but jess have aviable 4 hearts, the 4th unlock before obtain the pass of tom into the cell of the org
Raikurokun
Recent community posts
It's not an assumption, it's a fact. And I'm not speaking as a mere gamer; I'm speaking as an indie developer, programmer, and translator. And precisely, a project of this nature is rarely financially viable, much less in an alpha state.
In this situation, the author is telling you right now, "Try my new game. It's not the full version. I know it has bugs, but it's a 'project.' I'm still polishing it, but I'd appreciate your support if you think it has a future."
And that's the key word. "Project." I'm not invalidating the fact that you point out the narrative, plot, and mechanical inconsistencies in the game, but don't try to make it look like you were given half-cooked chicken at a family home you were invited to for dinner.
Your words, and it's not my place to say them and I'm sure the author won't even read our conversation (if you can call it that), sound more like complaints than constructive criticism or comments for the good of the project.
It's clear you're just someone who enjoys playing and has no knowledge of the process of making a game. What you consider a minor change like changing sprites is a process that takes hours and days. It's not changing one image for another, it's changing an entire system based on the needs and vision of the project.
Creating, modeling, rendering, ensuring that systems don't crash just because the image is 10px smaller than the previous one or the animation isn't compatible with the new version of Ren'py. Even something like 0s is enough to undo weeks of progress and start repairing everything from the ground up and backups. And I'm only talking about "superficial changes like sprites and dialogue tweaks."
If you think it's so easy to create a game, why don't you make one? There are plenty of ideas on the internet. There are communities like roleplaying that can provide you with coherent plots and stories if you need them. The Ren'py creation tool has a demo, and if you need it, I can provide you with resources to help you learn how to use it.
eso lo han explicado. no, ellos no pueden identificar facilmente a los fey a menos que sean evidentemente no-humanos. y ellos suelen estar ocultos. incluso a cupido no pudieron encontrarla aunque sabian en donde estaban.
increiblemente la organizacion no es buena encontrandolos, e incluso dudo que sean buenos en capturarlos.
You're very wrong if you think creating a game is easy. First, it's a creative process built progressively. It's not just about telling a story, it's about matching it with a bunch of things that always fail, that are never ready on time, and if you're not making enough money to live off of it, it's painful not being able to dedicate as much time to it as you'd like.
I understand that you don't want to see a poorly constructed story or one that leaves too many strange plot holes, but maybe you're not taking something very important into account, and that is: "the game is in alpha state."
These are pre-release versions that tell you from the beginning that it's not ready for final consumption.
I've been following the game since version 0.20.2, and I was surprised by how complete and complex all the systems were for such an early version. I've been watching it evolve with each version. Sprite changes, dialogue changes, interface changes, re-creating all scenes due to rendering issues, among other changes that add a lot or a little.
For now, just wait for the more polished versions. The author is trying to finish the main story before adjusting the side stories and correcting plot inconsistencies.