-
Posts
36 -
Joined
-
Last visited
Content Type
Profiles
Forums
Blogs
Events
Everything posted by Keinart
-
Woah, that would be kinda amazing actually, I never expected people offering themselves to translate it but sure, if that's ok for you! I'm gonna send you girls a private with more info if you are up to it
- 75 replies
-
Sure, that would be amazing, but I would prefer to give you the final version once is done if you are gonna publish it in youtube. Right now is a beta and I want to do proofreading. But once is finally done I'll get in touch with you. Thanks. Thank you! I really appreciate your words, making a visual novel is more work that one would expect
- 75 replies
-
Hello and thank you for checking out the thread for my first visual novel: One Thousand Lies. Let me repeat myself here just in case any of you can't see the images of the first post. One Thousand Lies is a romantic comedy set in a imaginary european town with bits of psychology and philosophy inbetween that won't leave anyone indifferent, and if you can see the pictures above, yes all their characters are pretty lively, so I think you all will have a good time with it. It's about 5 to 10 hours long, kinetic and free, so don't be afraid to check it out! The download is from Itch.io, just click in the image or visit this link. In a few days I will have an android version ready too, and the novel is in both english and spanish. Hope you guys like it and let me know if you enjoyed it. Thank you. Credits: Writer, programmer, designer, director, translator and guy who suffers from all the stress: Keinart Lobre Artist: Bonkiru GUI and other elements: Melelisun (Luna Chai Li) English adaptation and localization: Gamerbum
- 75 replies
-
(Also available on steam)
- 75 replies
-
guide The so call VN engine [the truth behind them all] [10/28/2015]
Keinart replied to firecat's topic in Creative Corner
There's also Edge engine, never used it though so I can't tell how it works. -
Right now I have an artist but I may need extra artists for some other details like CGs, backgrounds or stuff like that. I never close doors because you never know what would need so I sent you a PM so you can contact me in more detail
-
I'll add a couple of examples to that "dissolve everything" that you don't really realize until you start working in a visual novel yourself. First is the position of your dialogue and characters. In the past I thought that a lot of Visual Novels were still 800x600 just because they didn't know better, but that's not the main reason. The wider your resolution is, the more separated each of your elements in your novel will become. You need to get your text a lot higher that what you may think in the first place if you want the reader to be able to read and see the change on the sprites while reading. Check it yourselves, pick any VN with a good resolution, and compared where the dialogue box is compared to those at 800x600. You will suddenly notice how there a huge gap between the bottom of the screen and where the text start. Sometimes a smaller resolution makes everything easier for the eye when it comes to focusing your eyes to the screen. Having the text going from one character to another is not as easy as just "changing the color of the name". When you read your own text is easy to know who's talking because you did it, but give it to someone else and he will probably have issues to know when someone is talking, destroying the entire flow of dialogues by a making him look for the name everytime. Reality is no one reads the name box and it's just there as support so you need to avoid this. The main trick most visual novels use for this are sound for dialogue, let it be voice actors or just beps like in the Ace Attorney series, or get sprites to the side of the box so that way you can know who is talking by the side of your eye. This is specially important when there are a couple character on screen, or if your main character has no sprites so dialogues don't get mixed. There are other techniques like making your sprites go darker when they are not talking, change the color of the boxes, make the boxes appear at different parts of the screen depending who's talking, etc... Dissolving everything makes everything goes smoother, that's for sure, but at the same time it changes the flow of the of the dialogue compared to normal books A LOT. Now you suddenly have small stops of 0.5 seconds everytime a new character talks. This is not of a big problem most of the time, but there are moments you need your text to be fast or at least get quick reactions from your characters for a bigger impact. In this sense writting a visual novel is completly different to a normal book and you must look for ways to make it don't lose quality or impact with your own words. There's also some techniques like adding sound effects, shake effects, or transitions on the screen to develop this impact in different ways. Talking about sound effects. They are not as important as you think. Never. In fact, having too many sound effects will even ridicule your text. If you pay attention to movies or anime you will see that a lot of times the sound effects used for some acctions have nothing to do with what the sound would actually be in real life, but again, it's more important to get an emotional or acction-reaction effect from the sfx that everything else. For Visual Novels this makes the sound effects to be less important since the actions and reactions are usually narrated and you won't have many scenes that require this effect. So don't get too frustated to get good sound effects, your music and your text are a million times more important. And I'll leave it like that for now.
-
-
-
I am a Background Artist/Colorist looking for a long-term project
Keinart replied to jackalico's topic in Creative Corner
Hi, I'm interested in you. I just made a thread so you can take a look at it: /index.php?/topic/10563-looking-for-artists-for-visual-novel/">http://forums.fuwanovel.net/index.php?/topic/10563-looking-for-artists-for-visual-novel/ I don't mind if you are working in something else, I'm not in a hurry so you can work whenever you feel like it, and I don't have sprites artists yet so I would like to get the entire team together before we start working. In any case, let me know if you would be interested and I can send you an email or something if everything goes along. -
Hello everyone. I've been a lurker around here for quite some time but never really registered since I'm the shy type. But right now I'm looking for collaborators so I guess it can't be helped. Let's go to business. I'm looking for artists for my upcoming (and first) visual novel: One Thousand Lies (OTL for short). The entire script 100% completed, and the Visual Novel works perfectly, so you can be sure that the project will be finished because IT'S ALREADY DONE!The theme of the Visual Novel is romantic comedy, with some psychology and philosophy themes inbetween. Think of anime like Oreigaru to get an idea of what I'm aiming for.I'm looking for artists of all kind, the first priority are for sprites and CG. I would love to have a background or GUI artist too but I can always use pictures with filters or make something myself for the menus.I'm using open music and I'm programming everything myself, but it wouldn't hurt if some musicians or programmers want to join and help here and there.The novel is in spanish, so it would be a plus if you speak it so that way you can read the script by yourself. I would love to have it translated to english but I don't think my english would be good enough for something like this.I've been using placeholders till now so I can give you guys a demo if you are not sure about participating first, but please keep in mind that only the script is final.The Visual Novel is a free project and I don't pretend to get any money from this, so I can't pay for it (I'm really sorry). Maybe we can get to some kind of deal if your work is really good but I can't promise anything.Thank you for your time, and let me know if anyone of you is interested. See ya!