TitanAnteus
Tentacle Monster
- Joined
- Dec 9, 2012
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Re: What happened to sprite sex H-RPGs?
RPG maker has simple animation tools as well for the overworld anyways... so sprite-sex is actually quite easy in RPG maker w/o knowing ruby.
Also... unity development is a bit of a doozy. Unity plays host to a multitude of libraries and isn't as consolidated as it looks. A lot of the actual "programming" is done in some parts of the interface while other parts are done in text. You also have to do your own memory management and the "level editor" isn't really designed for 2D games in mind. Now I'm not an expert on Unity... I've only made a small personal game in it (3d pong) so I can't say much on it, but I do know that the engine used to program games in general are not limiting factors.
Gamemaker, RPGMaker, and Unity all have their strong and weakpoints but none of them limit animation... the limit there is in the developers and their tastes or work ethic or time constraints.
As a programmer, I don't think it's the tools that are the limiting factors. There's that one smallWhat happened to sprite sex H-RPGs?
everything depends on the tool used to make the game.
Rpgmaker and wolf aren't imo suitable to develop a "Sprited" sexgame. Ofc there are many good sprited hrpg out there but the time required to develop them is in years scale.
(eg. every time you need to change a single sprite during combat you have to to check again every single variable hp,sp,damage,status,..shit)
It means that most of the times Act-Adv sprited games are better.
the future of spritesex is unity, and i guess j developers are still learning/perfectioning into unity coding that imo is really a complete tool than gamemaker.
eg. Darkstar
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made by someone... fuck.. I forgot where I got it. It's made in Wolf and shows that it's not really all that difficult to program.RPG maker has simple animation tools as well for the overworld anyways... so sprite-sex is actually quite easy in RPG maker w/o knowing ruby.
Also... unity development is a bit of a doozy. Unity plays host to a multitude of libraries and isn't as consolidated as it looks. A lot of the actual "programming" is done in some parts of the interface while other parts are done in text. You also have to do your own memory management and the "level editor" isn't really designed for 2D games in mind. Now I'm not an expert on Unity... I've only made a small personal game in it (3d pong) so I can't say much on it, but I do know that the engine used to program games in general are not limiting factors.
Gamemaker, RPGMaker, and Unity all have their strong and weakpoints but none of them limit animation... the limit there is in the developers and their tastes or work ethic or time constraints.