. It's market research, ok?!

Actually, this game really makes me want to play RO.
I made a very good merchant on that game (buying out cheap merchants then turning around to resell that item at slightly under the market price but still maintaining a profit margin)

I'm only on day 6 of the game, but so far I like what I've seen.
It's not a game I would plan on making, but it is still fun.

March 18, 2011

Long Time No Update

    I had once read in a very well written game-making blog that planning to make the game, brainstorming for the game, even drawing pictures for the game, is not making the damn game. I actually do spend a good bit of time planning to make the game, but when it boils down to the results I have to show for all the work I put in.. there's no work to be shown.

゜Д ゜Huh??!? But how could this be? 
How could I fill up 2 notebooks full of game-related text and pictures and still not get a game?

    Well, duh, because I don't actually make the game. I think about the game, and plan on making the game, but come each Friday, which is the day I've set aside 2-3 hours to work on the game... I don't work on the game. あれれ (・_・)

    It isn't that I don't want to make the game, or that I don't know what to do with the game. I've planned it and planned on planning it and planned on planning on planning it, so everything I need for the game is basically there -- the materials to make it, that is. I just don't have something... probably motivation, or resolve, to actually make the game.

    When it comes to drawing or even painting, the longest I usually have to work is about 2 weeks.. From the beginning I know exactly what I want at the end of my work, and I do everything I can to execute my idea and vision. But for game making, it's trickier, because I can't get that clear view of the entire project, because never at any point can you actually see all the work that is put into one game: It's just not possible. but if I focus too much on one point about the game, such as backgrounds, or characters, or writing, it's easy to lose focus as to what the final result is supposed to be like, and if the effort I'm putting into a certain aspect of the game is adequate or not.

... then again, all this ranting is again, not part of making the damn game but planning to make the damn game, so.... yes, I guess I have work to do tonight.

March 7, 2011

Pink Maid Becky

I'm trying to make a habit out of drawing request characters each Tuesday.

Each Tuesday, the drawing is streamed here:  http://www.livestream.com/skims
Below is a time-lapse of last week's stream.




February 22, 2011

Dark haired male & SD Sarah



A new freebie sprite for Novelty users.
This sprite can be downloaded here:
http://www.visualnovelty.com/forum/viewtopic.php?f=5&p=4581#p4581

Also:

Soon to be wandering around a desktop near you.

February 15, 2011

Freebie Sprite - Pregnat Peggy

This character can be downloaded to be used in Novelty here:

Please excuse the lack of updates as of these past few weeks. I've been pretty busy moving & getting used to (fixing) the new place, but the hope is that by March I'll be ready to rock and roll once again :)

But for now I'm sticking to making an effort to work on something game-related for a few hours per week, such as producing characters -- any character: one character each week. I think I may eventually start taking requests for characters, as I am bound to run out of (good) ideas.

January 17, 2011

Game(s) will resume development in February

as the title states.
I'm busy moving this month and won't have time to make progress in any games.
Oh, but before I had begun to move, I came to realize that allowing one of the main characters to fall asleep almost right away is a pretty bad idea (=will make for a plot that's pretty hard to continue.)

December 29, 2010

Nick and Kana in a bus

You heard her. She is Kana.
I'm only a dozen or so hours from being at demo-stage,
but it doesn't look like the demo will be ready by this year.
 

December 27, 2010

Prinn Set NVZ

This is Flonne's Disgaea-based original character, Prinn:

The commissioner gave permission for her to be used in games :)
Here is a novelty-compatible actor image set:

http://www.mediafire.com/?zh3wxqgxfx7c1m6

In order to use this sprite, the file must be extracted and copied into Novelty's Asset folder.
Here is a video on how to do so:
This video is available for viewing at sizes up to 1080p!

Don't forget to give Prinn a few hits in the gallery too!
http://skimlines.deviantart.com/art/Prinn-Emotions-15-190801113

December 21, 2010

Kana x 3, Oscar +1, Nick +1

Kana~chan 3 poses

Happy Kana is pretty cute.

Nick and Oscar, with two new expressions.
 I'm not super worried about Oscar 
since this will probably be the last scene he'll be in.

I'm still aiming for that 2010 demo release,
but I don't have any solid, day-by-day, plans.

December 15, 2010

Have a cutscene!

I've been trying to learn to use Novelty better.
you can now import Julia with three emotions on this thread:
http://www.visualnovelty.com/forum/viewtopic.php?f=11&t=681&p=3722
There's a little problem with white lines appearing on Julia's alternative emotions.

And a cutscene!
...that can't yet be explained.
I know have to change Oscar's face a little. 
He looks strangely ugly.

The wonderful STEIG STEIN.

I was projecting to have a 10 minute demo out by the end of this month,
but between the game addictions and cold weather..
...Well, we'll see.

December 8, 2010

Julia, Oscar, Nick, and sprite recycling

Three new sprites today.
The character on the right (Oscar) is a simple recolor & new clothes of Peter.
Nick's body is also slightly recycled from a previous sprite.

Looking okay in game.
I'm not really nuts about where Oscar's looking. 
I had better fix him.. hmm.

December 4, 2010

Three Day Block

Ahhhhhh what is an indie gamer to do??

I have finally started to draw the next two sprites I need for the side-game.

It was supposed to only take 5 hours but it ended up taking 3 days, because I bought a new hard drive and reinstalled a new OS and blah blah blah.

(Also, every time I went to go draw it, I would end up chatting on IRC or playing a computer game instead. Whoops.)

But finally, I am getting started:
You gotta do what you gotta do.

And they are done!

OH YES, and in the game!
Looking all right.
I was worried about black-hoodie's hands,
but it doesn't look so weird since it's covered up by the text box.

December 1, 2010

Nick pondering & old man sprite

Two new sprites for the side-game tonight.
Gosh.. dA comment was right. Old man's eyes are big.


Those filler backgrounds go along very well.

November 28, 2010

Sprites for a side-project..


Created two sprites tonight.

 They look okay on top of the filler background.

An important scene of this side game.
... when I have at least 20% of the game completed, 
then I'll blab some specifics about it :)

New links have been added on the right of the layout
"Other Games & Game Engines" -->

Would you like to be linked?
Please comment with a 150x50 banner
(or, I will visit your site and make one).

November 23, 2010

Slacking off



Whew.. It must be the weather or something, but I'm all out of it these days.

November 15, 2010

AGS

I pretty much spent whatever time I would had spent planning for Sa'ee this week learning how to use AGS.

November 7, 2010

Confessions - Considerations

    oo Even though I had set out to create a vnovel a few years ago, I am still pretty dreadful when it comes to the writing department. It really isn't that I cannot write well or that I have nothing to write, but it's that in sharp contrast to how efficiently I can draw, my writing is quite inefficient. Every story I start I restart at least a dozen times, and even then I'm left questioning whether or not that start is good enough. I think "maybe the plot needs to start earlier in the storyline than this" or "maybe I should just jump to the interesting parts of the story" and after hours and days of burning myself out thinking one of those two over and over, I just go back to drawing.. Heh.

    I think I would had become a fairly decent writer who is able to only include the things that are important to a story if I hadn't moved around so much, but I guess I sort of missed my window to learn the skills necessary to write well, so now I'm struggling to learn those skills the hard way using my frustratingly-hardened adult brain. At one point I did sort things that happened around me by the categories "interesting/funny" and "boring stuff" but these days I sort information by "important/money related" and "unimportant/not money related". Ever since that change has happened in my mind it's been super tough to write any stories because I feel urged to inject every story with an annoying amount of reality.

    I think for Sa'ee it doesn't need as much reality as I try to force it to have. While writing the stories I end up drawing entire town maps about what is where or family trees of every character, but I have a strong feeling that that kind of stuff is not useful for writing: it's just another way to escape writing. Or is it? Does the whole fiction world and reality factor need to be determined before a story can be written?

    One of the biggest problems I have with Sa'ee is that the setting for it and the audience are alien to each other. The game is basically based on late 90s Korea, while practically the entire audience is English speaking Americans. I can deal with the English-speaking part by writing the game in English and by giving the characters English names, but the alien school system and lack of issues important to teenaged Americans (pregnancy, driving, malls, jocks, braces, prom) is probably a little off-putting to a majority of the audience. I don't want folks who play this game to feel like the game is foreign and alien to them, but I don't want to make it so American that it is alien and foreign to me in return.

Which then leads me to wonder if I should just make this entire game in Korean, or if the game would still be significant if it was in Korean. I don't have strong desires to expand into the Korean vnovel field (what with it being practically nonexistent, after all, despite the fact that all the skills necessary to make a successful game are abundant) or to gain/find Korean-speaking fans. But as for the second part...

The game, as it is, loses a lot of its significance if I write it in Korean. Korea has lots of girls-only or boys-only public schools, and those schools converting to co-ed aren't all that uncommon either. The subject has probably been touched upon several dozen times in all kinds of media. But I don't think that significance of the game in the Korean culture necessarily means significance in American culture either. Even if the game was successful in Korean, it could be pretty uninteresting in English for Americans because each culture has its own thing that it finds interesting. I've designed the game assuming that the audience would be English-speaking Americans, so I don't think changing the entire language at this point would do any good. In fact, it's just another way to start over.

So... yes, lots of thoughts going through my mind, and very little writing getting done.
Even though I'm behind in writing, I will probably still draw&stream Tuesday, 7-9PM EST: http://www.livestream.com/skims


Happy Fall-back-one-hour Day, everyone.