Tuesday, November 1, 2016

Two monthes,

No I aint dead -__-

Anyhow, I finished two animations this month, putting me ahead of the usual paycheck to paycheck routine; So, I'll be spending the next two months working on one of the small games.

If I can finish and release that, then I'll be putting patreon animations aside more or less forever, and keep it more as an occasional thing.

My only goal right now is to have a clean slate, so that I can work on Noaika without making dumb financial compromises in the mean time. If I finish the first small project and it makes enough money, then I'll go straight to finishing Noaika, but if it doesn't then I'll finish one of the other small projects. I especially want to hire some musicians (know any violinists or flutists?) to play instruments for some songs, and potentially pay for CGs of all the enemies. Regardless of if I have a lot of money to work on it, the bulk of my time finishing Noaika will be working on the soundtrack and sound design.

I don't know where the re-releases of Kurovadis or Eroico will fit into any of this.
As far as Eroico is concerned, I may just put in the edited CGs and leave it at that, since it feels a little pointless to spend too much time on it. Changing such an old game takes almost as much time as working on a new one so it's probably better to focus on new stuff, as people have said.

Anyhow, that's about it.
Buy lumbar support for your chairs folks.



98 comments:

  1. Hey man, good luck with your things.

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  2. Dearly beloved: we are gathered today to pay tribute and demand refunds for Noai-
    *gets phone call that Kyrieru is still alive*
    Huh. Well, this is awkward... Who the crap did we throw in the casket? We assumed it was him because the corpse kept making a -__- face.

    Joking aside it is nice to hear you creating.

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  3. Sounds like a plan. Hope that when all of this is done, you will still keep that idea of an incremental Patreon game in your backlog :)

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  4. Disappointed. You should've stayed quiet.

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  5. Thanks for the update!

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  6. When you say you're looking for musicians, not sure if you're looking for people who qualify in those fields specifically, but if you're looking for people who use music programs and such in general, I'd say look up GeistBox. He does some pretty sick music and I'm pretty sure he can vary too.

    Edit: accidentally replied to someone else oops

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    1. Nah, I'm not looking for composers, just people to record instruments. I can already use Vsts for instruments, but I want something better for certain songs.

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    2. I see. I think he does that too anyway but might have to double check.

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    3. I've played violin since I was a kid (not professionally) but I would consider myself a well versed musician. Do you have any sheet music I could potentially check out?

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    4. I can't read or write sheet music, since what I know more or less just came from composing digitally.

      Other thing to keep in mind is that the person would have to have access to a good recording environment.

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    5. You can hire a recording studio if that were a problem. But wow, live music to accompany synth soundtrack? Last time I heard that was... Link Between Worlds I think.

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    6. I mean, I played guitar on both of my first games lol.
      I think it's pretty common to compliment vsts with real instruments, though violin is probably far less common than guitar, since guitar can be plugged into an audio interface.

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  7. Do you have the Nexus 2 plugin for your FL studio? I think they have a few flutes and some violins in their Hollywood expansion(s).

    Unless you're looking for an actual real composer, then just disregard this comment -_-.

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  8. I like how your first sentence virtually answers all concerns posted by people in your previous message. *grin*

    Since I don't pay monthly subscription here (unlike in Future Fragments) and my life does not revolve on just one indie porn game developer, I don't really mind how long it takes for this game to be released; I'll still monitor it and buy it when it becomes available.

    I find the disappointed commenters here awkward and weird, but hey, that's just who they are. Good luck, Kyrieru!

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  9. It's good to know that you're setting things straight for yourself.
    Stay strong and good luck.

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  10. See you in 2017 dude man.

    Lindsey Stirling is my favorite violinist. But she's kinda big time. You could try to reach out to Taylor Davis. She's on youtube. Check out her Attack on Titan song.

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  11. Oh no. It's sad for me since i was actually excited for the Eroico remake. I also expected additional monstergirls! I mean some people me included are really thirsty for these kind of games. I mean besides a game called FOBS and the ghost 'n goblins one, Erocio was actually the last one.

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  12. You really need a manager, dude. Or a partner. Someone to keep you focused. "Kyri Studios" sounds like it could be a thing. I like your shit, but everyone needs a left-brainer to complement the right.

    Anyway, in my completely uninformed opinion, you should rerelease Eroico with the minimum amount of effort possible.

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    Replies
    1. I gave up on porting it, which was taking forever. Instead I just took yesterday to replace the CGs with the edits I had done, and make some easy fixes.

      Today I'm fixing the animations, which will only take a day or two. The animations are a joke, and just adding a couple frames and making minor adjustments makes them a million times better. (the difference between any of the animations and the harpy animation, basically)

      Delete
  13. Looking forward to the rereleases and Noaika.
    Also couldn't help but notice in your most recent animation that the elbow gloves don't cover her hands?

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  14. Will I be able to buy eroico direct from you again and not through nutaku?

    I own eroico already but I'm gonna buy it again.

    You can't stop me from buying it gain, Kyrieru.

    You can't fucking stop meeeeeeeeeeee

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    Replies
    1. I'll still sell things through my site just like always. DLsite, Nutaku, and manga gamer are all basically for people who have never heard of me.

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    2. Awesome, waiting patiently for more stuff, keep kicking ass and ignoring the shitwad nay-sayers who haven't found this post yet.

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  15. Glad to hear your still Alive! I saw this and immediately thought of you http://i.imgur.com/Pu9lOf7.png

    Keep doing what you're doing. I really enjoy your work and I know its worth the wait, regardless of how long it takes. I just hope you don't end up pulling a Noaika with this small projects. ;)

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  16. Good luck with your projects! Definitely looking forward to buying another of your games, even if it's a small one!

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  17. FYI, Monster girl shit sells INCREDIBLY well if marketed.

    Check out monster girl island on patreon, the game looks like shit (animation wise) and was at like 15k a _month_ a few weeks ago.

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    Replies
    1. IMO that has more to do with it being a pov 3D game in english that has good models and promises no insultingly shitty attempt at gameplay. That's a lot rarer than a dime a dozen game riding MGQ's coattails, I think, but I mean I'm hardly an goddamned xxx economist.

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  18. Kyrieru are you still looking for a violinist? Have you looking at fiverr? You may want to take a look at this. https://www.fiverr.com/mariagrig/record-violin-for-your-track?context=advanced_search&context_type=rating&context_referrer=search_gigs&pckg_id=1&pos=2&funnel=db2a508f-c347-43d5-99fd-e3f75bfceb59

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  19. MATE! MATE! I would pay an arm and a leg for a Kurovadis remake! I still trip on its awesome, AWESOME soundtrack! :D

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  20. Small "games". plural.

    Are there pictures of any said games?

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    1. There are a couple gifs of a game-in-progress he linked in his recent DLsite interview.

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    2. I've posted screenshots of all of them at some point or another on this blog, but they're all old at this point.

      I'll be posting about them as I work on them, since I'm not really as worried about spoiling stuff as much as I am with Noaika. These ones are a bit more gamey.

      Delete
  21. You mentioned making sound effects on your twitter, and I'm really curious - how do you go about that? Where do you find your squishy noises, or your moans? D-do you make them yourself?

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    Replies
    1. As a rule I don't do anything involving my own body too much. For example, I wouldn't do moans, kissing, swallowing, (etc) myself, because I know that I wouldn't want to jerk off to sounds a guy is making. Anything character specific will be VA specific.

      Squishy noises are made using various objects. Then they can be pitched for different uses, or played layered with random variance to make it sound like different sounds each time.

      I Made a total of 170 H sounds yesterday.

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  22. Hey Ky! Happy to hear from you! = D Please don´t die on me! >~< I´m your biggest and best Fan 4-ever ; )

    Besides: You should give your Animation´s a Title because I actually Don´t know what they represent = (

    Specially that Girl with an Dragontail looks interesting but I would like to know who she is and where she is from = o

    Ps: When do you think you could upload something? Or at least post something? I wanna hear from you even if you didn´t did very much, this way I can be sure that you are (Lab) "Still Alive" XP ( I know it was a lame Joke) XD

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    Replies
    1. Hehe, thought it was a pretty good joke.

      Swing by his twitter or something. He shows signs of life there more often.

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    2. Hey Christin, be sure to check his patreon for info as well c:
      Here's a source-link to his patreon for the Pricilla animations, which are darksouls based.

      https://www.patreon.com/posts/pricilla-second-7043460

      Have a pleasant day!

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    3. But . . . but I do not have twitter = ( . . . How is it though? Is it worth signing in? = o

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    4. Twitter is my main feed so I'd be biased for that question. I follow a lot of japanese artists for the most part. The HGame developers like Kyrieru, Sour Jelly and Sakifox are bonuses.

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    5. What da ya mean by Bonus? = o And besides: Who is that Girl in the Animations? That Girl that has two Animations, the one with White Hair and a Tail = o I only know that there will be a Playstation 4 Game with her = /

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    6. I'm not familiar with her either, but Danbooru says she's Priscilla from Dark Souls.

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    7. I doubt that she seems to be from some new Game for Playstation 4 and she seems to have a twin like sister in this Game = o like Dante and Vergil are

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  23. "Changing such an old game takes almost as much time as working on a new one..."

    Eroico 2 anyone? ;) Seriously though, I loved Eroico so anything at all done with it would be awesome in my opinion.

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    1. I edited the CGs, and redid most of the H animations from scratch cause other than the harpy they were pretty much all trash

      Right now I'm just finishing some stuff I gotta do for releasing it on Manga Gamer, and then I'll update Eroico everywhere.

      Other than balancing, I didn't change much.

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    2. Whatever it is, I'll take it.

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  24. Remaking old games doesn't seem wise really. Read a little about the dopamine reward system revolving around pornography and you will end up with the conclusion that people are looking for new experiences. You don't keep rewatching your same old favorite video or game, you look for the next one. Games that deliver less predictable outcomes in each session will deliver a more reliable dose of neurotransmitter stimulation over time at the potential expense of not delivering enough stimulation at a baseline. That is an important balance to find with regards to adult games anyway.
    TMYK

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    1. Aka "people like new shit" lol

      That said, I'm not remaking either of my previous two games. Eroico got redone H-animations and edited CGs, and Kuro will eventually get redone CGs (only because I'm gonna release them on other sites). I won't really be going back to them after that, and I certainly wouldn't remake them from scratch.

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    2. What about adding more monstergirls. Would that seriously be a problem?

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    3. I redid the animations because they had a legitimate quality problem, but other than that, adding new content would just be time I could be spending working on new, better games. Working on Eroico is also slower than new stuff, because it's old GM, old code, and more unfamiliar.

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    4. I wanna hit dat ghost girl.

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    5. I probably won't do the ghost. I more or less just wanna get through the update and get to working on the other game.

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  25. If you end up redoing cgs for kurovadis or eroico, please keep in the old cgs as extra (maybe unlockable?) content

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    1. The Kurovadis CGs are different, but the Eroico CGs are just edits.

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  26. On January 31 you talked about releasing a small game that you had nearly finished. Is that still happening?

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    1. It's not what I'll release first but it's one of the small games that I have in line.
      The games that will eventually be released, in order from biggest to smallest are;

      Noaika
      Mischief Maker inspired game. (collab with an artist)
      Castlevania inspired game
      Mario/sonic style game
      Asteroids style game (collab with an artist)

      Other than Noaika and asteroids(the smallest) they are all about the size of Kurovadis/Eroico or a little bigger. The Mario/sonic style game is what I'll be releasing first, since it's the easiest to work on. If I don't make enough money, then I'll work on one of the collabs afterwards.

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    2. "Monster Girls" What about that? Wasn't that on your list?

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    3. That's the mischief makers inspired game.

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  27. Two things my friend.
    1: Will Noaika be coming to MangaGamer as well?
    2: What are the names of your collab projects so I can support?

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    Replies
    1. Ideally everything will come out everywhere it can.
      Any game I make will be on this blog. alongside everything else.

      Delete
  28. What's the Status on the updates to Kurovadis? I can't wait to play it and see what you have done for it :D.

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    1. Gonna be a while. I plan on doing the Eroico one and the small game first.

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  29. Eroico update will come first, then the small game.
    I don't know when I'll finish the Kurovadis CGs. I don't plan on re doing the animations of that game like I am with Eroico.

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  30. A quick question. And forgive me if this has be answered previously.
    Will you release a new demo for Noaika? Or are you just gonna finish it?

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    1. I'll release a demo once it's finished. I don't want to release a demo until I know I'm not going to go back and change it.

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  31. "11.11.16 Eroico will be rereleased in a few days" Even tho it's somewhat a remake I'm glad that there is a new game available.

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    1. Only thing remade are the H animations (which I originally thought I'd just add frames to, but here we are)

      Everything else is just small gameplay changes, mostly fixing things that were unfair or dumb.

      Delete
  32. Glad to see you're still kicking. Fortune smile upon you, bro.

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  33. Can't wait for Eroico~!!
    Will you update the demo too, so that the people who bought the game can add their unlock file to that?
    PS Love you~ :3

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    Replies
    1. It will replace the demo on this site (though the old version will be there too for people who want it)
      The unlock file will work the same way as before, same file.

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  34. Take your time! But Eroico will be available this year right?

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    1. By far. Right now I'm just finishing the climax stages of the redone animations, and after that I just need to put in the sounds that I recorded recently. (Figured I'd do this for Eroico since I'd need to do it for the next game anyway.)

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    2. Will Noika be available this year, though?

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    3. Nope. Like I said in the above post, I'm going to work on some smaller stuff so that I don't have to keep doing patreon animations to scrape by as I work on Noaika. Once I get some games out I can focus on Noaika without increasing debt, and potentially go to the hospital to fix problems without worrying about losing time and running out of money.

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    4. Well, correction. Will Noika be available NEXT year? (2017)

      Delete
  35. Ky, I've picked up copies of GameMaker Studio and Clickteam Studio (when they were super cheap bundles) and have since started my own path down the road of indie game development when inspired by you!

    And I have to say; I've never hated myself more. Jesus Christ this shit is hard. Like even when I -get it-, it's still a matter of me hitting my head on the wall. I feel terrible already, and it only gets worse. It's like I'm hitting my testicles with a TV antenna.

    And the fucked up thing is, I -like- it. I can't stop doing it.

    But I swear it's given me 3 new health conditions and 5 new mental illnesses all while trying to make a fucking half-baked Mario game. And I don't even -want- to make a Mario game, I just feel I have to because it contains so much shit that I -do- want in my game and I'm making whole projects I don't want to finish based on me exploring the possibilities for mechanics I'm probably never going to use in any finished product this decade.

    How the fuck do you do it, man? This is terrible. I hate this. I want to stop but I can't.

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    Replies
    1. I think you might be stating on a project that's too big from what it sounds like.

      When making your first game you want to start small, either following a tutorial from a website or making something super simple like an arcade top down shooter or very basic platformer. When you're just starting out you probably won't really get to make the games you actually want to make for a while until you really hammer down the basics. Otherwise if you just start on a big project right away, you'll get overwhelmed by everything you have to learn and while it may be enjoyable at first, it will take it's toll on you. Trust me.

      If you're using game maker I'd recommend doing their Asteroids clone tutorial to get your feet wet and then move on to the platoformer tutorial. Especially if you don't have any coding experience. This will help you transition from one thing to another a lot easier opposed to learning everything at once and will save you from a lot of headaches down the road. Write down the bigger ideas you come up with in a journal so that you can come back to them when you have more experience, but for now, just focus on getting the basics down and finishing small projects.

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    2. Let's make a bet. Eroico will be released this november.

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    3. @OP: Well, the beginning is like that because you're constantly hampered by technical issues. It's not about how high a character jumps, but how the hell you make them jump to begin with.

      The good news is that it's not like that forever. The more you learn to code (and you will have to learn to code), the easier it gets. When it comes down to it, the number of things you actually have to understand is pretty small.

      Events (create, step, draw, destroy)
      local and global variables (creating them, referring to them, changing them.)
      if
      !
      else
      with
      other
      <
      >
      +=

      x
      y

      sprite_index
      image_index
      image_speed
      image_xscale
      mask_index
      image_angle

      parent objects
      object_index
      id
      solid
      depth

      place_meeting()
      instance_create()
      instance_destroy()
      round()
      floor()
      ceil()
      keyboard functions

      I'm sure there's other stuff that I'm not thinking of, but that's literally what most of my code is.

      if place_meeting(x,y+1,solids)
      with player_group
      {
      xspeed = xspeed*0.9
      y = other.y
      }

      Stuff like that seems weird in the beginning, but once you understand the individual parts, it's simple.

      If I had to give any advice; start coding from the beginning, and don't focus too much on tutorials. Focus on learning about individual things (for example, sprite_index, image_index, image_speed), read the help file and see how they work, what they do, etc. Write simple lines of code to see how they behave in practice.

      If you do that with most of the stuff I listed, you can do pretty much anything. Like everything, it takes practice, however the more you find a common use for everything, the easier it becomes to remember it.

      Of course, there will always be some things you don't know how to do (for example, maybe you struggle with physics). In those cases, then you look online for help. But it's important that you understand the basics so that you can understand the solutions rather than just use them. A lot of tutorials don't explain the basics, so people just end up copy-pasting chunks of code and struggling to use it for something else.

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    4. Yeah thanks for the reply, the both of you. I guess the bulk of my problem is the hamster wheel I find myself on whenever learning about new mechanics, and what starts off as a dice-rolling game turns to asteroids, which turns to a click RPG when I learn about variables, which turns into a platformer when I figure out gravity, which turns into a procedurally generated crate-puzzle rhythm survival horror gardening simulator etc. etc.

      I wind up with 50 concept engines and never go anywhere with them because the next thing I learn is so much more interesting than the last, like I have ADHD and some kind of learning addiction. I'm just wondering how you can make yourself sit down and stick with the one thing to completion and ignore all the nagging thoughts of "there has to be a better way to do this, and more shit we can pile onto this", because that usually just winds up with another scrapped project in another direction. Not that I've 'given up' in defeat, but rather 'moved on' with an immediate new interest.

      Delete
    5. Well, until Kurovadis I DIDN'T settle on anything. I tried working on a bunch of metroidvanias and games with rpg elements, and all of them were abandoned. The only game I finished before Kurovadis was a game I made in a day when someone bet me I couldn't.

      The reason I was able to finish Kurovadis was because;
      1. I finally knew enough to do most things I needed to do
      2. I kept the graphics small and easy to work with.

      In terms of keeping a game simple, the way I always think of it is this; when you come up with an idea for a game, pretend you plan on making a trilogy. Decide what NEEDS to be in the first game (the main mechanics), and then decide what would be best left to sequels. Deferring the complicated stuff to other games can help prevent trying to stick it all into one without feeling like you're abandoning it.

      Other than that, keeping a game small can be difficult since we tend to want to make what we like, and we often like deep games. I suppose you can try looking to simpler games you like, and take inspiration from those.

      As for thinking "there has to be a better way", well, there usually is. Sometimes sticking through it and finding the better way is the right thing to do, since it can come back to bite you later if you don't. On the other hand, it can take up all your time and drain your enthusiasm, or you literally just can't find the better solution.

      Main thing is; just know that you aren't wasting time. You'll improve, and over time the stuff you want to redo will decrease. However, I will say that finishing a game teaches you a lot, and changes the way you think about development afterwards, so it's beneficial to finish "something", even if it's a mediocre game you make in a weekend. (Kurovadis started as "let's see what I can do in a week")

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    6. Those are some great pointers, and yeah, you mentioned that 'trilogy' bit before I think, it makes sense. And I truly can't say it's a WASTE of time, I'm learning how to make tools I can use for many applications. I guess I'll find the "right" game eventually and just sit down and see it to completion. I'm inspired by Cave Story's designer Pixel, and his games were super tiny and would gradually grow in scope up to Cave Story size. So I'll aim for a short puzzler for now.

      Delete
    7. I know how you feel, recently, I feel like I've spent more time researching and trying several new things on small projects and the like instead of actually sitting down and working on my current projects xD

      The trilogy methodology is actually a really good way of looking at things though, since that way you aren't trying to cram every idea you come up with into the game. It's similar to another technique that focuses on making a minimal viable product. Basically you design a game that you want to make, and then you keep taking away features until you have only the things that are necessary to get the get the game in a testable, playable state. That way you can start to use the more creative side of your brain and take a break from the coding side as you adjust the feel of things. There's a channel called Extra Credits that covers this a lot better that I'll link at the end of this post since I think they cover the topic better than I can haha. Also, I think Ky mentioned this in one of his old blog posts from back in the day so I'll link that too since he had a good example for it.

      But yeah, managing scope is something that comes with experience which is one of the main reasons why going through the process of finishing a game is so important. Experimentation is this phase is good and you'll probably learn the fastest by just messing around a making small things, but don't be afraid to commit more to an idea and then put it out there for people to see!

      Extra credits video: https://www.youtube.com/watch?v=UvCri1tqIxQ

      Ky post: http://www.kyrieru.com/2015/08/patreon-is-launched-big-post-on-how-to.html#comment-form

      Delete
    8. Sir.Kyrieru that helpful. Dude you don't always have post updates about Noa or other games. Comments like these can be a great post to let people know you awake. Fluff the haters the name of this blog is Kyrieru! Not Noaika,Eroico,or Kurovadis. I can't wait to Noaika comes outs,but I do ans appreciate when you release tutorials,and other tips. For potential Eroge/Game Dev.

      Delete
  36. Kyrieru, Triangulatepixels, and Hotred colab on a game = Internet sold

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  37. So. When can we expect your next game or remake?

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    Replies
    1. Aside from trying to get christmas shopping and some audio stuff done, right now I'm finishing Eroico's redone animations. I've got 6 climaxes to animate and then that's it.

      After that I'll be working on one of the smaller games. The H-animations for that will take about as long as Eroico's redone animations and then it will take at least another month to finish the rest of the game.

      That said, there's really no way to tell. Sorta depends where I get dragged around during christmas and if I can manage to work constantly.

      Delete
  38. Do you happen to know of any good action h-games that have come out recently?

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    Replies
    1. Nothing good has some out recently, and I wish that was just my cynicism talking..

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    2. Parade Buster is well polished, animated and has actually interesting gameplay. But that's like 2months old.

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    3. True, havn't tried that one. Didn't consider it because of the lack of animations, but that dev is cool so it could be good otherwise.

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    4. Echidna Wars DX has a demo out

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    5. True, however there isn't much in the way of H. It's all vore, with some minor foreplay.

      Delete
  39. So... The last post is a month old. Do we get a status update now?

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    Replies
    1. I'm gonna post when I finish the Eroico revision. Basically I went from planning on doing light edits to redoing most of the H animation from scratch, so it's taken up a lot of the month.

      Delete
  40. I want to buy for my little brother the Eroico remake. Will it be released until Christmas?

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    Replies
    1. That sounds really unusual in the context of an H-game lol.
      The update will be done before christmas.

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