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About InvertMouse

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  • Birthday 03/21/86

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  1. Thanks for the responses !
  2. Hi there . I was inspired by shortaporty's thread here: https://www.reddit.com/r/visualnovels/comments/6h4iqe/patreon_and_its_role_in_western_vn_development/ Let's say your favorite studio starts a Patreon account. What sort of rewards would you want to see? The default list I can think of: 1) Behind the scenes development process 2) Rewards like wallpapers/avatars 3) Early access In my case, I love Stage Nana because they made Narcissu and Ame no Marginal. Cool, okay, I would support them. I want to think about item three first. Even if they made, say a AAA-budget Narcissu sequel, I would rather see it in one go when it is complete and not have my impression be tainted by seeing the game in its rough stages. Also, why am I paying to become their tester? I would, of course, love to have 1) and 2) at least. The thing is, I imagine a studio would want to make those available for free, since it helps with promotion. That said, you can always have some wallpapers/avatars be available to everyone, then have exclusives for patrons. What would be some reward ideas that are more fun and creative? With Patreon, you need a lot of backers to make it worthwhile. Otherwise, you need to sink production hours every month to deliver the rewards. I can't imagine being able to offer anything substantial, since that would affect how much time you can spend on the game you are trying to make. Thank you .
  3. Hey Silvz! Long time no talk 😎. The blur is up to personal preference and is on purpose. Players will get to see each background on its own during the game, of course. The characters and CGs are done by the same artist.
  4. Hi everyone . Thank you again for giving me permission to share my blog posts here (after our discussion about my struggles with Unhack 2). I recently posted an article about my background development process in The Last Birdling: I hate promos, so I would like to make this thread about visual novels in general. These days, in professional works, beautiful background art is more or less assumed. That said, are there any VNs with backdrops that stand out to you? As mentioned in the post, I found the city nightscape in the Starcraft VN to be particularly memorable. I am always on the search for inspiration, so happy to hear about any games you have played that come to mind. Thank you !
  5. Thanks for your thoughts !
  6. Backgrounds are sometimes overlooked when we play visual novels. I for one am guilty of this, so today I would like to, well, I guess you can say repent. When you have multiple illustrators, there is always a chance your art styles will clash. The easiest solution, of course, would be to feature a single artist in your project. In reality, however, other concerns come into play. Schedules, motivation, workload—there are many factors to juggle. In The Last Birdling, I have opted for a relatively safe route. That is, to feature different artists for the backgrounds and characters. Since these elements are quite separate, it makes clashes less likely. Tooaya is The Last Birdling’s artist, while Juliestorybored is our background illustrator. As the assets trickled in, we first put together a test to make sure the elements fit: Lighting changes based on the time of day, so we must have all our bases covered: Once the test is complete, we can proceed with production: I prefer not to use language like “my team” or “my artist”. Once someone joins the team, we are in this together. When it was time to design Tayo’s village, Julia took the lead and did a great job: The Last Birdling has been in production for two years. During that time, I often study other visual novels for inspiration. The Starcraft VN caught my interest back when it first released. I was particularly awestruck by the city nightscape that animated into place: My previous project, Cursed Sight, featured backgrounds painted by the talented Tooaya. However, none of them animated during the game: As I learn from other creators, I apply those lessons into future projects. In The Last Birdling, I have coded CGs and backgrounds that contain parallax animations, which work especially well for long distance shots: Sometimes I am tempted to say my ideas are my own. If I ever claim that in the future, you can call me out for being a liar. I am a fan as much as anyone, so I will always be a student first. Thank you for reading!
  7. During a garage clean up the other week, I found this gem from the year 2000: Sakura Taisen was a hit back in the late 90s. You know the magazine NewType? It has been around since then, and I recall so many issues with Sakura or other members of the cast on the cover. Sega, of course, made the most of its popularity with countless merch and spin-offs. This Gameboy spinoff is different from the console versions. It is about raising stats, there are mini-games, and combat takes more of a backseat. Though Sega has released so many spinoffs (card games, puzzle games and the like), it is nice to see they made an effort and didn’t simply pump out lazy ports. But here is the relic that made me smile: This is the companion “Pocket Sakura”. Tamagotchi was a big thing at the time (as my primary school teacher said, “You can’t bring those digital watches into school!”), and you can see the result right here. The Pocket Sakura connects with the Gameboy via infrared, and you use it to exchange data with the cartridge. Unfortunately, I have never owned a Gameboy Color! Thank goodness we are in the YouTube era, and Erica Griffin has put together this awesome review: https://www.youtube.com/watch?v=moJ4M6Gfy5I Honestly, I cannot even recall the last time I have put a battery into anything. The 90s and early 2000s will always bring back great memories for me. Do we have companion gadgets like these in visual novels today? I played through Mass Effect Andromeda recently, and that game comes with an app that you can download to send troops on missions via your phone. It might be fun to see that explored in visual novels. I am not aware of any titles that make use of this, but if there are, I would love to know about them. Do you think that is a cool idea, or is it just a gimmick? Thank you!
  8. Hi everyone . Well, one thing is for certain--we're all going to die someday. As some of you know, my dad passed away around six months ago, so this topic has been on my mind. I wonder how regularly people think about it, because I often do, and I find it heaps scary. See, I'm someone who tends to get stuck in the past. Let's say I often take walks around a certain city block. It's so sad to think someday, I'll never be able to do that again, and the world will continue to spin anyway. When my dad died, the world had changed forever from my perspective, yet when I walked to the shops next door, I looked around and realized oh, no one cares. If we're talking about the universe, I guess our entire race is hardly worth a footnote. Then there's the thing about what happens when you die. Do you become a ghost, is there a next life, or do you cease to exist? The last option is scary. It sounds kind of silly, but even the simple things I enjoy like gaming will be gone. Let's say Persona 17 comes out, but I won't even exist anymore to play it. That's sad. There's this Face App on mobile devices that lets you see how you'll look when you get old. I hung out with some friends the other night, and we messed around with that app a bit. The gender swap function is funny, but there's something sad about the aging one. It's a shock when the change is sudden, but when it's gradual like in real life, maybe it's okay. I'm in my 30s now, and if I look at photos of me in my teens, I'm sure I look different, even if I can't tell just from memory. The other week, I found some old photos of my dad in the garage, and I thought wow, I guess we were all young once. Hopefully when I'm old and dying, I'll be able to smile rather than complain all day about regrets. I've heard when your time is near, your brain will release whatever chemicals are needed to ease you through the process. Not smart enough to know the details, but it's a comforting thought. Then again, I've also heard we may be able to upload our consciousness onto machines in the future, so see you in cyberspace . Thank you !
  9. http://www.animemaru.com/winged-cloud-announces-sakura-sellout-visual-novel/ AND NOW I RUN AWAY
  10. Thanks for the insightful responses everyone
  11. I read a post on I think GameFAQs the other day. “Persona 5 is overrated because it has no replay value.” I for one am loving P5 right now, going for the Futaba route if you care to know. P5 is apparently a 100-hour game? If so, with so many games on the list, I will only be able to do one playthrough either way. That aside, does Persona 5 indeed lack replay value? At first, I thought yeah, maybe. The palaces are linear (which I in fact prefer), and the story is quite directed. Then I thought, well, I am on my third playthrough for Doom 4, so how is that a fair comparison? When you love a game, you will create your own fun. In Final Fantasy, we had those single character runs. For Doom, I might go okay, this time I will stick to one of the two possible mods for each weapon. Perhaps a zero upgrades run. On the other hand, if the gameplay is boring, no amount of design effort will make someone come back. For Persona 5, maybe on a second playthrough, I will stick with a different cast of characters. Let me romance this person now. Play it on hard. I will go with these Personas instead. There is always a way. Where did this idea of replayability come from, anyway? I recall having Ninja Gaiden on the Gameboy. The game was probably like 50 bucks back then. It is linear, and you can finish all five levels in a couple of hours. That would not be acceptable nowadays, but I still hold that game in high regard. Recently, many designers have used the random generation approach. I am with the side that dislikes this idea, because I would rather play levels that are handcrafted. Someday, AI may become intelligent enough to be “creative”, but for now, randomly generated dungeons usually feel like haphazard mishmashes. There are of course exceptions like Spelunky. What about visual novels, then? If there are multiple routes, does that count as replayable? Well, if there is a true ending, I might say no, since of those routes will merge back into the same conclusion. Can you also invent your own fun if a VN contains no gameplay? Does it even matter? I have played through Narcissu 1 and 2 at least three times each. Those are as linear as they get, but I love the story, and that overrules all logic. In the end, I dig Persona 5’s approach. Story/gameplay that is tightly designed, with variations throughout (different Personas, romantic interests etc) for replayability if you happen to love the game. When we force a game to be replayable at its core, often it becomes lifeless. If we instead insert possibilities and let gamers invent their own rules, that to me is golden. Thank you for reading! Happy to hear your thoughts .
  12. Finally someone who understands how to create real art
  13. Just saw it trending on Twitter: https://twitter.com/hashtag/ToHeart20周年?src=hash I missed out on this series back in the days, so happy to hear any memories and thoughts on the franchise, especially the original game for those who have played it. Maybe this is a good excuse to open the game up again ?