2016 review & 2017 plans

Happy holidays to all of our fans! As in previous years, I’m looking back to all of our activities in order to close a new chapter and move forward.

2016, play with the big boys…

banner_storenvy2016 is a special year for us because it’s our first year as a full-fledged visual novel creating company, which implies some changes. Overall, we had to integrate quite a few formalities (the joy of doing paperwork) and it wasn’t always that easy!
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The creation of Chronotopia: making the sprites

(We’re funded at 75% and Chronotopia has been greenlit! There’s only 3 days to raise funds and make this project a reality so it’s now or never to support us!)

After PyriteKite/Kat, it’s Anako‘s turn to talk about her work. And she has quite a lot since she’s doing both the sprites and the event CG! I highly suggest checking out her DeviantArt account or following her on Facebook/Tumblr because she posts very pretty things~

600x150-banner-fairy

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The creation of Chronotopia: background art

(We’re 60% funded! That’s one step closer to our dream but there’s still a long way to go so keep on supporting us on Kickstarter and Greenlight!)

After writing two articles on Chronotopia‘s story (namely the concept and the characters), I’m making way for PyriteKite/Kat to explain her part of the work: backgrounds art. She’s very talented so check out her DeviantArt account~

600x150-banner-nahima

* Note: I use Adobe Photoshop CS6 for creating backgrounds and take about a week to complete one depending on complexity.

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The creation of Chronotopia: the characters

Last time I talked about how I came with Chronotopia’s concept, this time I will explain how I selected Donkeyskin as the fairytale I was going to rewrite.

Beware, it is strongly advised that you’ve played the demo beforehand not to spoil the surprise and to understand better what follows. If it’s not the case yet, I warmly recommend that you go take a look!

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The creation of Chronotopia: concept

It’s been a week since Chronotopia’s launch on Kickstarter and we’ve already reached 3 000€! It’s the perfect timing to come back to how the demo was made and evoke the content that’s planned for the full game. And as a good leader should set an example, I’m starting with my part: the writing!

Beware, it is strongly advised that you’ve played the demo beforehand not to spoil the surprise and to better understand what follows. If it’s not the case yet, I warmly recommend that you go take a look!

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Before making your big visual novel: Learn to make yourself useful

A few years ago, I tried to make articles about how to create visual novel, for those who would need advices. In the meantime, many things changed: not only did I gain experience but the market itself evolved a lot. It became, probably not more difficult, but way more disheartening for newcomers. So, with several releases under my belt, I want to take the pen again to make some kind of guide, one that I hope will be complete and up to date. But before that, let’s start with a preliminary step that tend to be forgotten.

Chronotopia sneak peek4

While I’m at it, here are some news about Chronotopia: Anako is making researches for the fairy character ~

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Tutorial: How to do a cloud animation with RenPy

Lately, there’s a talking point that keeps coming back, be it on Twitter or Patreon: background animation. Indeed, that’s something I especially like to do since a few years, as I consider it to be a really interesting tool when it comes to immersing the reader in a particular world. Of course, it’s not adapted to every situation: I think it works pretty well for rich universes (fantasy, for example) but not so much with contemporary settings. But, if well done and accompanied by some music, the result can be quite impressive! (I’m personally very proud of what we managed to do on Chronotopia :3)

Chronotopia Teaser: as you can see, we focus a lot on animations

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2015 review & 2016 plans

Happy holidays to all of our readers! To end 2015 on a high note, here’s a review of everything that happened this year, as well as our plans for the upcoming year.

Satori

One of the drawings Orties made for our artbook :3

If you remember correctly, 2014 was a crazy year: we released no less than four games, made goodies, including remakes of our oldest games, ran a booth at Japan Expo and completely renewed the devblog (by adding a website). I promised myself to slow down a bit to avoid exploding. Was 2015 calmer?

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