Friday, May 8, 2015

Crap ton of old sprites.

I was organizing/clearing out one of my hardrives today, and while sorting some of the images I figured it would be neat to post some of the sprites I was finding.

That said, here are some sprites I did during or between games, when I was trying to decide what to make, or what kind of proportions I should use. I didn't include most of the sprites that have been shown in other places, but I may have shown some of these at some point.

(Click to go fullscreen)



These are enemies and NPCs from Crimson Brave that were not seen in the demo I released. All of them were animated, however none of them had H-animations yet. You can also see that the dog, the shadow thing, and the crow never got the graphics upgrade that the others did when things got more detailed half-way through. 


Like with the other sprites, I won't bother showing ones that have already been shown before. (For the most part.)

These are sprites from the medium-resolution metroidvania I worked on before Eroico. About half of these were fully animated, but only a few had H-animations done.





These enemy sprites are from the martial arts game I worked on briefly. All but one were animated, but no H-animations were done.







These are from the low-res metroidvania I started after working on the high resolution one. You can see that three of the enemies were the same as the ones above. Most of these were animated, but only a demo's worth had H-animations.






Next, here's some unused stuff from Kurovadis. The first sprite is actually the first sprite I made, and what the protagonist looked like for a while. The Kuro sprites were some variations I considered. The enemy sprites were nothing more than single images of enemies I had planned. The spike thing was going to spin, and let you stand on the flat part. The tileset was for an ice level I had planned, but scrapped.



Lastly, some unused stuff from Eroico. I had various expressions done, but I pretty much just forgot to utilize them. There are two enemies I never ended up making, and the rest are sprites from when the game was actually going to be like Pacman 2, with turn based battles.



Also, here's something unused from the desert stage, which the mummy would have used to spawn.





Anyhow, that's all for now. Update time I guess.

I'm still working on Noaika, still taking it slow. One of the main things I want to get right is the H-animations, and taking them to a level that would actually be good enough for me if I were a player. One of the things  that always dissapoints me when I play H-games lately, is when an animation is nothing more than a stage or two of animation. It isn't really enough for me personally. I need more context, and things that make my imagination run-wild a bit more.

So, I'm focusing on making a lot of stages, and H-scenarios that tell more of a story, either in a short time, or over time throughout the game. Essentially, the kind of thing I'd want to see if I were playing myself.

Also still considering if I want to include text in the game or not. I've been playing with the idea of giving every enemy (that could speak) unique dialogue, 3-5 different lines for each, for different situations. Even when it's simple, I think text really helps make H-scenes feel less shallow (For example, Hounds of the Blade adds a lot of context), and I think it would make the world feel a bit more alive.

Anyhow, that's all for now.

55 comments:

  1. Wow those are really great. Lots of redheads, can't believe I never noticed how Kuro, Eroico and Noaika all have reddish hair... I really like the monsters from metroidvainia games. What was Crimson Brave? Is the demo still available somewhere?

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    1. Well, the protagonist in Noaika and Eroico both have blond hair, it's just that I often use colored shadows. However I do tend to gravitate towards red-haired designs -___-

      Lately though it seems like I always end up using a different color just because I know I shouldn't use red hair all the time.

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    2. Very cool stuff.

      You know, I see a lot (And I mean an overwhelming amount) of praise and love for Kurovadis; i'm sure you've been asked before, but wouldn't it make financial and other types of sense to make a sequel?

      For me, Kuro was probably the very first "H Game" i played, a friend suggested it to me for the gameplay and I found myself googling h games and following all sorts of things (the order was something like Kuro, Lab-Still Alive, then a zillion other things).

      I still go back and play kurovadis from time to time. Noaika is looking very cool.

      I just wonder, why didn't you pounce on the success and audience you developed with Kuro? Artist thing/block? Desire to just 'do something else'?

      Just curious.
      -Toodles

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    3. I don't plan on making a sequel, but I plan on doing what would essentially be a reboot.

      Kurovadis was a neat little game and I look forward to expanding on it's gameplay, however there isn't really enough story to expand upon for a sequel. I could, sure, but I'd rather start from the beginning again, and really flesh out the story completely.

      I'll probably do such a thing in a couple years, when I've made more games.

      Delete
  2. Lovely artwork, and I can really empathise with the direction you're taking Noaika in. Your stuff is brilliant, thanks for being awesome.

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    1. You can call me awesome when I've finished Noaika.

      Until then, I'm just a guy who's taking too long -___-

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  3. Is there any particular source you used to learn to make sprite art, or was it mostly observation of games and experimentation? I know you planned on making tutorials in the future, but could you give us a small set of useful tips and tricks you picked up in your years of spriting? Insider things that helped you make it easier or make your images clearer and more balanced in shape and color.

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    1. Just practice. I didn't really have access to the internet, so I more or less just taught myself.

      Until I make some real tutorials, there are these, which cover most of my usual advice.
      http://www.kyrieru.com/p/tutorials.html

      Other than that, I'm sure there are much better sources of learning on sites like pixel joint.

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  4. Some of the enemies from the low-res metroidvania had h-animations? WAS ONE THE WEREWOLF?!

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  5. Yesterday in a Monster Girl Quest thread Eroico came up in the discussion and it seems like a lot of people enjoyed both the gameplay and the monster girls in it. Do you plan on doing more femdom games in the future?

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  6. Awesome stuff. Makes me excited to see the full game... even though I know it's still a long ways away.

    Also can't wait for Kurovadis to get a gallery mode, whenever you get around to doing that. I must burn my time with subpar H-games while I wait

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  7. I'm really against the idea of text. I really like that Kurovadis and Eroico didn't have it. I think it's much more engaging to tell a story through environmental design and other "less intrusive" means. It also lets the player get imaginative and fill in the details themselves. Maybe i just ended up reading into things too much, but i certainly have my own interpretations of your games in terms of story and setting. Also, for me personally H-scene dialogue would be a pretty big downer. I certainly don't think it would ruin the game by any means, but if i ended seeing it in Noaika, i suspect it would be detrimental to the experience for me. I suppose in a way i sorta like the "simplicity" of your games.

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    1. If I had text during H-scenes, there would be an option to turn it off.

      Getting the player to fill in the details themselves is nice and all, but it kind of limits the kind of story telling you can do. The ideal situation for me, personally, is a balance of both.

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  8. Mamono Assault ForceMay 9, 2015 at 6:06 AM

    I think that Hounds of the Blade did it's good job with the H-content through use of impact rather than text. Not to say the text doesn't help, but when the heroine is reacting more to the sex then the sex seems better in general.

    When impregnated (by the flies), the heroine eventually holds her belly as you hear a heart throb. The text in this case simply puts into better context that her 'babies' are 'kicking'. As a player, that made the erotic impact of getting raped more appealing because it has a lasting impact. It's not just there and then gone like nothing happened.

    Violated Heroine does this very well as well, with the Heroine (whoever you pick) commenting sometimes during sex on the lack of virginity if you already lost it. Or if you've had them be particularly naughty, the facial expressions they show are more 'happy' and pleasured, as if they're enjoying the sex rather than suffering it. What this meant for me as a player is that all the sex that occurs 'does' matter as more than just fap material. It's kind of why corruption is a commonly liked theme in many a hentai. (And why Corruption of Champions is so damn good.)

    But that's my take. I realize most of this was kind of just a glorified, 'I disagree with your statement on text mattering so much', and I apologize for that. I just happen to be of the party that a good game can be played and enjoyed without words. (I use your very own creations as evidence.) Though if we're on the topic of making sex feel less shallow, then adding more impact is definitely the way to go in my opinion. Could even be as simple as adding a 'drip' effect from the character's crotch after recent sex as cum leaks from their pussy, and a different face graphic to represent the fact that they're still suffering a bit of the after effects of being raped.

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    1. Using Violated Heroine as an example; a lot of the animations and images in that game are re-used in multiple scenes. But even with the same images, it manages to have many different scenes, each with a different appeal, because each of them had different text, and by extension, different context. Without the text, the context of those scenes probably would have been much more shallow, since in many cases it was about seeing the personality of one character, and how the protagonist react to them, specifically.

      Likewise in Hounds of the Blade, I think that in scene with the mobster looking guys, the dialogue made the scenes way more effective. Sure, you could get it across visually to an extent, but there's only so much you can do when you're leaving everything up to the player's imagination.


      Plus, like I said, I'm thinking about text it because it's what I would want to see myself. I'm not saying it's better all the time, just that I know that it makes a huge difference for me personally, and that's the mindset I use to develop my games to begin with.

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  9. I think a lot of the charm of these games can come from the story being told without text. Show, not tell. It also means you don't have much translation to do for other languages.

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    1. It depends on the game. In Kurovadis, even when I eventually do a semi-sequel, I don't plan on having text, just visual storytelling (But with way more to it than the first).

      For other games, though, I think text would help a lot, especially when there's a scene that doesn't have a lot of animation, or an "arc" that takes place over a longer period of time.

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  10. You say alot of these were animated? Well then how about some animated gifs for your long suffering fans.

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    1. A lot of them were animated (gameplay stuff), but not nearly as many had H-animations yet. At the time, I tended to do H-animations last. so in some of the games only one or two had H-animations done.

      I might post of a couple of the H-animations at some point, though.

      Delete
    2. You should post some of the non-h animations too. You know the really the good ones.

      Delete
  11. Can definitely agree with the whole "H Scenes telling a story" bit, as that's kind of the whole point of the medium of erotic games to begin with. You want to see what happens to the character you control when you fail (intentionally or not), and the sex is much more effective if it tells a story. For example, the most effective H-Scene i found from eroico was actually the desert sorceress one where she gender swaps you if you lose. The imagination runs wild with the possibilities of what exactly shes going to do with you now that you're female.

    Can't wait for noaika, keep up the good work.

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  12. I would love to see the fox characters in something. If they, the wolf man, fish dude, troll, pigman/ orc, frog, bee, spider, and raptor were all in something that would push soooo many of my buttons.

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  13. "Crimson brave demo i released"

    Never seen it, and ive been following you for a couple years. is it uploaded anywhere? its deleted from mediafire.

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    1. I can re-upload it at some point, but I'll have to go find whatever version of GM I used at the time so it will work -__-

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  14. thanks for the update.

    i think adding text would be fine, as long as restraint is shown (i'm imagining something like doujin sfx in the background). Speech bubbles that you have to click through are a no-no: one of my biggest pet peeves in visual novels is the dialogue bubble that requires a keypress (even if you have auto-read/fast forward on, it's still annoying).

    If you had text, please incorporate it into the game screen. Things like internal dialogue can be used to flesh out what Noaika's feeling. I think communication can help bring the character closer to the player, as long as it's not overbearing.

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    1. There wouldn't be anything you have to click through. At least, not in gameplay H-scenes or dialogue. There would be a space somewhere out of the way the where it would appear and change automatically, without button inputs from the player.

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  15. About the two frame cycles:
    I'd agree! Whenever I see an animation that has just a few frames to it (even worse when the different stages are just a quicker loop) it's kinda a dealbreaker for me. I love it when you can actually see the little details in each of these animations.

    On that note, say are you familiar with this animator? http://www.dlsite.com/maniax/work/=/product_id/RJ119661.html He is my favorite hentai sprite artist since his animations are so smooth and detailed. He is also very good at expressing the dialogue through his visuals.

    Here is a link to his latest work (an appetizer for his next game he released for free)
    http://gabyouana.blog.fc2.com/blog-entry-21.html
    I'd be glad to have your opinion about it~

    If you wanna add text that's fine with me, but I do prefer it when you can read the dialogue of these h-animation with the visuals alone (a surprised look, pointing towards certain objects that may result in your main character showing a particular emotion etc.)

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    1. Nope, haven't played them. I don't generally play games where you don't actually play as the heroine/hero.

      As for that game, to be fair, the resolution of those H-animations is twice the size of the player in Noaika, so there's more to work with when making expressions. In Noaika, I'm somewhat limited by the face's size, and you don't really get the nuance you would from a mugshot + text unless you animate a lot of body language, which would be very time consuming to do for every scene.

      Delete
    2. Hm, yeah, that makes sense. I guess it's a bit unfair to compare both of these games just for the animation alone, now that I think about it. His games are primarily about these animated scenes while yours are full fledged platfformers where a lot more elements come into play. Having a higher resolution would of course be cool, but that would probably be a lot more work as you said yourself. Do you think that your future games will have an even higher resolution or does Noaika already strike a good balance for the workload that plattformers need?

      On a side note did you like these animations I send you or is there something you would have done differently?

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    3. I'll be doing higher resolution games in the future. Noaika's style isn't really an ideal balance for me. It makes doing gameplay animations easy, but it makes H-animations more difficult because sometimes the proportions kind of work against you, and you have to put in more effort than usual to make it look "right".

      There are a few kinds of games were I'd focus more on body language. Specifically if I ever making some kind of raising sim, or a Pacman 2 esque game wherein the body language is pretty much the whole point.

      As for the game. Haven't looked at them. I'll take a look, though.

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    4. Alright, thanks for answering all these questions of mine Kyrieru. About those animations, yeah no worries, look at it whenever you feel like it~

      Well then, I guess all I can say now is good luck! I recently re-played the Noika demo so I'm quite hyped again! ∩( ・ω・)∩

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  16. This may sound strange, but I prefer your games due to the lack of dialogue in them, especially spoken dialogue. You've probably heard of Future Fragments - I'm actually a lot less interested in it after playing the demo and having to hear the heroine say "Oh god!" and "Fuck!" almost every time she's having sex. See, for me, that kind of talk is a huge turn off (I usually end up laughing if someone says that during sex since it sounds so silly, like they're trying too hard to sound aroused - then again, I tend to look down on swearing in general) and if I had to hear stuff like that in your games, I'd be heartbroken. Then again, I think you said you'd put in the option to turn it off, which would make a huge difference (the only way to avoid it in FF is to turn off all sound entirely).

    Just throwing in my two cents as I pray Noaika will be finished within the next year.

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    1. I think you misunderstood. I mean text, not audio.

      My H-games will never have spoken dialogue.

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  17. Hi its Me "your 3D stuff looks like crap" guy

    Really nice arts, love it.

    Especially your furries(anthro) are perfect, sad there are so few of them in your games!

    thx for sharing

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  18. Seeing all these beautiful sprites made me wish so dearly that all of them are part of a game that I can play. So sad... so sad...

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    1. If it's any consolation, resources can always or at least stand a chance to be reused.

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    2. A very good consolation, indeed. Thanks, Nony! (I wonder if Nony remembers that I also sometimes post in his blog.)

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  19. Long time, no posting...

    Your "narrative dilemma" piqued my interest.
    I believe that your expertise should led to some interesting situations BUT...

    But I see two major drawbacks (added to the fear that we'll have to wait even more :P ).
    First is that an H-Metroidvania may not be the best genre to let the dialogues go wild. Even more apt genres like RPG and Adventures sometimes fall in the old "Nononononono... YES! OH! YESSS!!" pattern that gets old in a minute.
    Second is that we are not talking about a dating sim, here, but of a Metroidvania with deadly traps and feral monsters. Game Over should mean, most of the time, the demise of the heroine. Mind you: I'm actually all for it (I'am a huge fan of Blank Blood and MonsterGirl Quest), but are you willing to take the challenge?

    On the "animation" issue, I support your view. In an action H-game, H animations and dynamics should be part of the gameplay. Player should enjoy them, but also fear them because they should mean that he is losing. This is something that I've already pointed out, but an H-animation that does not bring closer to game over loses most of the tension. Also, there should be a clear difference between a "you can still make it" H-animation and a "this is it" H-animation.

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  20. How are you going to handle the H-scenarios? Will they be linearly revealed or will players have to explore (non-linear) and search for them? What is a good enough level for the h-animations/mechanics?

    Sorry for the loaded questions but I just really want to expand my understanding on what constitute a better H-game. Perhaps its all about making the H-animations impactful (an end, good or bad, a buff or penalty, reveal a story or twist, unlocks, is persistent through game).

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  21. I'm really, really glad you didn't include the ice level. I hate ice levels with a passion.

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  22. Thanks for sharing your old stuff. Always love seeing your artwork! =)
    Still, wish you'd revisit the girl in the green and white...loved her design when you first revealed it.
    http://i.gyazo.com/3cfe0fd7c5da82b9ec42196ae4b83beb.png
    Think about it, hahah! ;D

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    1. Or something like this?! O:
      http://i.gyazo.com/53e44bdcb0d364ad219143e68e4dff2a.png

      ....Okay, I'm done, hahah. X'D

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    2. Good stuff lol.

      Who knows, maybe I'll use her again sometime.

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    3. Yeh, go for it! \o/
      I might do an ero game....
      I've been holding off forever, because I'm ramping up to Kickstart my (non-ero) RPG, but I'm poor and sick of being poor. Maybe I'll take the plunge. =(

      Not that I disrespect ero games or anything (obviously, since I'm on this blog), but I'm a pretentious ass, and if I'm going to be known for amazing games for my whole life, I'd rather start with something that's universally praised, rather than something a lot of people will look down their noses at.

      But I am poor, and sick of my dayjob. Bleah.

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  23. If you used those fox looking anthro sprites in the first image in something I swear that would be so fucking hot haha

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    1. YOUR WISH IS MY COMMAND!
      https://e621.net/post/show/660290/animated-bouncing_breasts-breasts-edit-female-kyri
      Actually, I just had the same thought as you, and a little more free time, so I went ahead and took the liberty...sorry kyrieru. o:

      Delete
    2. Oh, and do you mind the edit-fanwork, kyrieru? I tagged you as the artist, marked it as an edit, and linked to your blog here, but if you don't want edits of your work floating around for any reason, just let me know, and I'll delete it. I figured you wouldn't mind, since it's not actually art from any of the games you've sold, but I probably should have asked first.

      ...So I'm asking now, hahah!

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    3. Nah, I don't mind, so long as it's clear what was edited and what wasn't. (For example, in such cases you could link to the original image)

      At which point, go nuts lol. I always enjoy seeing fanwork of any kind.

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    4. Yar, listed source as this blog post, and named you as the author in the description and tag. =D

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    5. Could you do something with the fish-girl in the second to last picture?
      I'd love you forever.

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  24. In some way I find it deppressing to see so much good scrapped character when I'm not even able to make one well made character...

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    1. Well, than I guess you just need more bad scrapped characters. I've got plenty of those from when I started lol.

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