Smarmint

Well-Known Member
Mar 23, 2019
1,222
4,853
There is nothing to render, it's just posing some characters in the studio of an Illusion game.
This is exactly my point from the beginning. Other devs can at least use the valid excuse that rendering all the images of their VN takes a long time, to explain the delays, especially if they are running on a low end PC. However, Ecchi Sensei uses illusion studio, so all the dev needs to do is pose the models and save the screen. Each image can probably be done in 15 minutes or so.

That is why I think Bluecat is not really the developer. If he wanted to, anytime in the last 2 years, he could post all the images he wants, a few hours of work a week, and he would have hundreds of images. Either he doesn't know what to do since the real developer left him, and he just wants to continue taking donations each month, or he has just given up for whatever personal reasons he has. Who knows, Bluecat certainly isn't telling.

If he was just honest with everyone, and told his fans he needed a break for personal reasons, most would understand. But of course, he wants to have his cake and eat it to. Not work on the game, and still collect monthly donations.
 

Vidaura

Newbie
Jan 30, 2020
67
144
There is nothing to render, it's just posing some characters in the studio of an Illusion game.
First: They're called renders because the game assets are pre-rendered image rather than the models and instructions on how to position them (like for example a Unity-based VN would use). The complexity (or simplicity) of the process involved is irrelevant.

Second: That's like saying writing a book is just typing words. Getting the poses, facial expressions, lighting, and everything else right is non-trivial work. It's not technically complex work, but there are enough bad VNs on this site to show what happens when you lack those creative skills.

Also Ren'Py is existing for 17 years now, everything you mentioned, has been done a million times and documented. There is no reason to do it from scratch and it is insanely easy. Even if he had problems with it, after 4 - 5 years working on ES he should have learned it by now.
You'd be surprised how long people can muddle along without reading the documentation (or even finding it). Making something that works does not mean learning how to do it well. Far more common is to get stuck in bad habits that land you in trouble down the line as your technical debt comes due. This leads to big delays as you go back and hopefully do things the right way.

The root of ES's problems is that BC is a creative type with big dreams (any software developer can tell you all about those people with "an amazing app idea!!!"), who is learning the hard way that ideas are only half the battle. It's pretty clear BC doesn't have the technical skills to make the game they want, and may not even be able to comprehend the progress (or lack thereof in this case) of those actually working on it.
 

KnuckleDragger79

Active Member
Sep 4, 2020
776
1,851
First: They're called renders because the game assets are pre-rendered image rather than the models and instructions on how to position them (like for example a Unity-based VN would use). The complexity (or simplicity) of the process involved is irrelevant.

Second: That's like saying writing a book is just typing words. Getting the poses, facial expressions, lighting, and everything else right is non-trivial work. It's not technically complex work, but there are enough bad VNs on this site to show what happens when you lack those creative skills.



You'd be surprised how long people can muddle along without reading the documentation (or even finding it). Making something that works does not mean learning how to do it well. Far more common is to get stuck in bad habits that land you in trouble down the line as your technical debt comes due. This leads to big delays as you go back and hopefully do things the right way.

The root of ES's problems is that BC is a creative type with big dreams (any software developer can tell you all about those people with "an amazing app idea!!!"), who is learning the hard way that ideas are only half the battle. It's pretty clear BC doesn't have the technical skills to make the game they want, and may not even be able to comprehend the progress (or lack thereof in this case) of those actually working on it.
So what you're saying is that after 4 years of working with the software, BlueCat is still just too stupid to have figured it out by now? Lol Not a big vote of confidence from you, my dude.
 
Mar 15, 2021
311
1,381
The root of ES's problems is that BC is a creative type with big dreams (any software developer can tell you all about those people with "an amazing app idea!!!"), who is learning the hard way that ideas are only half the battle. It's pretty clear BC doesn't have the technical skills to make the game they want, and may not even be able to comprehend the progress (or lack thereof in this case) of those actually working on it.
Creativity doesn't stop you from working for two years. The root of the issues are laziness, incompetence, and greed. In no particular order. The game engine itself is designed to be as simple as possible, if it's too much for him to handle then he should say that instead of lying to his followers
 

Parnso

Member
Aug 7, 2016
218
489
First: They're called renders because the game assets are pre-rendered image rather than the models and instructions on how to position them (like for example a Unity-based VN would use). The complexity (or simplicity) of the process involved is irrelevant.

Second: That's like saying writing a book is just typing words. Getting the poses, facial expressions, lighting, and everything else right is non-trivial work. It's not technically complex work, but there are enough bad VNs on this site to show what happens when you lack those creative skills.



You'd be surprised how long people can muddle along without reading the documentation (or even finding it). Making something that works does not mean learning how to do it well. Far more common is to get stuck in bad habits that land you in trouble down the line as your technical debt comes due. This leads to big delays as you go back and hopefully do things the right way.

The root of ES's problems is that BC is a creative type with big dreams (any software developer can tell you all about those people with "an amazing app idea!!!"), who is learning the hard way that ideas are only half the battle. It's pretty clear BC doesn't have the technical skills to make the game they want, and may not even be able to comprehend the progress (or lack thereof in this case) of those actually working on it.
Are you high?
 
Apr 14, 2020
2
5
Man this whole thing has just bummed me out. I've watched the game/thread long enough to know where this is headed but Jesus. I really loved this game and these characters and it just makes me really sad that i dont get to learn more about them. I mean, what happens between MC and Mao or Saki???? Fuck you BlueCat for not caring about these characters as much as the rest of us. The fanbase and characters deserved more from you.
 

Construct

Member
Oct 31, 2018
487
1,027
First: They're called renders because the game assets are pre-rendered image rather than the models and instructions on how to position them (like for example a Unity-based VN would use). The complexity (or simplicity) of the process involved is irrelevant.

Second: That's like saying writing a book is just typing words. Getting the poses, facial expressions, lighting, and everything else right is non-trivial work. It's not technically complex work, but there are enough bad VNs on this site to show what happens when you lack those creative skills
To these to points I‘d argue that using an Illusion game allows you to produce renders faster, because you don‘t actually have to render anything. As you said, it‘s non-trivial to get everything right, but after that you are done. Screenshot it and you got your render.

Using DAZ you have at minimum the same amount of work for posing, lighting etc. Additionally you then have to actually render the scene, the time of how long this takes depends on your computers power.

Given the same amount of time and skill level, a dev using DAZ will likely create less renders than a dev using an Illusion game.

As such it is expected of Bluecat to have a created a massive amount of renders during the downtime of this merge.
 

jodike

Active Member
Oct 14, 2017
506
927
To these to points I‘d argue that using an Illusion game allows you to produce renders faster, because you don‘t actually have to render anything. As you said, it‘s non-trivial to get everything right, but after that you are done. Screenshot it and you got your render.

Using DAZ you have at minimum the same amount of work for posing, lighting etc. Additionally you then have to actually render the scene, the time of how long this takes depends on your computers power.

Given the same amount of time and skill level, a dev using DAZ will likely create less renders than a dev using an Illusion game.

As such it is expected of Bluecat to have a created a massive amount of renders during the downtime of this merge.
Best bluecat can do is 2.5 renders for the 2 years of bullshit excuses
 

DeeCanon

Member
Mar 12, 2018
373
398
so have they released any information about the update? any previews? anything?
considering all the writing and images were done for it what 2 years ago you'd think he would want to show something to give patreons a reason to stay subbed at the very least
 
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Crowangel

Well-Known Member
Dec 12, 2021
1,156
1,764
so have they released any information about the update? any previews? anything?
considering all the writing and images were done for it what 2 years ago you'd think he would want to show something to give patreons a reason to stay subbed at the very least
zip zero zilch nada bupkiss diddlysquat naff-all none not a cucking flue lol
 

Ickerax

Member
Feb 14, 2020
261
625
Actually there has been some day 22/23 image previews in some of the supporter threads. But nothing confirming the release date other than due April .
 
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