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What happened to sprite sex H-RPGs?


Silvar

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Re: What happened to sprite sex H-RPGs?

Sometimes people just don't have the time to learn a new skill because life throws too many stuff at them.
I hear that a lot when learning any skill -- whether it is game design or learning meditation. But if a game developer just takes their time and works on small, minimalistic projects that stretch out their 3D modeling skills with each game developed, they will eventually learn how to do 3D sexual animations more easily than 2D animations, correct?

1) RPG makers are good entry points.

2) making sex games usually isn't that profitable (with some exceptions of course).

3) not something an artist would make a lot of money with, unless it open doors to other jobs for him/her, or does porn stuff in his/her free time and has/had a regular jobs that involve those skills.
1a. How are these good entry points, specifically to the topic on hand on the lack of 2D sprite animations? RPG Maker was designed to mimic "Dragon Quest" like games that normally has minimalistic animations. However developers still manage to get 2D sprite animations into the game (i.e. "Violated Heroine"). Can RPG Maker play movies that are pre-rendered, and if so, would this allow 3D animation to be implemented in RPG Maker games?

1b. There are other skills that needs to be learned with RPG Maker which most developers don't consider: Level design, balancing combat difficulty, writing, cutscene development, item development, and so forth. The developer needs to learn these things if they even wish to make a game in RPG Maker, so what's the harm in learning 3D animation on the side as well?

2. You mentioned some "exceptions" without going into details. But this entirely depends on whether the game is meant to be sold. However, the developer has lots of options for earning income while still experimenting with new skills in games -- Patreon, donations, and even an "early access" version to release, correct?

3. I think this relates back to the second answer, and my question on that relates to here as well.
 
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erobotan

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Re: What happened to sprite sex H-RPGs?

I hear that a lot when learning any skill -- whether it is game design or learning meditation. But if a game developer just takes their time and works on small, minimalistic projects that stretch out their 3D modeling skills with each game developed, they will eventually learn how to do 3D sexual animations more easily than 2D animations, correct?
This is correct for students & rich game developers. For the rest, we simply don't have the time. Small & minimalistic project will most likely flop in sales, ruining your financial stability.

A decent game usually need at least around 1 year of full time development .. and that can still fail too ... .
 

Unknown Squid

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Re: What happened to sprite sex H-RPGs?

Personally I find the way "sprite sex" gets used around here kind of misleading. I don't care one bit about seeing "sprites" having sex. What matters, is that it's happening IN GAME, rather than cutting out or just some game over CG. It because it brings the H-content closer to the gameplay, and makes things feel immediate.

Better still is when the game combines the H content into the core design of the game. As much as I enjoyed Kurovadis for example (Hi Kyri), I'll admit to being a little disappointed at how the h-content didn't really have any impact or relevance to the gameplay. The conventional gameplay was 10/10, but as an H-game it felt like a token feature. Conversely, I quite enjoyed the corruption mechanics in Succubus Nests, where any h-content ocuring was kind of a dramatic event that would effect your chances of success, but the regular gameplay was paper thin. (Well executed, but incredibly simplistic and barely there nonetheless.)

And whilst I'm sure some here simply do have a bit of a fetish for over pixelated hentai animations, I'm willing to bet the real reason sprite sex games are popular, is because they integrate the h-content into the game experience itself better.
 

nox

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Re: What happened to sprite sex H-RPGs?

off topic but been playing five nights at freddy's :)
(it's pretty funny if played while smoke jonts):D

and wondering why are there no h games like thad you know a freddy h parodi or something,:(
where you sit in a small room trying to keep sexy robots out where trying to fuck you to death:D he sounds epic right? or not?
http://swfchan.com/34/165773/?FIVE+NIGHTS+AT+BETTY%27S+-+PREVIEW+of+NIGHT+2+%28v0.3.5%29+by+foxpawmcfly+%28FlashGameAnimationSexyFurryFetishFreddysPandoraBigBoobsBreastsCumFursuitVoreHorrorMaskSnuffSeductionTrapDisguiseFemaleStraitPinupHo%29.swf

there is one in development
 

Silvar

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Re: What happened to sprite sex H-RPGs?

This is correct for students & rich game developers. For the rest, we simply don't have the time. Small & minimalistic project will most likely flop in sales, ruining your financial stability.

A decent game usually need at least around 1 year of full time development .. and that can still fail too ... .
So, why do developers focus on putting all of their work on a gamble (in this case, a game that sells big) to support themselves -- when they could just make sure they have a safe foundation first? I mean, it sounds like what you are saying is what triple-A developers do as well with their massive games, expecting high profit margins, only to get disastrous results that can lead to lawsuits and poor PR. See Sega/Gearbox with "Aliens: Colonial Marines"; Ubisoft with "Assassin's Creed: Unity"; and (to a certain degree) EA with "Dead Space 3", specifically how they stated it needed to sell 5 million units or the franchise is no longer valuable.

If the issue is developers need to make money, then find a stable means of paying the bills. Then they would have the time to experiment with game design and try out various skills in games without fear of it being successful, correct?
 

Darkstrain

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Re: What happened to sprite sex H-RPGs?

So, why do developers focus on putting all of their work on a gamble (in this case, a game that sells big) to support themselves -- when they could just make sure they have a safe foundation first? I mean, it sounds like what you are saying is what triple-A developers do as well with their massive games, expecting high profit margins, only to get disastrous results that can lead to lawsuits and poor PR. See Sega/Gearbox with "Aliens: Colonial Marines"; Ubisoft with "Assassin's Creed: Unity"; and (to a certain degree) EA with "Dead Space 3", specifically how they stated it needed to sell 5 million units or the franchise is no longer valuable.

If the issue is developers need to make money, then find a stable means of paying the bills. Then they would have the time to experiment with game design and try out various skills in games without fear of it being successful, correct?
stop making stupid asumptions for god's sake.

it's like saying go study medicine since it makes a lot of money and with that money learn to code games and make the art.

an indie game designer has to work with the little resources he starts with and invest in kickstarter patreon whatever platform it chooses, or use his own revenue into making a game, not because it is a business, because it's what they like doing .

games are a form of art, and every form of art can be subject to opinions, even great games like dead space have people that don't like it, so when you say "why do developers focus on putting all of their work on a gamble" it's because they fucking like what they are doing, of course the publisher itself worries about the profits but the developers were most likely working their asses to make a good game (it applies to most games).

now when you are indie, and also producing +18 games, you take all the resources you have and go for a product that is good with what it has, and can make a profit in a short time.

CG's do this fine, animations can EASILY triple work load, not because they don't know how to do it, because ANIMATION IS A LONG LONG LOOOOONG chore, specially for small teams.

that is why visual novels are the bread and butter of 18+ games.
that is why rpgmaker games sell.
long rant sorry, my bad :D
 

Silvar

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Re: What happened to sprite sex H-RPGs?

an indie game designer has to work with the little resources he starts with and invest in kickstarter patreon whatever platform it chooses, or use his own revenue into making a game, not because it is a business, because it's what they like doing .
I agree, but based on the previous answers it sounds like the game developers in this genre limit themselves in trying new technologies (i.e. 3D animation) because they feel limited. They feel like they don't have the time or ability to learn other skills in game design to make the games they want, and that is the tragic part. So, why do hentai developers feel like they cannot learn new skills in their trade?

games are a form of art, and every form of art can be subject to opinions, even great games like dead space have people that don't like it, so when you say "why do developers focus on putting all of their work on a gamble" it's because they fucking like what they are doing, of course the publisher itself worries about the profits but the developers were most likely working their asses to make a good game (it applies to most games).
But if people enjoy making their games -- then why not learn more skills related to their career/hobby? This doesn't have to relate to 3D animation, but 2D animation as well. It can also relate to ideas for procedurally generated levels, new themes for sexual encounters, or even new tricks for artificial intelligence. Video game design requires A LOT of skill in VARIOUS fields for it to work, but it sounds like most people here are saying they should avoid X because it is too hard. Why?

And let's say that I am wrong about the "gamble" question. So if the issue is that hentai game developers make games for profit, especially when they are low on time and money for other things (such as learning new skills); would this cause a lot of stress and internal criticism on the game developer, thus leading to despise and feel less motivation for their work? Because they have to make it for profit -- and not for fun?
 

YummyTiger

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Re: What happened to sprite sex H-RPGs?

But if people enjoy making their games -- then why not learn more skills related to their career/hobby? This doesn't have to relate to 3D animation, but 2D animation as well. It can also relate to ideas for procedurally generated levels, new themes for sexual encounters, or even new tricks for artificial intelligence. Video game design requires A LOT of skill in VARIOUS fields for it to work, but it sounds like most people here are saying they should avoid X because it is too hard. Why?
Well, it seems to me that there are very few English h-game developers, and most of these project die out before completion. So, the market you are looking at (English wise) is composed of people all trying to develop their first game.

For me personally, I don't enjoy 3D animation as much as 2D art. Things like Skyrim sex animations do nothing for me. Now, I DO like 2D animations, and have seem some amazing things. Yet, when developing your first game, you are already tasked with a crazy amount of things to learn (even if you are using RPG Maker). To add animation to the mix is just too much for me. I've messed with animations, and will possibly include a few, but that is a skill to tackle after I've established a foundation.

Now, for the circles in the Japanese market who are designing their 3rd, 4th or 5th game? I don't know, but I would suspect you see more animation in those games. I think it is a progression thing, and the English market has very few developers who have progressed to that point.

I have no data to back this up, just a guess.
 
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erobotan

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Re: What happened to sprite sex H-RPGs?

So, why do developers focus on putting all of their work on a gamble (in this case, a game that sells big) to support themselves -- when they could just make sure they have a safe foundation first?

If the issue is developers need to make money, then find a stable means of paying the bills. Then they would have the time to experiment with game design and try out various skills in games without fear of it being successful, correct?
I do freelance work at home to support myself (it doesn't eat your time as much as office works does, no commuting needed too).I work on my game project after that. Currently I don't have the time to learn complicated new stuff like 3D where you have to learn the modelling, the rigging, lighting, shader, animating the model, then you still have to learn to implement it in the program which involves complicated maths

Office works sounds like a safe foundation for stable income but working from 8 am to 5 pm (sometimes 6 pm), more if you have overtime, around 1 hour commuting ... this is not ideal .. how much time left for your game development? And if you're still learning new stuff instead of working on the game .. how long do you think the game will finish? Think about your mental health too, most of the time office work is identical with drama, politics, etc. And after working in such place you still have to work on your on project? Making a game in ideal environment is already hard enough, do you think you can still make one with such convoluted environment? If you can, how many years it will take for a single game?

it's like saying go study medicine since it makes a lot of money and with that money learn to code games and make the art.

an indie game designer has to work with the little resources he starts with and invest in kickstarter patreon whatever platform it chooses, or use his own revenue into making a game, not because it is a business, because it's what they like doing .

games are a form of art, and every form of art can be subject to opinions, even great games like dead space have people that don't like it, so when you say "why do developers focus on putting all of their work on a gamble" it's because they fucking like what they are doing, of course the publisher itself worries about the profits but the developers were most likely working their asses to make a good game (it applies to most games).
Yup, ideally we want to live from making games & work full time on them! The faster we can release a quality product which can net good money with our current resources, the closer we are to our goal

So, why do hentai developers feel like they cannot learn new skills in their trade?
I've already answered, I don't have the time. Here is another answers
CG's do this fine, animations can EASILY triple work load, not because they don't know how to do it, because ANIMATION IS A LONG LONG LOOOOONG chore, specially for small teams.

that is why visual novels are the bread and butter of 18+ games.
that is why rpgmaker games sell.
long rant sorry, my bad :D
Yet, when developing your first game, you are already tasked with a crazy amount of things to learn (even if you are using RPG Maker).
Just want to add something: You're still going to be tasked with crazy amount of things to do even if it's your 10th game, because naturally you don't want to simply recreate your 1st game, you definitely will want to improve it & add new stuff on it XD

But if people enjoy making their games -- then why not learn more skills related to their career/hobby? This doesn't have to relate to 3D animation, but 2D animation as well. It can also relate to ideas for procedurally generated levels, new themes for sexual encounters, or even new tricks for artificial intelligence. Video game design requires A LOT of skill in VARIOUS fields for it to work, but it sounds like most people here are saying they should avoid X because it is too hard. Why?
We do learn those stuff, but I personally will avoid 3D for now

And let's say that I am wrong about the "gamble" question. So if the issue is that hentai game developers make games for profit, especially when they are low on time and money for other things (such as learning new skills); would this cause a lot of stress and internal criticism on the game developer, thus leading to despise and feel less motivation for their work? Because they have to make it for profit -- and not for fun?
we don't become a game developer because we want money. There are tons of other job who offer stable income with waay much more money.

we need money because we want to develop games for life.

People who do this for fun .. people who do this because they want to live from making games .. I think the latter has more motivation and is more likely to finish a game project.
 
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Silvar

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Re: What happened to sprite sex H-RPGs?

Well, it seems to me that there are very few English h-game developers, and most of these project die out before completion. So, the market you are looking at (English wise) is composed of people all trying to develop their first game.
That does seem to be a common problem in the hentai game community, where people give up a few weeks or months into a project. A lot of what I saw as answers seems to relate to this, with answers being "learning X is hard" or "if I had more money, then I could build Y" and "I need more time to work on Z". I get that making these games are hard -- I'm trying to make my own -- but I think learning through development makes us better. Right now I'm struggling with getting a finite-state machine to work with my monster's AI in Unity 3D, and there is a major bug that is causing an infinite loop in the code. It is a frustrating set-back, but I got some ideas to try in solving it. Most answers seems like people want to give up, and I kind of find that pretty sad. Going through these hurdles makes us better developers, because we know how to get through them faster to make better games.

For me personally, I don't enjoy 3D animation as much as 2D art. Things like Skyrim sex animations do nothing for me. Now, I DO like 2D animations, and have seem some amazing things. Yet, when developing your first game, you are already tasked with a crazy amount of things to learn (even if you are using RPG Maker). To add animation to the mix is just too much for me. I've messed with animations, and will possibly include a few, but that is a skill to tackle after I've established a foundation.
That seems fair, though I have my own issues with sex animations in Skyrim/Oblivion (more flashy sex-show and less sex mechanics, but I digress). I noticed some people bringing up the "Uncanny Valley" with 3D or talking about that it has to be realistic -- and I don't think that is always the case with 3D. Games like "Artificial Academy 2" and "Minecraft" are technically 3D games, but they create unique display (Minecraft) or borrow themes from a different media (Artificial Academy 2) to make there 3D models unique to that game. It's aesthetics vs. fidelity, to me. That's why I think 3D could be viable if it was more simplistic, or even cartoonish, versus the idea that it always has to be 'realistic'. But you're right, some people do prefer 2D versus 3D.

Now, for the circles in the Japanese market who are designing their 3rd, 4th or 5th game? I don't know, but I would suspect you see more animation in those games. I think it is a progression thing, and the English market has very few developers who have progressed to that point.
I don't know too much about this area either, but I guess they might be in a similar situation? Where they are making their first game and starting out with something from RPG Maker. But I wonder if it is also a circle of preferences that is somewhat causing stagnation. For example, a player finds a visual novel they like that relies on paper dolls, CGs, and a story in a high school setting. Then when that player makes their own game, they make it with paper dolls, CGs, and a story in a high school setting. It seems like they do more imitation than innovation with the game formula, and sticking with the same tools because that is what was used. At least from my perspective.
 

KHTA

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Re: What happened to sprite sex H-RPGs?

I don't know too much about this area either, but I guess they might be in a similar situation? Where they are making their first game and starting out with something from RPG Maker. But I wonder if it is also a circle of preferences that is somewhat causing stagnation. For example, a player finds a visual novel they like that relies on paper dolls, CGs, and a story in a high school setting. Then when that player makes their own game, they make it with paper dolls, CGs, and a story in a high school setting. It seems like they do more imitation than innovation with the game formula, and sticking with the same tools because that is what was used. At least from my perspective.
It's been mentioned over and over and over to you and you're just NOW starting to get it?

That is correct, a circle's preferences is a main reason they do what they do. It's not their job, so they are not forced to do something they otherwise do not like. VN makers tend to stick to VNs, 3D devs usually stick to 3D, etc. etc. It has nothing to do with imitation vs innovation, that's something only some corporate big shot would even think about. It's desire vs resources. "Do I want to try something new? And if so, do I have the resources (time, money, passion) to even do it?"

Now, if you were talking about H-gaming companies, then yes they will tend to go with imitation over innovation because it's a sure money maker over a gamble. But with indie games, any games made, any skills learned and any innovation starts and ends with the devs interest.

Play a indie game made with the thought of earning money then play a indie game made with the passion of just making what they love, HOW they love it and you'll see the difference.
 

azurezero

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Re: What happened to sprite sex H-RPGs?

People who do this for fun .. people who do this because they want to live from making games .. I think the latter has more motivation and is more likely to finish a game project.
I do it for both, i keep hoping it will make more money though...
but i honestly find it fun when i run into coding problems and get to solve it with my wits
 
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erobotan

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Re: What happened to sprite sex H-RPGs?

I do it for both, i keep hoping it will make more money though...
but i honestly find it fun when i run into coding problems and get to solve it with my wits
yeah, most gamedev do it for both. We want to make games full time that's why we sell our games so we can realize our dream. If we don't sell them .. we can only do it as a side activity besides our main job

Play a indie game made with the thought of earning money then play a indie game made with the passion of just making what they love, HOW they love it and you'll see the difference.
The problem is how to tell if an indie game is created simply to grab money and a game is created purely from passion & love?
 

azurezero

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Re: What happened to sprite sex H-RPGs?

The problem is how to tell if an indie game is created simply to grab money and a game is created purely from passion & love?

it's easier to tell if its an art game, if its pretentious bullshit=cashgrab.

would you say X was a cashgrab?

X=the space version of terraria
 

Silvar

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Re: What happened to sprite sex H-RPGs?

That is correct, a circle's preferences is a main reason they do what they do. It's not their job, so they are not forced to do something they otherwise do not like. VN makers tend to stick to VNs, 3D devs usually stick to 3D, etc. etc. It has nothing to do with imitation vs innovation, that's something only some corporate big shot would even think about. It's desire vs resources. "Do I want to try something new? And if so, do I have the resources (time, money, passion) to even do it?"
But if a developer just sticks to their "preferred game", then wouldn't this cause stagnation and lack of growth? I mean, Visual Novels have been around for years and they still consist of sprite dolls, CGs, and (not all, but a good chunk) borrowing a high school setting. The point of this thread is asking why there is so little sprite-animated sex games out there. So we don't incorporate 2D/3D animation -- or any new technology -- into hentai games because we like sticking to what is "safe and familiar"?
 

TitanAnteus

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Re: What happened to sprite sex H-RPGs?

But if a developer just sticks to their "preferred game", then wouldn't this cause stagnation and lack of growth? I mean, Visual Novels have been around for years and they still consist of sprite dolls, CGs, and (not all, but a good chunk) borrowing a high school setting. The point of this thread is asking why there is so little sprite-animated sex games out there. So we don't incorporate 2D/3D animation -- or any new technology -- into hentai games because we like sticking to what is "safe and familiar"?
Developers aren't all the same people. New people come in once they see potential in the market. Older people leave for whatever reason.
The reason people don't incorporate 2D/3D animation is because it's difficult and costly to incorporate. If it was easy and cheap then more people would do it. I don't think it has to do with "safe and familiar" for the most part. The market is full of RPG Maker titles so the developers know if they're not doing anything unique their game wont stand out as much. Even after acknowledging that weakness however, these developers still decide to make RPG Maker titles.

This means that to them, the costs (time,effort, actual money) of incorporating 2D/3D is too high for the amount they prioritize it.

I mean animation is great, and (outside of MGQ and games like DesireDungeon) I don't even look at games that don't have it, but I can understand if developers don't want to include it.

Also, about stagnation and lack of growth, you only have to look at this forum. There's like... a BUNCH of games here, the indie hentai community is just getting bigger and bigger, it's kind of ridiculous (in a good way :D) and everyone's trying to bring their own things to the table. Most of it is small, but I believe that if we give it some time we're going to get some really quality games.
 

HentaiWriter

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Re: What happened to sprite sex H-RPGs?

Sprite animations are also insanely difficult if we're talking true pixel art animation; the vast majority of animations nowadays are done using

1) Flash
2) Spine
3) Some 3D software

And as such, I'm not bagging on those creators, obviously, that stuff looks awesome as hell, but the time spent to make animations in all three of these areas isn't as long as sprite animation (assuming the same skill level across all areas, of course).

This is because if I draw an arm and want to animate it on a body in one of those three areas, I create a skeleton, and boom, I rotate and move the arm around however I want. Granted, it takes a lot of work to make it look visually appealing, obey proper physics, so forth, and again, these are all completely legitimate/respectful methods of animating.

However, sprite animation, if I want to do the same, I need to *redraw* the portions of the arm I'm going to move, frame by frame, and I can't rely on ANY "built in" rules of physics that the program I'm using might have, so I have to use my know-how on making the arm look like it's obeying physics as I redraw it frame by frame.

The amount of time this takes just generally isn't feasible for most small indie companies, and even large companies rarely do it; this should tell you how insane it is for some people, and hell, these guys have the 3D art to go off of for the physics even, and it STILL takes this much effort!

So yeah, it's basically time, a lack of it that is, that keeps sprite sex/animations (pixel ones, I mean) from being in a lot of RPGs etc.
 

MajinLuffy

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Re: What happened to sprite sex H-RPGs?

That seems fair, though I have my own issues with sex animations in Skyrim/Oblivion (more flashy sex-show and less sex mechanics, but I digress). I noticed some people bringing up the "Uncanny Valley" with 3D or talking about that it has to be realistic -- and I don't think that is always the case with 3D. Games like "Artificial Academy 2" and "Minecraft" are technically 3D games, but they create unique display (Minecraft) or borrow themes from a different media (Artificial Academy 2) to make there 3D models unique to that game. It's aesthetics vs. fidelity, to me. That's why I think 3D could be viable if it was more simplistic, or even cartoonish, versus the idea that it always has to be 'realistic'. But you're right, some people do prefer 2D versus 3D.
It's just not about the style, the animation I mentioned about the kid with the big boobed girl in summer is highly stylized, and it's awesome (imho). It's the animation itself too. Things like "guy fondling boobs", just to mention a situation, are a lot easier to screw in 3D. It takes a lot more of skill to make it believable than in 2D, you just, you know...draw the hand and how you think the boob would look like with a hand in it. Usually everybody has a very good idea how it would look or if that's not the case, you can just look for references (live porn). And again, you can screw up a little and it won't look horrible. And let's not get into clothing and stuff like that.

HentaiWriter said:
Sprite animations are also insanely difficult if we're talking true pixel art animation; the vast majority of animations nowadays are done using

1) Flash
2) Spine
3) Some 3D software

And as such, I'm not bagging on those creators, obviously, that stuff looks awesome as hell, but the time spent to make animations in all three of these areas isn't as long as sprite animation (assuming the same skill level across all areas, of course).

This is because if I draw an arm and want to animate it on a body in one of those three areas, I create a skeleton, and boom, I rotate and move the arm around however I want. Granted, it takes a lot of work to make it look visually appealing, obey proper physics, so forth, and again, these are all completely legitimate/respectful methods of animating.

However, sprite animation, if I want to do the same, I need to *redraw* the portions of the arm I'm going to move, frame by frame, and I can't rely on ANY "built in" rules of physics that the program I'm using might have, so I have to use my know-how on making the arm look like it's obeying physics as I redraw it frame by frame.

The amount of time this takes just generally isn't feasible for most small indie companies, and even large companies rarely do it; this should tell you how insane it is for some people, and hell, these guys have the 3D art to go off of for the physics even, and it STILL takes this much effort!

So yeah, it's basically time, a lack of it that is, that keeps sprite sex/animations (pixel ones, I mean) from being in a lot of RPGs etc.
Exactly, it's like I said, traditional sprite animation relies pretty much on going old school and that makes most modern software options useless. Layers it's the only thing I can think of right now that makes it a little bit easier.

I have considered Spine or Anime Studio Pro for the animations, but for some reason I just don't think it's the same. Generally, I feel animations using those tools lack a certain..."bounce"...and "diversity"? I'm not saying it's not possible using those softwares but I believe it would take a LOT of skill to make really good sex scenes. For example, I don't know how would you make the torso twist fluidly using 2D and bone rigging, or in the case of sex animations, a fluid transition for the penetration. Of course, there is probably a way, I just don't know it, but I have seeing some tutorials and still no idea.
 

KHTA

Tentacle God
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Re: What happened to sprite sex H-RPGs?

But if a developer just sticks to their "preferred game", then wouldn't this cause stagnation and lack of growth? I mean, Visual Novels have been around for years and they still consist of sprite dolls, CGs, and (not all, but a good chunk) borrowing a high school setting. The point of this thread is asking why there is so little sprite-animated sex games out there. So we don't incorporate 2D/3D animation -- or any new technology -- into hentai games because we like sticking to what is "safe and familiar"?
Sure, IF there weren't new developers popping up nearly every month. Which there are, new people breath in new life. Look at ROBF, how many games were like that before it came out? Look at NTRPG, how many games were pure sprite sex until it came out? In visual novels, animation was far and few but now it's a more common thing, why? Because someone wanted it in there. That desire is what changes things, others see it work and decide if they want to follow suit or change

H community grows by the day, lack of growth? I don't see it.
New stuff have been popping up once or more every couple of months, stagnation? I don't see it.
Visual novels still do the "sprite dolls, CGs, and high school settings" and yet visual novels still rack in the most money of any H media. The most! Why? The devs like them and their fans like them. And as long as those two factors exist those devs put their all into the personality of the sprite dolls, the story in the HS setting and the best quality you'll find in CGs, even rivaling CG in mainstream RPGs.

The question of this thread has been answer over and over again. It's just that some just can't seem to accept it. You'll see more sprite sex when devs take an interest in it AND have the skills for it AND have the time to actually do it. Period.

edit: lol and after all that HentaiWriter and MajinLuffy pretty much said most of what i was saying.
 
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HentaiWriter

Tentacle God
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Re: What happened to sprite sex H-RPGs?

yet visual novels still rack in the most money of any H media.
Actually, platformers nowadays get the most money, then rpgs, then visual novels, if you check DLSite sales. :p
 
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