I'm done with my rant. I'll go back to wistfully fantasizing about game dev and reposting lewd art.
@jaguar.barebottom.games
γΉγ±γγε€§ε₯½γ! Lover of nudity/exhibitionism/ENF Founder of: @barebottom.games Discord: http://discord.gg/aJ6nysmWBY Currently learning Japanese, so I will occasionally write in Japanese. δ»γζ₯ζ¬θͺγε¦γγ§γγγγ§γ―ζγ ζ₯ζ¬θͺγ«ζΈγγΎγγγ
I'm done with my rant. I'll go back to wistfully fantasizing about game dev and reposting lewd art.
Another good example from DLSite is Ci-en, which allows developers to publish development reports for upcoming works. It puts people on the platform to keep them updated for when new works come out.
Language barrier aside, I hate using Japanese apps because they're just barely functional. Their stuff technically works and does what it's supposed to, but it's such an awful user experience that I hate using them.
An example of good Japanese service is DLSite and their audio readings of doujinshi. This is a service exclusive to the site and requires buying both the doujin and audio. It's a great way to encourage people to use your native reader and is something you can't pirate.
I've bought things on Japanese storefronts like DLSite and Bookwalker, but every Japanese (web) app I've used is absolutely terrible. Even after buying from official sources, I still prefer alternative apps because they're just better to use.
It boggles the mind how some people don't want others to enjoy their work
But none of this matters because at this point, the piracy debate is talking past each other. Japanese people seriously do not understand how accessible they have everything. Foreigners wouldn't have to pirate if they could easily buy things as they could.
As a game developer, the real problem is key resellers. Unlike pirates who you can argue take away money, key resellers actively cost developers through chargebacks from stolen credit cards on black market sites. Those are the real demons.
That's not to say you can stop piracy completely. Some people will do it regardless, and if there's a will there's a way. Thinking 1 pirate = 1 lost sale is a completely inaccurate measure. Some people weren't ever going to buy it, and it's not worth caring about that minority.
Netflix was another great example too. When it became more convenient to have one streaming service that offered all your favorite shows, piracy rates for shows went down substantially. It's only streaming became more expensive and fractured is that piracy rates went back up.
Steam is the shining example of this. It offers an amazing service that makes buying games on Steam far more convenient than pirating games. It also offers tons of ancillary services that facilitate purchasing such as reviews and curators, so you know what you're buying.
I used to be very strongly anti-piracy, but I've softened up over the years; ironically, as I got more disposable income. Gabe Newell put it best: piracy is a service problem. Make it more convenient to be able to purchase something than pirate it.
It lets you do things like go to the Home menu and pause games
Naked apron is so good
I would actually love to make an NDS game more than a N64 game. I was big into DS homebrew many, many years ago. It's such a unique console. One of my all-time favorites.
I love old consoles that have no OS on top of them. Where the developer has complete control of the hardware. This applies for up to the GameCube and DS generation.
That's exactly where this discourse originated from
As do I, but Japanese culture sees it entirely differently. The creator is the ultimate authority to dictate how people enjoy something. If they want to make it so you can only ever see it once at a very specific time before it gets destroyed, that's their prerogative. You can't tell them otherwise.
I'm seeing such a huge culture clash between Japanese and Western Twitter about piracy, but this is something that I feel really be resolved since they're fundamentally at odds with each other.
It's also something I strongly disagree about with Japan too.
I wanted to make a tribute back for all the great exhibitionism doujinshi I had seen for so many years from Japan
But also, it stems from having consumed so many Japanese exhibitionism doujins, I wanted to make my own exhibitionism game where you can play out scenarios from doujins. And having grown up largely on anime, I purposefully went for an anime style. I wanted people to think it was a Japanese game.
When I watched the NotJustBikes video that explained the car-brained society we live in, I felt like a gasket had opened. I legit got angry watching that video. He put to words so many of my own observations growing up in America. And once you notice it, you can't unsee how car-brained America is.
And then there's also this: game engine asset stores have quite a few Japanese street assets which make it easy to use in games. That coupled with Japanese streets being more aesthetically pleasing at a character-scale than American streets makes them more popular.
bsky.app/profile/ludu...
The second point can't be stressed enough. America is incredibly hostile to walking. You NEED a car to function outside very select metropolitan areas. Some streets don't even have sidewalks. As a result, no one walks. Streaking just isn't the same. You'll only ever see cars; never people.
redhead
For me, it's two reasons:
1. Overexposure of exhibitionism doujinshi being set on Japanese streets.
2. Japan/Tokyo is a lot more walkable than America, so environments are more interesting and actually filled with other people walking on it instead of gigantic streets with tiny, empty sidewalks.
Every engine uses C++ completely different
It's interesting how Pyrite64 uses a sort of entity-component-system
Making an N64 ENF game will require quite a bit of research of Pyrite64 before I'm able to get anything
Pyrite64 uses C++, which I admittedly like.