![]() ![]() I'm saying that devs can't be as creative with their use of animations as maybe they want to be if they want to sell to the largest number of people possible. So the standard solution seems to be to just streamline, and if you want a mobile release the desktop version will suffer from the same restrictions for the dev's and the release schedule's convenience.Īgain, I'm not saying devs will completely ignore or avoid animations for the sake of their mobile player base because, as I said, the tag is too attractive to ditch them completely. I've also seen devs try to handle this by making a separate lighter weight version for mobile with more compressed images and foregoing the animations but by then they're basically working on two games at once and it slows them down. ![]() I've seen games that started out with excessive amounts of animation right down to idle animations on regular conversation parts that have had to retroactively go back and swap them all out with stills just because the android version can't handle them. Several hundred dollars might not seem a lot when you compare it to some of the big games but it was probably close to a quarter of everything that game was making at the time. a compressed version worked but it was a temp fix so changes had to be made going forward. There were a few mobile users that claimed the game still worked fine and it had playtested okay but there was a loud number of players saying the game wouldn't install or would blackscreen on launch etc. 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. Unity is good for 3D models and animations, but has terrible dialogue controls and save game mechanics.
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