I really miss his pixel sidescrollers.
Why?
He animated those in the same way he animates his high-res graphics. Bone animation.
I'll admit that I don't like the switch to WolfRPG from 2DFighterMaker as much though. The motion was more fluid and the combat was more actiony and frenetic. By motion I don't mean animation but around the field.
I've got no problems with the new visuals. It's just how the game feels to play that I'm not a fan of.
EDIT:
Guys I was looking around his Ci-En and it seems he's working on another simple free mini-game where a boy is trying to avoid casino bunny girls.
He's really practicing hard with Unity!
So the evolution of ExcessM was 2DFighterMaker into WolfRPG into Unity? I'm actually super stoked for this!
For one thing, Unity has a Live2D library. Since the game engine supports Live2D that should mean smaller filesizes AND better animations. Let's say he slows the game down to .1% speed. The game would still interpolate between frames and we'd still see motion unlike traditional frame count animations. The problem though is that unity comes prepackaged with so much stuff it's not even funny. An empty unity game is still pretty big T_T. His Yakyuken game is actually only
45MB of actual gamedata. Like... come on... how does that get bloated to
108MB.
The problem with the switch from WolfRPG is that if he wants to create RPG systems he'd have to create his own Database system for storing items, getting stored items, and sorting through said items. One of the main benefits of RPGMaker and WolfRPG is how it just innately handled that stuff for you. Also level management where you could plot out stat growths through a graph.
If he switches to Unity for his Eastern inspired game
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I'm pretty sure it's going to be more action focused. If he uses unity though he won't have to worry too much about depth calculation and the like so he won't need to use a "lane" system for movement, unless that's his preference. In fact the combat animations should be A LOT more smooth since he can just use Live2D for the main battle animations.
Herp DERP: He wrote (Parade Buster Type + Japanese Style Motif! ) on his CI-EN for Hagokoro.
While I have some problems with ExcessM, mainly in the fact, that the actual sex in his games feels pretty tame and relaxed, and he doesn't really move the chest much, I do really respect his drive. This guy's got energy and a desire to improve. I think his design sensibilities are also pretty broad. He seems to like a lot of different things though it seems he very much prefers reaction based systems vs strategy based ones.
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If anyone's reading this and haven't tried out his
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game, I think you should. Not even for the eroticism (which it still has) but to see the future of the developer.
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If you're using chrome you should be able to parse out the machine translation. It's actually surprisingly fun
AND NOT COMPLETELY LUCK BASED.