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Zodai

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Everything posted by Zodai

  1. I'll be sure to keep working through xD It's actually coming along well - Scene 10 is nearing completion, and we want to try and get something in-engine to help look for artists ^^
  2. Oi oi, I can't write that many H-scenes in such a short time ._.
  3. Does this mean I'm supposed to write an H-scene now? It would give me something to write while I hopelessly try to understand Japanese cuisine for my next scene.
  4. I'd hope they're doing well. It's good for things to turn out well between people ^^
  5. Hey, does anyone know the basics of Japanese dinner? Like, what types of dishes would be made for a small meal and how to prepare them? I need to write it for a scene but I can't digest the information through google >_<
  6. http://www.writingexcuses.com/ Your one-stop use for all your writing abilities! Beyond that though, I'd say he'd just end up being the same strength as the rest of the Majikoi cast. With no earth-ending danger to need super training for or any 'you must be this strong to find the dragonballs!' he'd end up above-average. Beyond that it makes him mesh more easily with the other characters.
  7. Oftentimes it could have to do with making the characters feel 'mature' while still appealing to a younger audience. You want them to feel like they're older but want to make sure they're still relatively young high schoolers who happen to be older than 18. If your protagonist is 30 years old he's going to be mature but he's not going to be relatable to the 18-something readers. Likewise if they still live with their parents they're not only going to usually be plotblockers but make the characters feel less mature to the reader. Filling out the details of every character's family as well is going to cause character bloat, which would in turn be an issue with how many art assets and spritesets you can create.
  8. Generally personality, along with character depth. At the very least they should feel deeper than your average anime character (A studio's attempt at appealing specifically to a waifu type often results in characters not deep enough to achieve it) and have the development or interpretation strength to back it up. As a personal preference I trend towards dandere and kuudere.
  9. I'm interested as well. The only qualm is that I jumped to putting my waifu in as a server before I noted the example in that they were pre-set.
  10. Confession: The undertale protagonist is kawaii af in all the fan content.
  11. The art is good, but the writing as shown in the KS videos doesn't come up to par by comparison - the pacing and tone feels like an exposition dump, to put it bluntly, on both the actual exposition dump and on the important scene. I'd suggest getting an editor and seeing if you can improve on it as soon as you can. That said, I wish you the best of luck o/
  12. This feels like a different problem than what Clephas' is describing. The one stated here is an issue with the plot interfering with the characters, where the themes and direction of the story's intentions take priority over the motivations of the characters. There's obviously a balance to be struck but if the reader can pick up on it (Either what you're describing or the other extreme of 'What's the point?' because they're so preoccupied with characters the plot loses coherency) there's obviously a flaw. As a writer though I can't actually tell how to use Clephas' comment about Minori games in a meaningful way. How would one work to improve upon this problem, I suppose?
  13. Start on the writing, since previous posts indicate you're a writer. If you have an idea you should start using what you have to bring it to life in at least a basic form. Get it to 10,000 words, then start looking for people who can help. Give yourself a month or two for the idea to develop.
  14. Reading Tae Kim multiple times is probably useful since that way you can cement all the nuances well. It's likely someone will miss a detail on their first reading. I'd say go through the whole thing twice, then go onto a VN. After that read it once a week or so along with the VN until you get a bit more in there if you're serious about getting this down.
  15. Tae Kim is the basic thing I use, along with text hooking. http://www.guidetojapanese.org/learn/ In order to get stuff like context and how pieces fit together you need a general grasp of stuff like grammar for it to make sense. So read through as much of Tae Kim as you can. After going through it a few times, try picking up an untranslated VN and going through the hooking process. There's full guides on here somewhere, but basically it grabs the text from the game and puts it through a dictionary translator of sorts to help you figure out the meaning. From there you'll be able to start recognizing some along the way while you read. I've been focusing on my writing so I haven't been able to do full-on for this, but once you manage to figure out basic grammar it should be easier to figure out meanings through context. Once you start getting some experience it can be easier to jump into more kanji-specific or concentrated methods. Using the language in and of itself is the most efficient method alongside memorization rather than memorization exclusively.
  16. From the second game, this looks like it will be more than a trilogy. I don't expect them to wrap this up in one more game. I expect five installments total optimally. With this it feels like we're about halfway there.
  17. The blog is a good source of specifics, and like I said before some recommendations of official stuff on the front page as well should be quite useful.
  18. Honestly, it's very difficult to sell someone on a new author w/o some example of their writing. Give us a sample to judge from because concepts are actually cheap. If you already have a complete story though, you should be able to find a team to get it done with more easiy. Just expect to be putting a lot of editing in as well, even if it's already out there in this form. If the writing itself impresses then the people you're looking for should be willing to have faith. What's your wordcount?
  19. Good luck o/ If you're a bit better by the time I finish the demo I'll try and send it out for feedback. Do your best!
  20. Confession: I have a Scene 10 in writing and the Sub-editor who's been reading it is away from Skype >.< Edit: Okay his internet is working now :DD
  21. Still sprites are also better at conveying information - since then you can distort the movement of time more effectively. Say if you end up having Nekopara's type of sprites in a more serious game - expressions and posture are exaggerated to place impact on the emotions conveyed, but with Nekopara's basic spritestyle (I'm going to call it simulated breathing) it looks as if the characters are literally waiting for you to finish reading while holding their pose so they can keep going. I might be stretching it a little far here but abstracting the movement of time in this case allows greater control of the passage of time through all reading speeds, whereas when you animate the sprites too heavily it makes the pacing feel distorted because of a lack of control over the flow of time. I would rather go for limited animation in important slow-paced scenes - ones high enough in importance that you can implement some form of an animation flourish into a particular scene's CG, rather than the sprites where the animation would overflow into something it doesn't fit. It's more important that it feels well and conveys what you're trying to convey than the raw technical level of the sprites.
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