Planet EVN - English Visual Novels

May 16, 2012

MoaCube » News

Halfway there!

Today, I implemented the 37th scene out of the remaining 73, which means we’re almost exactly halfway through this final countdown. It’s exciting to finally see the light at the end of the tunnel!

 

Co-working on Cinders

One of the co-working sessions with the writers

 

As more content gets implemented, testing it all becomes an issue. The more we can get done while working on the remaining scenes, the sooner we can release the game. We spent some time with Gracjana in the past few days, doing an improvement pass, but we could use some help.

 

If you are one of the pre-order owners and would like to lend us a hand with finding bugs and typos, fire up an email my way and I’ll hook you up with the test build.

 

The rest can still follow our progress on my Twitter and our Facebook page.

by TeeGee at May 16, 2012 05:31 PM

May 14, 2012

Dischan Devblog

Backdrop Tutorial

Hi, Doomfest here. I am the lead artist for Dischan. In this tutorial, I will run through the process of how a backdrop is created. It deals mostly with workflow and assumes you are fluent in Photoshop,  but I imagine bits and pieces are easily applied to most digital drawing programs. The background used is the room from Juniper’s Knot, and it has day / late afternoon / night variations, as well as plenty of bleed so the image slide around in-engine. Since it’s a visual novel backdrop, there are some steps that are only relevant to visual novels. This tutorial is quite lengthy (and I didn’t want to flood the blog’s index page), so hit the jump to get started!

Part One: Setup

First, set a canvas and use guides to indicate where the bleed starts. There are many ways to do this, but one way is to:

  • make a 16:9 inch background (if the visual novel is 16:9),
  • set view > snap > on and view > snap > document bounds
  • set horizontal / vertical guides at the edges
  • expand the canvas

The guides give a general idea of the picture plane of the game window without panning, which helps with making it look good without the bleed. Sometimes a composition looks wonky without seeing the bleed as well, and when I realize that it looks wonky with the crop, it’s too late. And not all of the image can be shown at once because the it has to slide around.

On a new layer, select the picture plane, select the inverse from that, then fill it with a color so that you can see how it looks without the bleed.

Next, draw the rectangle that will encompass the edges of the picture plane. I either brush it or draw it with the rectangle tool then give the layer a stroke and 0% fill, as shown here.

Next, scale down the rectangle proportionately.* I  did: edit > free transform and checked the chain links between the width/height fields near the top of the Photoshop window to keep it the same ratio. The smaller resolution makes it faster to work with (more efficient for the beginning stages of an image), and a bigger surface helps with drawing stuff near the edges of the picture plane or outside of it. It will be scaled up again later before finishing to add detail and make it not look blurry at full resolution.

*This might not be an option depending on the backdrop, so in that case, extending the canvas further and zooming out is preferred.

Part Two: Drawing

(Tip: Shift+Drag makes straight horizontal or vertical lines with brush tools in Photoshop.) On a new layer, Set the horizon line for the image. Since it’s for a visual novel, placing the horizon line too far from the center would make it look like the camera is looking up or down too much, which looks weird.

Set the main vanishing points with intersecting vertical lines, then using the vanishing points, draw the basic shape of a big element or two that will help align everything else later.

Diagonals have their own vanishing points. Sometimes it’s easier to use the pen tool to figure these out.

Keep using the vanishing points to draw more and more details, going from big -> small generally. I also slid the entire drawing around a bit to try to get a better composition, a luxury not available to traditional media.

Time to color the image. For this backdrop, I used something similar to a first values (under line drawing) and then color pass method. In addition, I:

  • selected the small picture plane
  • inverted the selection
  • filled the new selection in a new layer to make the area around the picture plane a neutral color.

Doing so helps remove color bias from the strong white background color and helps ensure the visible part of the image in-engine looks good without the rest of the backdrop. Also, the lines from before are now set to multiply and with the pixel transparency locked, filled with a medium color.

Scale up the image back to its’ original size proportionately.

I decided to extend the bleed area more here. To do this:

  • Make sure the background color in the color picker is the same color of the background layer
  • Either:
    • image > canvas size or
    • drag across the entire canvas with the crop tool, then extend past the current canvas.

Paint in the rest of the values in the bleed.

I did some color tweaking with Curves and Hue/Saturation here. Basically, I just boosted the contrast a little and made the lighter pixels warmer and the darker colors cooler. The same can be achieved with a Brightness / Contrast adjustment in conjunction with a Color Balance adjustment, but Curves gives me a lot more control. Hue / Saturation was placed under Curves because adjusting color channels in Curves or Color Balance tends to over saturate some pixels when there is some color on it already.

Here, I paint in some colors on an Overlay layer above the values. Colors chosen will not look exactly like the color once it’s painted on the layer. Overlay does something similar to Screen or Dodge for lighter pixels and Burn or Multiply for darker pixels, but I like the way it looks. Somewhere in the middle of the color picker, it does something similar to the Hue or Color blending mode.

Next, finish up the image with an overpainting on a layer above the lineart to clean up things and add details. I also toggled the bleed hiding layer to focus on the picture plane first – this part is visible for much longer than the other areas, so it makes sense that it gets a little more polish than the surrounding areas. Everything could just be polished to every single dead leaf in the ground, but that would take too long.

Then, turn off the bleed hiding layer and overpaint the rest of the image.

Part 3: Post-Process for Time-of-Day Variations

Usually, adjustments alone will get 50%-90% to a satisfying result for a variation. The rest might need to be painted over with blending modes and/or overpainting. This part differs wildly depending on the image, but in this particular case, the following adjustments worked for me. Don’t forget to make new layers and/or files for these!

To make a late afternoon variation, use a Hue / Saturation adjustment to drop down the saturation a bit and raise the contrast with Levels, Brightness / Contrast, or Curves (my preferred adjustment). In addition, use a Photo Filter adjustment with a Warming Filter preset.

To make a night variation, use a Curves, Levels or Brightness / Contrast to drop the brighter parts of the image to darker levels, lower the contrast if necessary, and add a Photo Filter adjustment with a Cooling Filter preset. In addition, I had to use a Hue / Saturation adjustment because the previous two adjustments oversaturated the image.

In this case, the sky and its’ light cast on the ground was too bright even with the adjustments, so I painted on a Multiply layer above with some blue-purplish tone to drop the brightness of the sky down, then overpainted the sky to give it the same texture and tweak little things, like the highlight on the broken wood panels. Stars were also added on a separate layer.

And that’s it, all the variations are done. (Preferably on new layers and/or files.) Of course, this isn’t the only way to do things, but it’s one of my favorite ways to draw a backdrop. Now go draw some environments!

Finished Backdrop

by Doomfest at May 14, 2012 10:43 AM

Tatami Visual Arts

We've moved!

Hello there!

 

So much time has passed since my last update, hasn't it? Well there was a reason for it and the waiting time will be worth it, since this post has all kinds of juicy news!

 

First and foremost, Tatami Visual Arts is going to change his adress! Frow now on you'll be able to find our new home at:

 

http://tatamivisual.wordpress.com/

 

Head over and check it out! It's still undergoing some changes but it's completely usable.

 

Why this change? As a natural step and in order to improve the quality of the website I felt that the time was right for this change. Altough this post is being made in both sites, in the future we are permanently moving to that adress, so please bookmark our new home on your browsers!^^

 

Well now that the cat is out of the bag is time for more game related news!

 

I've been trying to avoid posting any related news for the couple of weeks since I wanted them to correspond with the new website launch. I wanted to touch two particular subjects:

 

First one is that Hope~ might have more in store that you already knew! Anybody mentioned... a new character??!

 

W-what?! Who is this?! I don't seem him in the original lineup!! What kind of sorcery...

 

That's right, there might be more surprises in store on this chapter for the full game. No there are no more heroines/major characters planned besides the ones you've seen in the original concept sketch, but there might be some more minor characters additions. I'll shed more light on the subject on a future dev post, in the meanwhile a big thanks to my great friend Kanta-kun and his envolvement on this particular chapter, this is only possible due to his hard(and great) work!

And finally the one I think it will be the major news in this newspost. There is going to be a Hope~ Demo in the following weeks to come!!!! That's right! You are not misreading it. Why now and such ahead of schedule you might ask?

 

I feel that the time is right for bringing out a demo for Hope~. It will not reflect the final state of the game, the content might even be subject to large changes, but this will allow me to show that work is actually being put forth to it and to collect that so very important feedback from you, the fans!

 

So keep checking our site, twitter and facebook for those super juicy news and release date on the demo!

 

For me that's it! And out!

 

-Takanashi

by Takanashi at May 14, 2012 12:45 AM

May 13, 2012

Aurora Fall

( 9 / 35 ) : Transfer Teacher

After discussing Milk Swim, this is another Original 22 explanation, for the sixth work, Transfer Teacher. Please note however, that the below text contains spoilers for Transfer Teacher (first section) and for other Original 22 works in the second “Connections to other Original 22 works” section.

Happiness

The premise of Transfer Teacher is that whenever Han is close to the new teacher Hiroka, he forgets all about the existence of his girlfriend Lai. However, his love for Lai is never threatened by Hiroka, despite the fact that he has a good connecion with her (Hiroka). The story and its partially comedic style is not there to undermine or question their love, it’s there to create the threat of losing happiness.

- [...] I have no feelings towards the teacher. It’s only this effect.
I try to console her.
- But why me? Why does this woman have to take away my happiness?
- No, she isn’t…
- Because I see unhappiness all around. Many of my friends, they are just unhappy. [...]

Of course, Lai assumes when she talks about her friends, but her statements represent bias and emotions which are directed at the threat to her happiness. She knows that her love for Han (and his love for her) is a part of her happiness – without her love, she would not have her happiness, but it’s not only love she is afraid to lose, because as shown in the second part of the story where Han and Lai have a series of banal conversations and moments, it is these moments which result from the scope and depth of their entire relationship that represent happiness as the fulfillment of an individual through the existence and relationship to another one.

The physical presence is especially underlined in this story (represented by the premise that physical proximity alters Han’s perception and memory), and its importance stressed by the ending, where a handshake (physical act) between Hiroka and Lai mysteriously destroys Hiroka’s effect on Han. Their trip outside of town just before that moment is meant to symbolize that physical closeness is the only guarantee of permanence in love. This is, however, not to be interpreted to say that “people who are physically together are more likely to remain a love couple”. This is to say that physical closeness is the only true way to make negative emotions go away.

Connections to other Original 22 works

Physical closeness is present in Aurora Fall, where one of the women symbolizes happiness for Adrian, shown through the (once again) mundane moments of their existence experienced together and in close physical proximity. Because of the nature of that relationship, it’s also the only way Adrian can find happiness with her, though not a romantic one. Physical closeness is also present as a theme in Anthridercynantide, where Olivier and Isabella feel an intangible bond together without love which has been wiped away with their memories.

It can also be seen in Ori, Ochi, Onoe. Here, physical closeness is the remaining element of a relationship that Yoshiyuki once had with Ochi, and Yoskiyuki copes with that being the only connection he has with her (Ochi).


aurorafall

by mikey at May 13, 2012 06:07 AM

HellPanda Studios Developmental Blog

Editing… or is it a miracle?

I’ve been trudging away at editing, and I recently checked the stats. I’ve been editing, but I haven’t been writing (although I really wish I had been, since writing is sooo much more fun…)

Before I started editing, Eternal Memories had 52,116 words and about 8.8 words per screen… but now…

Statistics:

The game contains 5,724 screens of dialogue.
These screens contain a total of 54,062 words,
for an average of 9.4 words per screen.
The game contains 28 menus.

That’s right. Up almost 2,000 words and 0.6 words per screen… and I’m a little under halfway done with the editing. It does feel good, thank you.

In terms of other news, I recently found that I was on my 99th tweet on Twitter. I have no intention of wasting my 100th tweet on something unimportant, so when I make that tweet, it will be on something big. Unfortunately, that means that I’m not going to be tweeting for quite a while… OTL

 

by admin at May 13, 2012 06:05 AM

May 12, 2012

Katawa Shoujo Dev Blog

Katawa Shoujo at Comitia 100


 I totally missed this by a week, but thought I'd mention it anyway. Our ever active Japanese friends attended the Comitia100 doujin event last weekend. The venue was packed with 5000 doujin circles and a throng of visitors, many of who picked up the 冬至 - Midwinter artbook for themselves. Once again a successful event for us.

In other news, progress on the Japanese translation (and others, I trust) is steady, while the main dev team has been gathering their strength over the spring. Hope everyone will have a great summer!

- Aura

» Discuss this post on the forums

by Katawa Shoujo (noreply@blogger.com) at May 12, 2012 11:02 PM

Dai-Sukima Dan Blog - Home of Eastern Starlight Romance

TM Database

Hi folks, we’ve started working on Chapter 2 of Touhou Mecha. However, alongside that we’ve also been working on a few extras that’ll show up when we release Chapter 2.

The Music Room and CG Gallery are obligatory for the Visual Novel format, so no surprise there. However, one other thing that’ll make an appearance is the Touhou Mecha Database. It contains information on the various mecha, characters and terminology that appear in the story; some of it is a recap, and some of it is information that wouldn’t fit into the story, such as performance stats and equipment info for all the mecha.

We hope it makes for a richer experience all around. We have a preview video of this new feature up:


TM Database preview

by Graph at May 12, 2012 04:52 PM

May 11, 2012

Winter Wolves

The relax week

As you know if you follow me on twitter, after Loren RPG release I decided to take a break for a week. Break from coding, but not really a total break from work :) During this week both good and bad things happened:

Good things

In the first week of release, Loren is the best selling game I’ve ever made. However I must not forget that it is also the most expensive and the one that took most time, so I haven’t even recovered costs yet, and sales are starting to decrease already (that’s normal).

Of course, just a week means nothing, will have to wait at least one month or perhaps 2-3 to judge better, but so far the early results are somewhat reassuring and I don’t exclude the possibility of making more deep RPGs like this one in future.

We’ve started working already on the expansion that should be out sometimes in the next 2-3 months, depending how much content we decide to put in it :)

Also, the press release outcome wasn’t bad as I thought: I said last week that my PR was mostly ignored. Luckily, I spoke with a veteran indie, Chris of Arcengames, who enlightened me about how PR actually works. It’s uncommon, if not very rare, to get press coverage for a game after just one PR. You need to chase journalists, send follows up, and so on. He stated it’s a marathon, not a sprint.

So I followed his advice and sent some review codes to some journalists, and while I cannot be sure when they’ll do it, they said will review the game. This include two of the biggest review sites online, so if a review appears in those sites that would be pretty good :)

I made good progresses also in the other games. I got new texts for Queen Of Thieves, Roommates, Nicole. I got new art for Nicole and Planet Stronghold: Warzone. Below you can admire the Marada Knight, one of the new enemies:

Marada_knight

And this is Kurt from Nicole game, one of the 3 dateable boys:

Kurt

One last thing, curiously Bionic Heart is my best selling game on Android. I would have never thought about that, and while Android sales in general are very poor due to the rampant piracy, it’s interesting, since on desktops that game definitely doesn’t outsell Heileen or Spirited Heart.

Combined with the many ports of Flash games I’ve seen, I’m thinking that Android is a mostly male-dominated market, while iOS is more neutral or even more female oriented.

Bad things

Of course, also some bad things happened. First of all, I realized how wrong I was to commission a J-pop song for a RPG. Basically, lots of people don’t like Loren theme song, and even those who like it say that is out of place. I’ve now removed it from the main game menu (you can listen it in the credits screen) and I’m thinking to replace the trailer in the game page as well, since I’m quite sure it was hurting sales.

Even if I have already commissioned Heileen 3 song, I’m thinking won’t make theme songs anymore in future, since that money could be better spent in making the game bigger with more art or texts.

Another bad thing was the reaction of some people to the game art. I realized that as a straight male, I simply cannot understand if a female outfit is too skimpy/sexy, so from now on for the games that need to appeal both genders, or only female players, will ask the feedback of female friends.

Right now, the artist is redoing most sprites of Amber, the main character of Amber’s Magic Shop, because as my writer Aleema suggested, her outfit was completely wrong for an otome game! And beside Amber is supposed to be an alchemist and I haven’t seen one with such outfit in any game yet :D

Of course I plan also to have games with more adult themes, like Bionic Heart 2 will be. Lots of fanservice and sexy outfits, horror/mystery, betrayal and blood. Well, like most tv series airing on TV lately, no? ;)

May 11, 2012 11:05 AM

Studio Mugenjohncel

Rita Please Respond – An OELVN starring a cute girl with a Dick…

Now where should I start?… There is something… different about this OELVN… something different something so strange that you will be glued for a good 30 to 60 minutes or so despite the horrible art… The writing is so borderline retard and horribad. Yes, the writing, the story, the setting is so BAD it’s GOOD!!!… It makes Katawa Shoujo pretentious trying hard mediocre in comparison… the OELVN I’m talking about is Rita Please Respond… made by witch 2 !!AFElzTcxyLp and yes, this one is indeed born out of /jp/… 4chan’s most user friendly board currently being watched over by some of the most biased, vindictive moderation team who probably is compensating for their real life failures by imposing their tyrannical will at the said board and pretend they are someone important and famous at the expense of the poor /jp/ residents… (Yes, I’m talking about NSJ and Meido and a few select 4chan Mods who probably give moot a blowjob for a chance to become a mod)

But enough of that… Let’s go back to the OELVN… as I have stated earlier… this game is just plain… different…

OK… so the usual apocalyptic scenario…

Here it starts like a normal OELVN and gives you a setting… (See above screenshot)

At first I was… but then I was like… LOLWUT!?…

And just a screen later, it will throw every common sense out of the window in the most awesome manner… (See above screenshot)

Even the protagonist is different than the usual protagonist you found in the usual OELVN… for this is a girl… with a DICK! A rock solid throbbing dick that can only be eased by fapping to pixelated 2hu (Touhou) which we will not show here out of lewdness… Seriously, whoever wrote this did it with pure unrestrained passion and you usually achieve that by throwing common sense and worldly limitations and rules out of the window… again…

Choose wisely, this decision is a matter of life and death… no seriously, I’m not even kidding on this one…

Now the story itself is simple to follow and will make sense easily if you are very much familiar with the culture of the /jp/ board this project originated from but for someone who isn’t, some of the dialogues and text might appear cryptic…

But despite that, the borderline retarded setting is more than enough to sink you into their world…

This interface reminds me of… Ren’py…

Of course knowingly being a rushed project… as expected, they didn’t bother customizing the interface and that’s not much of a problem since the default Ren’py interface produced by the Ren’py engine is more than enough to handle the basic tasks to present what really is  important… though, it will share the same look as the other 200+ Ren’py games that uses the default scheme that gives it the distinctively Ren’py look…

One of the potential deterents of this rather Obscure yet Magnificent OELVN is the huge size of the distro which is hovering around 60MB and out of this… 40MB goes to the MP3′s

Anyway, better not spoiler too much… Uncle Mugen highly recommends this game and is giving it the prestigious highly sought after…

Give it a spin and download them here…

https://sites.google.com/site/witchfutari

“POOF” (Disappears)


mugenjohncelscreenshot0010screenshot0001screenshot0002screenshot0012screenshot0007screenshot0006Uncle Mugen Seal of Approval

by mugenjohncel at May 11, 2012 05:40 AM

CannonGirl Studios

May 10 – The Sound of Music

Hey folks, it’s Fab again with this week’s update!

So, over the past few weeks you have read our words and seen our art, which is all well and good, but today’s update brings with it a slight change. This week, we want to give your ears something to enjoy with some samples from our three fantastic musicians. Rather than ramble about the music for a paragraph, however, we’d rather just present what we have and keep the chit-chat to a minimum. Music is meant to be enjoyed, and we hope that you enjoy what you hear.

The tracks are by, in order, Doc_Jekyll, Frain, and Sh4d0w.

by Fab at May 11, 2012 01:00 AM

May 10, 2012

Bliss Stage Visual Novel

Fanime Convention and Voice Acting

We are working hard to get a public demo ready for Fanime. You can see the latest character art at out site www.blissstage.com and we are well underway with voice recording and should have some samples soon.

We’ll also be hosting a few panels at Fanime this year including:

Bliss Stage: Friday May 25th, 1pm-3pm in Panels 3

How to Make your Ren’py Game: Sunday May 27th, 1pm-2pm in SJCC Room C

More info soon along with those voice clips. Thanks for all your support.

Article source: http://www.kickstarter.com/projects/1041711353/bliss-stage-visual-novel/posts/224243

by AnarchCassius at May 10, 2012 04:23 AM