Visual Novel Cg Scenes

  

Light Novels (Digital) Artbooks (Digital) CG Sets. Doujinshi (Physical) Physical Goods. Dakimakura $ 0.00. News and Information. Feb 19, 2015 But yet the main purpose of these games is to leave a high emphasis of the story/plot. Even to make the player ambiguous of the ending as well. Depending on the Genre that is. I don't read books but visual novels do the trick for me. Any who leading on-! So we have all got the gist of what a VN is. The setting and structure is common as seen below. 1 scenes with a double character and 5 alts 1 other photoshoot with 3 alts Update 0.23: This one focus on Claire's Institut and particulary on Claire's Clinic run by Julia. She will propose you to test her special temporary regress Serum but it's up to you to choose who will try it:) In term of content: 3 new scene in the Clinic.

This is a walkthrough for the English version of the Yukikoi Melt visual novel by Frontwing. Which is available through Steam. An 18+ DLC patch is also available for download here.

This English guide is simply a translation of the original Japanese walkthrough by Seiya-saiga but with all the texts adjusted to match the English version instead. All credits to them.

Yukikoi Melt has 6 endings (if you include the bad end) for 4 heroines (Taruhi, Kanon, Yuki, Shizuri). You’ll need 3 save slots in total for this walkthrough. Of course you’ll also unlock all CGs.

Notes

  • While this walkthrough was made with the adult edition of the game. It should also work for the all-ages edition.
  • If you want to download the 18+ patch, be sure to do so first. As there’s no guarantee that old saves will still work after applying the patch.
  • For the adult-only scenes, be sure to use the quick save and quick load feature to unlock all CG variations.

Taruhi

  • Save Slot 1
  • Brush the snow off
  • Save Slot 2
  • (Choose Taruhi)
  • Save Slot 3
  • Give in to lust and unleash the lube
  • * Adult scene choice
  • * Adult scene choice

Kanon

  • Load Slot 2
  • (Choose Kanon)

Yuki

  • Load Slot 2
  • (Choose Yuki)

Shizuri

  • Load Slot 2
  • (Choose Shizuri)

Normal end

  • Load Slot 2
  • (Click in the top right, on Mitsuhashi-san)

Bad end

  • Load Slot 1
  • Grab the weird protrusions
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Taruhi scene recovery

  • Load Slot 3
  • That stamp rally sounds fun
  • * Adult scene choice

Visual Novel Cg Scenes Wallpaper

Did you like Yukikoi Melt by Frontwing? Check out some of their other titles over at Mangagamer and Steam.

Front Wing game walkthroughs: Himawari -The Sunflower- | Island | The Eden of Grisaia | The Fruit of Grisaia | The Labyrinth of Grisaia | Wonderful Everyday | Yukikoi Melt

Yukikoi Melt

Brand(s):Front Wing
Yuki Koi Melt is a visual novel by Frontwing, and is themed around Winter. The story follows protagonist Miharu Okazaki, who actually is not a great fan of winter. Miharu would like to do nothing more than laze around, but…
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Kids stood there watching me with sadness. They didn’t manage to make their game. So I had to break the news to them. Most of the games NEVER get finished.

So yea, it was at that time when I was teaching kids how to makegames. They want to team up, ten of them or so. Elementary school kids. I explain to them about the roles in a gaming studio, how they need a game designer to come up with rules of the game, they need a team that will write code, others will make sprites and backgrounds, then there will be soundeffects and music guys. Finally one boy volunteers to be the boss and oversee the whole process. They have three hours to finish the game.

It starts well, they assign themselves tasks and start working, very excited. Then as they hit first snag, their enthusiasm drops. One by one, they abandon the project. Kids start to chat, snack, play games alone or with others. When time runs out I gather them and ask them, “Where is your game?”

Kids blink and the heavy feeling of failure sinks in. “Hey, that’s okay. About 10.000 games are published every year and for each there is probably ten or more that didn’t get finished. There are more unfinished games in the world then those actually finished. So let’s see what we’ve learned from this fail”. Kids were baffled. Learn. From fail?

Well yea, failing is happening more often than success, so we have to learn from the process. Even this blog post is made of fail, if it has any wisdom in it, it was collected from many authors, artists and game makers that failed. It comes from my personal fail. And my goal is to have you rehash your own fails. Dig them up and see why is it that you seem unable to finish your Visual Novel project that you wanted so bad and now it is neither abandoned nor really in the works…

As our very own dearest Fluffness would say, “Planning? That thing that you think about but never do?” Still, it is the planning and moving forward that will help you make your VN. So this is the first of several blog posts that will deal with the ways to plan your project and hopefully execute it.

Why bother with planning? Well, planning matters. It helps us visualize the task ahead and we connect with the process and the goal. If you don’t plan making your Visual Novel you are risking having very low INTENTION.

Visual Novel Cg Scenes Youtube

What’s that? Well, we human beings often wish for this or that, but we accomplish only those things we really INTENDTO see through. I know it can sound like new age mambo jumbo, but it’s simple logic. Many authors just start making things because the process of being creative is inherently fun. Many dream about making a game, but don’t really put their focus in it.

You can’t make it if you don’t really intend to make it, simple, isn’t it? Planning is one of methods to focus our desire.

Visual Novel Cg Scenes Youtube

Moreover, planning helps you to research the obstacles and risks. Writing 120k words novel sounds awesome, but if you don’t plan then it won’t dawn on you that if you write 1000 words per day (which is pro level of productivity assuming the text is really well written and edited) – it means you will be working on script for our novel for 120 days, which is 4 months.

Games are tricky monsters. Once you start to develop them, they start life of their own and have their own demands. They grow, swell, overflow, become more complex. What started out as simple Visual Novel suddenly is a multiple ending, several highway branches spanning, mini game infested, stats heavy monstrosity.

Stories are even sneakier. You seem to be in charge, but as you write them, stories snake away, coil around your mind and before you know it, bam! You are stuck with a monster that can’t be put back in the box.

Visual Novel Cg Scenes Minecraft

Ok, first of all, this is going to be a series of posts dealing with issues of planning and execution. Basic elements of the Visual Novels are always the same, but ways we come up with them and the way we actually create them is different for everyone. That’s your CREATIVE PROCESS and if you are proud that you have none, then you’re in trouble. Making things up as you go along is nice if creation is only a game to play, or if you are a genius. While playing is nice it doesn’t ensure you will stick to your project from start to finish. Also I am not a genius, so I need to have creative process I can stick to. It’s ok if you don’t have one right now, but think about it.

Visual Novels are: one part novels, one part visual, one part games and one part audio experience. There is another one very important part that ‘goes without saying’. The inner reasons within the author. It’s easy to assume that if Visual Novel maker has embarked on the journey to make this complex game, that they already have all the inner reasons figured out. Ah, but ‘assuming’ only makes an ass out of me and you , eh? So here is the list of ingredients, with inner reasons added into the fray.

Scenes
  1. Inner reasons

    1. WHY are you telling us the story?
    2. WHAT is the message that you want to carry across to readers?
    3. WHERE will you place this project in your life?
    4. WHEN do you plan to finish it?
    5. WHO can do it better than you?
  2. Novel aspect

    1. What is your plot structure?
      1. Kinetic novel – no branching
      2. Visual novel – branching story
        1. Common route
          1. Is it a long route> better suited for establishing new settings, developing characters, long exposition
          2. Is it a short rout> better suited for writing conflicts, covering different story arcs/characters
        2. Diverging routes
          1. Pacing of meaningful choices
          2. Dead ends and Bad ends
          3. Switching routes
          4. Points of no return
    2. Writing style
      1. Choosing point of view
      2. Who’s story is it (choosing narrator)
      3. Deciding on tone and key of the story
    3. Characters
      1. Protagonist(s)
        1. Background – where do they come from?
        2. Goal(s) – what they want?
        3. Motive – why they want it?
        4. Personality – how they go about it?
      2. Support characters
        1. Motives
        2. Relation(ships)
        3. Are they meaningful?
        4. Are they colorful?
      3. Villain(s)
        1. Goal(s)
        2. Motives
        3. Point of friction
  3. Visual aspect

    1. Backgrounds
    2. Character sprites
    3. CG – special scenes and/or gallery
    4. Animations
      1. Special effects
    5. Other graphics
      1. Buttons
      2. Bars
      3. Intro screen
      4. Ending screens
    6. Text
      1. Style of presenting text
        1. ADVenture mode
        2. NoVeL mode
        3. Other styles (comics style bubbles)
      2. Textboxes
        1. Style and size
        2. Character name box
      3. Textbox Character sprites
  4. Audio aspect

    1. Background music
      1. Main theme
      2. Scene specific track
    2. Sound effects
    3. Voice acting
  5. Game design aspect

    1. Placement of choices
      1. Pacing
      2. Relevance
    2. Control over text
      1. Skipping yes/no
      2. Forced reading
      3. Speed of text
      4. Form of text
    3. Control over animations
      1. Animated CG?
      2. Animated characters?
    4. Mini-games
      1. Relevance (do they fit the theme of the game?)
      2. Genre (puzzles, action-games, strategy games, rpg battles, etc)
    5. Stats
      1. Stat check gateways
      2. Stat controlled branching
      3. Stats that affect endings
    6. Random events
    7. Mixing in other genres?
      1. Dating sims
      2. Time management
      3. Resource management
      4. RPG elements

It’s a checklist of elements and issues you need to consider when making your novel. Now you can see why it is so easy to just abandon your project. Hope it’s bit more clear why even the moderately sized Visual Novels take months and years to complete. But don’t worry I will go through this list and help you learn more about ways to make your project going strong.

Visual novel cg scenes wallpaper

Oh and I know that most of you are lone wolves making your own games. I also know that making a team complicates things to the power of UGH, but I hope this checklist also illustrates why having a good team is sometimes a must. Writers, scripters, coders, voice talents, animators, sound engineers, project managers, and yea, artists, duh obviously. You are going to need them, or walk in their shoes, at least.

Visual

Visual Novel Cg Scenes Free

Before I explain all the elements, here are some general tips and pointers for making your visual novel. Always keep quiet. Run up a tree if you see anyone. Keep your tail clean. Keep your nuts in a hole in a tree. Oh wait, these are squirrel rules.

Visual Novel Cg Scenes 2

Here are the VN making tips. Don’t bite off more than you can chew. Pace yourself. Know your cliches and know how to turn them into archetypes.

Visual Novel Cg Scenes Of Love

Don’t rely only on text. Don’t overwrite. Visual Novel is a multimedia offering. However, substance over style. Good visuals can’t turn bad story into a good Visual Novel.

Don’t underestimate the power of music and sound effects. Either do awesome and full vocal acting or don’t do it at all. Dialogues are part of the story, don’t drag them out. They need to be plausible, convincing but also informative and concise.

Define your audience and write for them. Interactive fiction is about what COULD HAVE happened. Don’t go for many different endings. Have as many or as few as your STORY demands. Always listen to your story.

Good luck writing your games, at least you don’t have to do any heavy coding, nor you have to learn programming and retrain your brain to comprehend the algorithmical way of thinking, because we provide you with zero-coding experience, plus a very helpful community that can jump to your aid. Just join our Discord server and you’ll see for yourself!