This game is playable offline, right? - Animal Crossing

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Second/Alt Character Guide for New Horizons

So, you’re thinking about making a secondary character in Animal Crossing: New Horizons? Maybe you want a second house to fashion into a cafe or a library. Maybe the idea of another 1600 storage slots is intoxicating. Maybe you just want to get extra items from event NPCs.
In any case, you may want certain things clarified before you commit to the effort of making a new character. I should mention that I was initially inspired by this reddit post, which you may also want to reference (note that they have some inaccurate information on how controllers work for party play). I will cover some of the same things in the interest of completeness.

Table of Contents

  1. Gathering
  2. Trading/CataTrunk
  3. Patterns
  4. Visitors
  5. Misc

Downsides and things to be aware of

First, a few potential downsides that you may wish to know about:
  • Your villagers will talk constantly about your second character, whether or not they have ever met. It’s a similar amount to how often they reference your visitors.
  • In order to make a second character, you make a second profile on your Switch, which will by default prompt you to choose which profile launches the game every time. I think this can be turned off in settings, though.
  • They will always get their own tent/house, whether you like it or not. Not really a downside unless you’re crammed geographically, but worth mentioning.
  • A less mechanical and more personal note - adding a secondary character can bring with it a pressure to complete your daily tasks on both, a need to check their mailbox to make it stop pinging, etc. Be aware of this potential stressor if you suffer from compulsions like perfectionism or anxious mental illnesses.
  • A note about online: The secondary character will not be able to send or receive mail from off-island visitors unless you purchase a Nintendo Online subscription for them or add them to a Nintendo Online Family Account. Additionally, unless they are on a plan, they cannot otherwise use other online features such as the Able Sisters Kiosk, or visit other people’s islands/open your island’s gates.

Getting Started

How to make a second Animal Crossing islander: The process is pretty simple. You’ll need a second Switch profile (this may or may not require a Nintendo Account and thus its own email - I did create a Nintendo account with my second email anyway so I’m not sure if it can be done without). The second Switch profile needs to open the game, and it will automatically assign them to your existing island. Ta-da! Second character.
Getting them up to speed: Your second character will automatically get the benefit of most of the things you’ve already unlocked, such as terraforming (although they’ll need to purchase the “licenses” with their own miles) and upgraded shops etc. They will still need to unlock their own bag space, radial menu, hairstyles, and so on, as well as pay for their own house upgrades. However, I’m assuming that by the time you’re thinking about making a second character, you’ll have bells a’plenty to throw at them.
A note about switching characters: You do not have to exit the game to swap from one character to the other. You can use the Call Islander app to summon the other characters on your island for co-op party play, select Change Leader, and if necessary, choose “end session” on the new leader. However, there’s a lot you can get done just by dragging the other character around (although the camera is, admittedly, obnoxious).
In order to play couch co-op with yourself, you must either use one pair of Joy-cons each as their own controller (which I do NOT recommend, holy crap), or you’ll need another controller or pair of Joy-cons. This is required to control both on-screen characters. If you have a Switch Lite you need two external controllers/joycons, as the onboard controls will not work for couch co-op.
If you cannot couch co-up, you must switch user by saving, exiting, and opening the game as the second profile.
A guide on couch co-op party-play: https://www.ign.com/wikis/animal-crossing-new-horizons/Call_Islander

The Good Stuff

Gathering -

Money Tree: YES. The glowing spot will only show up for each character in singleplayer mode, not while both players are on.
Beach DIY Bottle: YES. Same deal as before. Per this comment by luvening:
As for beach bottle DIY, logging in for the day will make it spawn and all players can then see/pick up the bottle. It doesn't only show up for the respective player, I have been able to see and pick up my brother's bottle in my session when he has played before me and forgot to pick it up.
Rocks: YES, BUT. The money rock is obtainable by both characters (although which rock it is may differ). However, the second character can only get stone/iron/etc drops from one other rock, for some reason. I have not tested this in co-op mode. Per this comment by luvening:
For the rocks, each rock is only able to be harvested for materials (stone/iron/gold/clay) once by either player (main or secondary) per day. If the first player gets a money rock, they are unable to get materials out of that rock, and so second player can then harvest the normal materials from that same rock when they are playing.

Trading/CataTrunk -

CataTrunks: NO. The second player has an entirely separate cataTrunk of all items, making it necessary for them to hold each item type in order to be able to mail-order it.
Nook Special Goods: YES. Well, sort of. Second characters can access and order from the special daily goods, but the item selection is island-wide and not specific to character.
Critterpedia: NO. The second character has their own Critterpedia. However, museum donations are island-wide, so only need to be made once, regardless of character. Correction thanks to luvening, therealjoeandoe and kramarod.
Bug and Fish Trading: YES. Any items placed by one character (outside of their house) can be picked up by the other. So by this method, you can trade bugs and/or fish (helpful if you want to give them specific critters to have sculptures made from)!
Storage: YES. A major benefit of having a second character is that they have their own house storage, completely separate from - and inaccessible by - the other characters on the island. As a side note, any items placed or dropped in a character’s house cannot be taken or moved by other characters.
Registered Music: NO. Second characters cannot access songs you have registered, they can only choose to stop your music and registeplay their own.
Mail-Orders: YES, BUT. The second player may order up to 5 items from the Nook Catalogue without it counting against the other’s total - however, mails from one character to the other do count against the sender’s 5 items.

Patterns -

Slots: NO. Pattern slots, both basic and pro, are per island, not per character. Yes, it sucks. :( The one minor benefit to this is that you can download patterns from the internet on behalf of your alt character, who could otherwise not access them.
Editing: No. A second character can erase or overwrite your patterns, but not make changes to them.

Visitors -

Flick and CJ: YES. Second characters can order their own collectibles.
Redd: YES. Second characters can order their own piece of art.
Label: YES. Your second character will get a random/different prompt and clothing item to dress for, as well as their own tickets and clothing reward. However, the one time I have tried this, the Labelle clothing item reward was the same for both characters - I imagine this is intentional since it will appear in the shop the next day.
Saharah: YES. Second characters get the same initial 3k wall/floor and rugs as the initial character, but the ticket-purchased wall and floor will be random.
Gulliver: YES. Whichever character helps him second will get a spiel about how he was helped by the first character (assuming they returned the pieces to him), but fell asleep and got his phone wet again. They will then get the chance to help him, getting a second reward. This must be done in singleplayer.
Wisp: YES. Similar to Gulliver, the second player will simply re-scare them and have to collect the spirit pieces on their own, and will receive their own reward for it.
Celeste: YES. Second characters, along with any other visitors, will receive a random non-owned recipe (unless it is the first day of the new zodiac period, when all players receive that zodiac’s recipe).
KK: YES. Second characters can request and obtain their own music. Note that their first song will be New Horizons, you cannot choose until the second time.

Misc -

Infrastructure: NO. Only the Resident Representative can initiate infrastructure changes.
Home: YES. Your secondary character’s home can only be moved/expanded/customized by that character, and cannot be affected in any way by your main character.
Wishes: YES. Each character on an island can get a maximum of 20 star fragments apiece.

Edit:

Thanks to all the corrections and data in the comments! I've also received a few corrections from friends in my communities, and have edited the guide accordingly. I have removed one completely incorrect section entirely so it won't show up in search results, and have crossed out some less serious errors.
submitted by katubug to ac_newhorizons [link] [comments]

Animal Crossing 2 switches, 2 accounts, or do I need 4?

I’m new to Animal Crossing, and my boyfriend is even newer. I’m going to explain our situation and hopefully someone out there can help me out with what we need.
We have 2 switch consoles, not lites. We have set them up to swap primary accounts in order to share digital purchases. My account is primary on his switch, his account is primary on my switch. I can play his games on my profile on my switch, and as long as I’m connected to the internet I can play my games on my profile. The same on his. We subscribe to the family plan for Nintendo Online and have 3 other users on the plan with us.
I bought Animal Crossing on my profile. I set up an island on my account on my Switch. Then I talked him into playing. He doesn’t enjoy it quite enough to pay $60 on his account too, but he does enjoy playing some. We set up his island on his profile on his Switch.
We are able to visit each other’s islands through online play, though we get an error when we try to play locally. That’s fine, I’m not worried about that. We can play online just fine.
All told we have owned the game for 10 days, I’ve played since the day we got it, and he’s played for maybe 5 or 6. The main thing that bugs him about the game is that certain things are blocked when you have visitors. Can’t decorate, shop in the little atm machine thing, get the quests from the loan shark raccoon, or deal with Blathers. As we are so new, we just discovered today that you can have multiple residents on an island.
Now for the question.
I get the basic idea of how to add residents to an island and can google most of the questions I have, but it comes down to a profile issue for us and I can’t seem to find the answer anywhere.
Can I use my normal profile on his switch to become a resident on his island without screwing things up on either island? Will I still be able to log in on my island, either while logged in as a resident on his, or after logging out on his, to be able to bring him mats or bells or whatever I feel like bringing him?
I’m going to over explain what I want to do, just in case anyone is confused.
On his Switch we have 2 user profiles, Him (A) and me (B). On my switch we have the same profiles. I want to get on his Switch with profile (A) as primary resident, profile (B) as secondary resident, without screwing up island (B) on my switch, AND be able to visit his island with profile (B) on switch 2. (Somehow I feel like my overexplanation just made everything worse)Do I need to create profile (C) on his switch in order to do this? Does profile (C) need to be added to our family plan and have online access?
UPDATE: I ended up adding a new profile (C) to his switch, and also adding it to the Nintendo Online family plan and this is doing exactly what I wanted it to do. Is it true co-op? No. But it’s a lot less frustrating that he can do the things he wants to with me on the island following him around and helping. Switching leadership back and forth is easy and way less frustrating than the super long loading screen every time I bring my character to his island or have to leave for him to do something. Really, the only thing we can’t do that we wanted to do is be able to separate and have me do his harvesting for him. Which I can do easily enough with my character while he’s not playing, and I don’t have to worry about moving his stuff around in his inventory (“what happened to my axe?! I swear I had an axe!”), or trying to keep his stuff and my stuff separate on my main character. I can still grab my switch and come in with my main, while both he and my secondary are running around doing things if we really need help from the more established character, but this is working a lot better for us. Thanks everyone who responded.
submitted by Glitternator to NintendoSwitch [link] [comments]

My 3 year Journey to Create DON'T GIVE UP, a bare all Postmortem

Edit: Blog is live on Gamasutra now!
https://www.gamasutra.com/blogs/TristanBarona/20191016/352273/My_3_year_Journey_to_Create_DONT_GIVE_UP_a_bare_all_Postmortem.php
I submitted this to Gamasutra but it hasn't been approved yet but here is an album of everything I'm talking about in this post:
https://imgur.com/a/mbZeNQp

Hey! Quick background, I spent 3 years working on my RPG DON’T GIVE UP, a semi-autobiographical and humorous game about my triumph over depression.
You can see it here to get an idea of what it looks/plays like:
https://store.steampowered.com/app/960710/DONT_GIVE_UP_A_Cynical_Tale/
It’s an adventure lite RPG with a focus on storytelling and charm.
Mostly a 2 man team! (music and illustrations were contracted)
I will talk about 3 things: The history behind the dev, what I did to try to make it a success and reflections on each, and results (release).

The Beginning
6 years ago I’d been laid off and decided to try my hand at making games. I've worked in the industry, and had been playing them all my life, so why not give it a shot? I made a couple of small mobile games, and after I felt confident enough, tried my hand at making a full length commercial platformer. Well, long story short, I made the big mistake of trying to outsource a studio of both artists and programmers. I was too trusting, maybe even naive, and things that were quoted to be a certain amount would end up tripling. To make things worse, when it was hinted that I was running out of funds it became apparent to me that there was no intent to at least provide the source code in order to have me pick up where I left off should I ever recover.
The game had not been able to be polished enough for me to really be able to find funding but I was in too deep to start a new dev. I couldn’t program, and while I actually went to art school, I certainly didn’t have the spectrum of experience to animate a platformer. So.
This in conjunction with many other things led to the beginning of “The Great Slump”. Starting to work on DON’T GIVE UP was sort of like learning how to walk again after being knocked down by the world over and over. I’d never done pixel art before and started working through my depression by making some crappy pixel sprites based on Pokemon from the Gameboy days, and some really saturated areas and buildings. Eventually I had confidence in creating the sprites and attempted to do a ¾ view instead of the ugly 2D sidescrolling I’d started with.
I did this for months, and I actually had no idea what I was doing, so finally one day I said “Okay. I gotta actually start writing some stuff or I’m gonna have to find a way to fit all of these areas in the story”. After working on a script that was I believe around 60 pages, I started reaching out my feelers for talent and eventually connected with an awesome man named Jarnik from Prague and we worked to make the first version of the game Cynical 7.
It was an okay game, but it could have been better, it was clear people liked it enough for it to have the potential to be a thing, so I decided not to quit, rework the combat and some of the pacing and we tried again with DON’T GIVE UP. This version was a lot more well received… and well after that, there was just no stopping me.
Eventually I was able to get a tiny amount of Kickstarter funding and a Humble Original deal to push the dev through. With what I considered to be a solid base game to push forward, it was time to continue finding its community throughout the course of its development.

Community Building Efforts
DON’T GIVE UP was always on a shoestring budget, even when the contract with Humble stood to bring in some extra cash, I decided to pour those funds immediately back into the game, primarily on music, polish, and features. The full budget for the game was < 30K USD.
DON’T GIVE UP’s BIGGEST problem in my opinion has always been its reach. The internet is unpredictable, and while games that are gorgeous and AAA are always going to turn heads, it’s particularly hard for indies to convince people to check out your story heavy game with no senior artist to catch eyes.
Despite having no marketing budget I pushed forward and made what I consider to be a major effort to develop a community. Here is a list of notable efforts I made. Below I’ll talk about my efforts further and the effect I felt each one had:
Despite all of those efforts, if I’m honest MOST of them had little bearing on the community of the game itself. I’ll go through each of them step by step and shed some light on what it was like for me and my personal take. Keep in mind while I’m going to be honest about my experiences this in no way reflects on the storefronts/venues as they have no control over how people respond to the project or choose to engage.

Game Jolt Feature
The Game Jolt feature put the game at the top of the banner on the front page of the site. They provided buttons to my Kickstarter and Game Jolt game page. Over the course of this I believe I accrued over 1K followers. I learned, however, through Kickstarters analytics, that my Game Jolt traffic accounted for less than $60 that went to my Kickstarter. My personal opinion? Lots of people who use Game Jolt or Itch.io are mostly looking for games to play for free. They’re usually not looking to spend, which means they are probably not leaning toward investing in something that doesn’t exist yet.

Twitter Growth
My Twitter has seen steady growth over the course of development. However, it’s sad to say that I don’t think that’s personally due to any effort I put into posting there. I’d posted so much on Twitter; screen shots, updates, thoughts, even a few video vlogs. Everytime something cool or new was finished it went up on all my social media, but it almost NEVER resulted in new follows. Most of my new follows I think came from people who saw the game ELSEWHERE. Even releasing the game and dropping the release trailer that got 4.2K views didn’t net me almost any follows. For an indie who has no marketing budget, it’s hard for me to say that posting on Twitter isn’t worth it, but in my case, it really was almost not worth the effort versus other things I could have done. For me Twitter is mainly a tool to keep your current fans up to date, not trying to find new ones.

Other Social Media and Indie Hubs
I have been pretty active over the years on other social media and forums like TIGSource, Tumblr, and Facebook.
TIGSource is really kind of a ghostland these days in my experience unless you are creating something really exceptional. Not to put my game down, but it would take me many, many, many years before I could even attempt to make anything as detailed as Blasphemous or Children of Morta, but then again these projects definitely have more than 2 people working on them.
Tumblr has been a huge waste of time for me. My previous project I worked on used to easily garner 40ish likes or more on average, it was more detailed visually, but had not a sliver of the depth DON’T GIVE UP has. It was just an adventure platformer that didn’t really focus on any character development and only ended up having one stage, and it still got more attention than my completed project. When I say my game is ugly people who have played it will usually respond “I like the art” or, “I think it’s good”, but I don’t really mean ugly literally, I guess I really mean it doesn’t look modern. It is proven that retro minimalist art can still do well in this age but in my opinion is diminishes your visibility odds even further. It’s the, “If I have to give my attention to one game, why take a chance on the one that doesn’t look as good?” And for this, DON’T GIVE UP rarely has an argument besides “You just have to try it”, which in this vast sea of games is really not enough.
Facebook has been okay. My official page hasn’t been able to grow for A WHILE, and release didn’t change that. But posting on all the groups I was in was surprisingly positive. People were liking the game and sharing for a few days and even saying that they bought a copy! Sadly, it didn’t really circle back to the Facebook page.

Itch.io
Being featured on Itch.io was cool, but it didn’t have any noticeable impact. Games get uploaded on Itch.io FAST. By the time I put my game up it was pushed out of non-scrolling view in less than an hour! Itch.io was also cool enough to tweet the game as well, it got some interactions (not as much as my release post) which was cool, but I didn’t really see any change on the site. The problem I have with Itch.io is I think interaction with your community could be a lot better. I would almost prefer just about any other platform to using it, Steam Discussion IMO is just superior.
The game had 2 Kickstarters. My goal for DON’T GIVE UP was not to get a buttload of cash so that I could live a cushy startup life from my home while I made my game over the course of 8 hour work days. I only wanted enough to give my own funds the boost it needed to be completable. I ultimately believed if people wanted the game it would make more; I also thought it would be a great way to get additional exposure. But it didn’t, I’m not sure why- I’ve seen many games that are far less along, and far less visually attractive do leaps and bounds better. Knowing lots of people and having some form of virality obviously helps a lot with Kickstarter, something I just didn’t have. Even though I only raised around 8K altogether, I will say a lot of that funding came directly through people discovering me on Kickstarter so it was extremely useful. Having completed a game, I would never start another project at a funding goal that didn’t allow me to complete a project without diving into my own funds. My fire to make it in this industry made me willing to make that sacrifice and it’s something only you can decide.

Conventions
Throughout the game’s development I attended 4 shows:
Portland Retro Game Expo
DreamHack
PAX South
XOXO Fest
Portland Retro Game Expo was cool because my game has a retro feel to it. It’s local and small, but was great for getting my feet wet and talking about my game.
DreamHack was okay, to be fair they are really kind and awesome enough to offer free booth space to the indies. Although the deal is less sweet when you have to travel from out of state. DreamHack is in a huge part, for folks who are into eSports. It’s no secret that the indies weren’t a highlight and still a growing part of their venue. Traffic was slow but that’s no reflection on the people who invited me to attend. With my budget I probably could have invested the travel funds a bit differently.
PAX South was great. I was selected to be in rising, I know a lot of rough around the edges games can make it in there but still it felt good. More people obviously played my game than at the other venues, the feedback was good, and people were visibly jamming to the music on most of the playthroughs. I felt like my game was really, finally on its way to shine, but real life set in pretty quick afterward. I didn’t really see any growth when I came back even though I totally did recognize a few followers that I’d met down there. However, the experience was still worth it. Why? Because I got to see people play the game dozens of times a day, seeing people play your game over and over in its development days will almost inevitably bring about some ideas you’d never thought of that will make something even better, or make you realize that something isn’t as good as you thought it was and might actually be better removed. A fresh set of eyes on your game is PRICELESS, more so in large quantities.
XOXO Fest is another local, very exclusive event. I wasn’t a headliner but a part of a local showcase, and with less than 600 attendees traffic was obviously not going to be bustling. The feedback that I got here was the best of all the venues I would say because the crowd was a lot more invested in the creators and not just the games. I left XOXO Fest feeling energized and confident as a creator!

Kickstarters
After my Kickstarter I signed a deal to become a Humble Original, to be honest, in order to take the game where I wanted it to go this was a bit of a necessity. I won’t say too much about this or the terms because I’m not sure if that would be proper etiquette. But basically, they get to have the game be exclusive to their bundle for a set amount of time and I’m able to create an expanded version and sell it later. When the game was released in the bundle, my abysmal wishlists did spike and it was helpful, but absolutely not as much as I had hoped for with a potential 400K subscribers, but it was better than I was doing on my own. The terms really weren’t unreasonable.

Press
I wrote over 200 press and influencers trying to just get them to try the game. Offering someone something for free just isn’t really a selling point anymore. I really did my best and tried to target lots of folks who did let’s plays of Undertale. Writing to press and being unknown is a masochistic game of sorts; I literally only ended up getting 1 let’s player to play the game off of my emails, and a very rude review from a press site after release. Honestly, this is another thing that isn’t really worth the effort, much like busting your butt on Twitter, but when you have no marketing budget, not really worth the effort is all you’ve got.
Let’s Play Traffic
I had a let’s play from a popular YouTuber named YuB, it actually came out of the blue and they didn’t contact me until the video was actually up. It also led to a trickle down where some other mid ranged YouTubers checked it out. I was really excited when this happened, it was sort of the universe saying, you’re not crazy and someone who has a crap ton of viewers thinks your game makes good content. This was quite helpful, and the video resulted in over 60 followers. I know this isn’t a lot, but nowhere else was I able to garner that kind of surge, and that’s over a video that got over 60K views. Being an indie is hard :P

Trailers
Each time I hit a major milestone toward release I made a trailer. For the new major public versions, a gameplay version (in order to feed less narrative and show how the game plays), a pre-release trailer, and a release trailer where I revealed more of the game than I had in the 3 years.
Check it out here: https://www.youtube.com/watch?v=-rfGnrqU1IQ
Undertale
Finally I posted on Undertale hubs anywhere I could: Reddit, Facebook Pages, Discords, etc. When people are always telling you that your game reminds them of Undertale, even if that wasn’t your intent, you might as well try to use it to your advantage, right? People here and there were interested, but for the most part I think the thing with hardcore Undertale fans is that…. Well, they only want Undertale. They don’t really want to bother with something else because it isn’t Undertale, so you see, there’s a big problem.

Local Barcade
I'm a Portland dev so why not show the game somewhere in Portland?! We have a few barcades, and the one that let me show the game was REALLY helpful and supportive. The problem is, for one, Portland has a HUGE pinball crowd, and probably people looking to get drunk with friends aren't looking to play or process an RPG about quirky humor and depression. There's also a lot of people that aren't gamers who go to Barcades for once in a while fun. That being said, I made some fun connections with folks and had some AMAZING conversations, and I'm certain I converted a couple of people into sales. It was worth it especially with launch just two days away.

Which finally brings us to the heart of this journey…

The Release
I want to note that about a month and a 1/2 before wrapping production I ran 2 in person QA sessions locally where people played the FULL game, gave me feedback, and reported bugs. (Partially to ensure I wasn't crazy and I'd created something good). I think it was around 14 people in all. ALL of that feedback and bug reports were fixed before launch!
Before release I obviously rallied all my troops and let everyone know, especially my Kickstarter backers that it was coming. I’ve posted probably an average of 2 updates a month since my project was funded keeping them in the loop almost every step of the way. I worked really hard to build trust with my backers and have them see how dedicated I was to delivering a good game. I’d hoped that of my 400ish backers that I would hopefully see at minimum 20-30 reviews on day one. I warmed myself up by looking at articles from other folks who had the release day jitters with things not ending up nearly as bad as they thought. My confidence began to rise, my game that I’d spent 3 years on was good enough to sell itself, sure it may not be destined for 5 digit sales, but surely a few thousand would be an easy task for such a labor of love.
Well. Reality often has a complicated sense of humor. I’ve only cried twice in the past 6-7 years, once was when I found it too hard to medicate my mood, and the other was the day after release.
As of today, approximately one month after launch, DON’T GIVE UP has sold a mere 235 units, which equates to $2082 USD in revenue. To put it in perspective, working for minimum wage for a month where I live would have surpassed my first month sales.
That being said, let’s put my expectations into perspective. Despite not having made a cent off this game all I ever wanted was 3 things: to tell my story, to get my name out as a developer, and to have at least enough funds for the next prototype. As far as I’m concerned 10K in sales was my bar for success, or in other words my best case scenario hope, worst was somewhere around 5K. With these tools I felt like regardless of what happened beyond that I would have what I needed to keep the dream alive. To put it in context, where I live, even at minimum wage I could eclipse these in a month, but no need to beat it over the head. I think if you’re even reading this you know how bad that is.
I am also really lucky to have someone in my corner who supports me doing what I love and believed in my vision. We get by okay because the field they have decided to be in allows for that. The morale of a supportive partner is… huge, I’m not saying that you should go out today and find yourself someone who will blindly support your indie dreams, but it was a huge pillar of motivation to carry on for me.

So what could I have done different?
Well honestly, not much. Not in my specific situation anyway. I tapped every funding source I had, the soundtrack came out great, the game is a good length, I’m happy with the script, and even though the art isn’t the greatest, I did it ALL myself. I got better along the way, and didn’t cut corners. The final boss areas have the most complex sprites in terms of size and animation frames so I had tangible proof that I’d grown as a creator.

What COULD have been different?
If I had the money I’d have had better sprite work for sure, even if it was just for the combat and the overworld remained the same. Secondly, I’d have invested in marketing, it exists for a reason, and while it isn’t as vital as having an actual project worth playing, if you want reach, it practically almost is.
I don’t think this would have made a total difference but IMO I released in quite possibly the worst week of the year for games, Goose Game, Link’s Awakening remake, and Borderlands 3 and others all came out during that week. (This release date was planned far in advance and with the little fanbase I had I decided putting out confusion or discrepancy in the release date was really not wise so I rolled with it).
I don’t think it was wise for me to sink this much time into my first commercial game, for obvious reasons now, but also, it was just…… a lot. I wrote over 260 pages of dialogue, did all the art, social media, QA sessions, conventions, marketing (by marketing I mean blind emailing editors in vain) and a lot of other stuff. But I was raised on the SNES RPGs and that’s when my love for what games could be really developed. I grew up poor, and could only get 1 used game per month, so I would always go for the SNES RPGs because they would get so much mileage. I HAD to make this game. Going forward I’m definitely making something more simple in depth.

A Final Gold Lining
Prepare to get sappy. Yes, the sales are as bad, but I don’t need to let that dictate the gravity of my accomplishment. I created the game I wanted to make! Not only that, it turned out the way I wanted it to! I had a story to tell, and I told it. And while 1000’s of people aren’t playing it, there are people who have who enjoyed it, I’ve even been thanked numerous times for making this game. Every review I’ve gotten (even this scatching one https://techraptor.net/gaming/reviews/dont-give-up-cynical-tale-review) makes it clear that the story is emotional and the character development of the main character was done right, which is all my game aimed to do. To tell the story of my trials in a captivating way, so I say I’ve succeeded. I’ve earned the respect of my peers for taking the chance to do something I love, and yes, I know that respect doesn’t pay bills, but there are a lot of people who are afraid to take that chance, and instead of having a period in their life where they’ll get to truly do what they love for them, they’ll play it safe, and only know the corporate rat race. No one can take this accomplishment from me. People can always say, yeah I worked here for X amount of years and so on, but I get to straight up say yeah I MADE A GAME. And, it’ll likely be the same for you should you cross that finish line.
And listen, 2K isn’t a lot, but it’s something, and it will certainly find its use, and the sales will (hopefully) continue to trickle in over time, so I see it as an asset going forward.
What’s Next
Well the journey isn’t over! I’ve got a couple of features still coming up and currently waiting to hear back about approval for porting to Nintendo Switch! Who knows what the future holds?
TLDR: To summarize, my sales sucked, but I made the game I wanted to make, and a portfolio piece I’m genuinely proud of. No one can take that from me and it’s awesome. Period. I’m no worse for wear, I’m in relatively good health, and I can make another game or do whatever else I want.
Well thanks for reading, if you want to support my work, obviously the best way to do that would be to check the game out for yourself if it’s your cup of tea! Good luck fellow devs!
submitted by chibi_tris to gamedev [link] [comments]

found on the 42nd page of google

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[PS2]Akagi: Yami ni Oritatta Tensai[アカギ~闇に降り立った天才~] ISO (JPN) Download 【PS2】サイバー雀荘 東風荘編 ISO (JPN) Download Cave Story is a 2D platformer game published by Nicalis released on December 20, 2004 for the PC and remade on November 22, 2011 for PC with updated visuals, audio, language with addition of new mods it also supports the gamepad controller. Cave Story on 3DS includes a new Wind Fortress stage as well as a host of graphical improvements over its DSiWare counterpart like support for widescreen, higher resolutions, and of course, it will actually use the handheld's 3D effect. 0161 - Captain America - Super Soldier (USA) (VENOM) ROMS 3DS DOWNLOAD - All Right Reserved - Crown3DS With the approval and source code of Cave Story's father, Pixel, homebrew developer RavenWorks has spent the past year porting the indie classic to the DS. net is Roms3ds. txt. Cave Story's characters are colorful and diverse, ranging from the rabbit-like people called mimigas to the humans residing on the island. Ideal for players looking for fast-paced action, light puzzle-solving and a world to explore on the go! Cave Story is a 2D platformer game published by Nicalis released on December 20, 2004 for the PC and remade on November 22, 2011 for PC with updated visuals, audio, language with addition of new mods it also supports the gamepad controller. But still will have all the roms you need. Cave Story ROM takes you into an uncommon world where an inquisitive race of honest, rabbit-like animals called Mimiga run free. I could be wrong though, It has been a while since I played either one of them. Details Download Cave Story 3D rom. When you download the roms make sure the roms and the emulator are extracted, or it won't work. The best place to get cheats, codes, cheat codes, walkthrough, guide, FAQ, unlockables, tricks, and secrets for Cave Story 3D for Nintendo 3DS. roms3ds. GAME INFO Game Title: Cave Story 3D Platform: Nintendo 3DS Release Date: November 8, 2011 Genre: Adventure, Side-Scrolling Publisher: Nicalis, NIS America Region: Tales of the Abyss USA Decrypted 3DS ROM Hometown Story 3DS Descrypted EUR Cave Story 3DS Descrypted USA Download the best Mario Kart DS Rom on our website. Download the game Cave Story 3D Japan ROM for Nintendo 3DS. Today we are releasing a beta version of RetroArch 1. com; It's owners and it's staff can not be held responsible for any type of content. Now in a full 3D world, Cave Story takes the proven 2D action, exploration into stereoscopic Cave Story takes you into a rare world where a curious race of innocent, rabbit-like creatures called Mimiga run free. You will need a GBA emulator for Android. 3) Give emulator access towards DS / GBA / GB / 3DS titles digitally through there shop for real cheap prices. Home Forums PC, Console & Handheld Discussions Nintendo DS Discussions NDS - ROM Hacking and Translations Cave Story DS Discussion in ' NDS - ROM Hacking and Translations ' started by . Review. It's a bit odd that we haven't seen any DSiWare RPGs until now. Select a demo to play on the NC, and then use Download Play on the DS to download it to the DS' RAM. The Raspberry Pi is a tiny device, but it’s surprisingly powerful – especially when you compare it to the bulky computers of the past. It's a Japanese sidescrolling shooter for PC. Nintendo 3DSISO > Nintendo 3DS ROMs, Homebrews and Downloads > CIA Downloads > CIA Format DSi Ware > CIA Format DSi Ware Requests. His version is a rewrite/port of the popular freeware game Cave Story for Sega MegaDrive/Genesis. Cave Story 3D (en) Cave Story 3D (en) Centipede - Infestation (en) Combat of Giants - Dinosaurs 3D (en) 3ds roms. 3DSISO. Once the WiiWare port was announced, he stopped working on it, though ravenworks claimed he had a near-complete port in the "alpha" stage (if I recall correctly). Getting Started. DS-Scene Forum Index Nintendo 3DS Releases 3DS0678 - Cave Story 3D (JPN) (4Gbit) (High-Road) Nintendo 3DS Releases 3DS0678 - Cave Story 3D (JPN) (4Gbit) (High-Road) Did you know Andy Grind is working really hard to bring Cave Story to the Sega Genesis? His version is a rewrite/port of the popular freeware game Cave Story for Sega MegaDrive/Genesis. Cave Noire; Cave Story; Chaos World; Chester Field; Clock Tower; Cosmo Genesis; Cu-On-Pa; Cyber Knight; Wizardry 1-2-3 ~The Story of Llylgamyn~ Ys IV - Mask of RetroArch is basically a full-featured, multi-platform video game emulator for Windows, Linux, Mac OS X, Android et al, capable of running the exact same emulator cores on each of the aforementioned platforms, courtesy a unique library API referred to as ‘libretro’. Todo el material de esta Web, desde sus artículos hasta los ROMS DS que alberga, están protegidos bajo licencia de Creative Commons. 7) for the Playstation3 and PS Vita. 61. #opendirectory #archive #digitalhistory Home Files Donate Community FAQ Statistics Tools We are currently limiting concurrent connections to 2 per IP to make the site stable for regular users. All Free. 3ds (131 MB) y otros archivos de la colección citra 3ds roms The best place to get cheats, codes, cheat codes, walkthrough, guide, FAQ, unlockables, tricks, and secrets for Cave Story 3D for Nintendo 3DS. Nothing to configure, we've done it for you! Cave Story (doukutsu monogatari) is a Freeware Platform-Adventure Video Game Released in 2004 for the PC. The story is the same but they changed the gamecube version so those who had played the original on the PS1 would have a reason to play it too. Drac is a short stout vampire with incredible strength. 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Anyway I ran successfully many other dsi roms from this database including the USA version of cave story and even the Nintendo browser roms worked yet the japanese cave story won't run :/ Logged GBA roms, NDS, 3DS, Nintendo Switch, N64, Playstation, Dreamcast, SNES, Genesis, Arcade, NES, MAME, ROMs ISOs Download Cave Story (3DSE0016) ROM for Nintendo 3DS completly free. We've called the PC title to your Cave Story (doukutsu monogatari) is a Freeware Platform-Adventure Video Game Released in 2004 for the PC. Request here your games. Cave Story (doukutsu monogatari) is a Freeware Platform-Adventure Video Game Released in 2004 for the PC. Mit Gateway 3DS können die Spieler im 3DS/XL 3ds Spiele spielen. It's not exactly what you're looking for, but you might want to try tinkering with the editing tools, which are basically assembly hackers. Psp. DS-Scene Forum Index Nintendo 3DS Releases 3DS0678 - Cave Story 3D (JPN) (4Gbit) (High-Road) Nintendo 3DS Releases 3DS0678 - Cave Story 3D (JPN) (4Gbit) (High-Road) Some time ago (roughly a year and a half, I think), a fellow known as ravenworks was working on a port of the famous Cave Story to the Nintendo DS. Uncovering Mimiga Village, you discover that the once-carefree Mimiga are in danger at the hands of a maniacal scientist. com! Cave Story GBA - Official homebrew port I'm sure most of you have already heard, but I've been working on porting Cave Story to the Gameboy Advance in my free time (as a free, homebrew port). Ever since then, indie publisher Nicalis has made several ports, one for the DSi. It's the best ROM available on the web. CoolROM. Nintendo 3ds roms Nintendo 3ds Roms Don’t forget to reply for Dead Link 🙂 3ds Eshop Collection Title Nintendo 3DS (Complete Theme Pack) 273 Themes cia Download If you're looking for a game to try modding, try Cave Story. An update released for the Nintendo 3DS in June 2011 added support for the Nintendo eShop service, which contained the DSi Shop's full library of DSiWare games (at the time) with the exception of certain games and applications. Nintendo News in Real Time. Download 3ds roms for free. Welcome to the DCEmu Homebrew and Gaming Network. The goal of the project is to build a polished and unique version of Mario Kart . The DCEmu Homebrew and Gaming Network. Plus great forums, game help and a special question and answer system. damn, i want to play Cave Story and Nethack on my DS! i located one of those Games n Music Datel things at a local(ish) Wal-Mart and ill be picking it up tomorrow. Note: If the game’s running too fast. EmanuelPredescu. They were the same game. o-----o | | | R O M - N E W S | | | | designed by our own! Descargar gratis: 1298 - Siesta Fiesta (USA) (eShop) Decrypted. 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You wake up in a dark cave with no memory of who you are, where you came from The original Cave Story and Cave Story HD (among other names) was an 8 bit and 16 bit game respectfully, bar a few changes. He finds a village populated by rabbit-like creatures called Mimigas, who are being persecuted by the Doctor. These will only work on Windows. 6+ (latest snapshot, release candidate for 1. Join us now to get access to all our features. 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English, French, German, Indonesian, Italian, Japanese, Portuguese, Spanish, Thai NOTE: Play this ROM on your PC by using a compatible emulator. Download Cave Story 3D (3DS0039) ROM for Nintendo 3DS completly free. There's still a lot for us to do, but we thought you might want to try it out! Cave of Time, The rom para Apple II y Play Cave of Time, The en sus dispositivos Windows PC, Mac, iOS y Android! A LIFE-CHANGING VIDEO GAME EXPERIENCE! A young amnesiac hero discovers a hidden land and vows to protect the defenseless creatures who live there! Can he stop the mad doctor and learn the truth about his own past? The best place to get cheats, codes, cheat codes, walkthrough, guide, FAQ, unlockables, tricks, and secrets for Cave Story for Nintendo Wii. Cave Story Rom. Hope you continue keep it up!, and maybe it could work upto 3ds someday too!, Now that Citra can nearly run Cave Story at good speed and Zelda OOT at slow speed, We may see some think that may come up with you're own work!, from ideas of there source codes . Daisuke "Pixel" Amaya's classic 2004 PC game, also known as Doukutsu Monogatari, has now been ported over to the Sega Dreamcast, and is ready to download Cave Story 3D. in DS Lite doesn't just play DS games – it also features an additional port for Game Boy Advance Game Paks DS Lite doesn't All you need to play is a Nintendo DS and a Wi-Fi-ready game. Play Game Boy Advance Cave Story Video Game Roms Online with Browser Emulators for free here on Vizzed. im sure ill be back with some more questions. Find this Pin and more on Favorites Games & Apps by Ziperto Group . roms nintend o 3 ds torrent (consola) Descripción: Nintendo 3DS (ニンテンドー3DS Nintendō Surī Dī Esu?) es una videoconsola portátil de la multinacional de origen japonés, Nintendo, para videojuegos y multimedia, cuya atracción principal es poder mostrar gráficos en 3D sin necesidad de gafas especiales, gracias a la autoestereoscopia. I read that back in 2006, some guy was working on a gba port of Cave story, with a demo avaliable. net IP is 92. 2014-15 seems to be a good year for emulation! Check out the website Here Cave Story 3D [spoiler] Woah Dave! [spoiler] Harvest Moon 3D [spoiler] The main character awakens in an underground cavern with no memory of how he came to be there. (For Tokimeki Memorial Girl's Side 3rd Story for DS, the clean rom should be 512 MB. We've called the PC title to your Click "Select ROM" and browse to your clean ROM. It was developed over 5 years by Daisuke "Pixel" Amaya in his free time. com is user generated and linked to 3rd party websites. Cave_Story_3D_USA_3DS-VENOM | | 23/12/2011 | NFO | Blazblue. Unfollow cave story game to stop getting updates on your eBay feed. Cave Story 3D Cave Story 3D is a video game trilogy in the genre of competitive game titles. Now you have this game, which is again, the same game, few changes with more modern 3D based side scrolling. just a though't . SONY Playstation 1 (PSX/PS1) The PSX is a 32-bit game console first released in Japan on December 3rd, 1994 and still is the third bestselling console of all times (behind PS2 and Nintendo DS). Anyway I ran successfully many other dsi roms from this database including the USA version of cave story and even the Nintendo browser roms worked yet the japanese cave story won't run :/ Logged Descarga – Adventure Time – Finn & Jake Investigations (USA) 3DS ROM More from my siteAdventure Time Hey Ice… Download Cave Story 3D (3DS0039) ROM for Nintendo 3DS completly free. There is also a remake of a PC game that is since 2004, when only amateur developer Cave Story, Daisuke "Pixel" Amaya, he was first on the Internet. ) (For Tokimeki Memorial Girl's Side 3rd Story for DS, the clean rom should be 512 MB. Hi! Because you're a donator, you can have early access to our in-progress language system. You wake up in a dark cave with no memory of who you are, where you came from Cave story is a freeware platform-adventure video game released in 2004 upload the entire content of the directory to your recalbox in /recalbox/share/roms Should I get the DSi ware version or the more expensive 3D version? Is the 3D version worth the extra money? Edit: I checked and there is no DSi cave story available on the 3DS. I have Cave Story+ on Steam and that's been my go-to edition before I got the Switch version. The original was and is an indie gem with gas, and its strength is a blessing and a burden for the 3DS version, a number of adjustments that idealizes a great See answers to frequently asked questions here and ask your questions. thanks DD. Cave Story 3D Torrent Review . It took five years of work before Daisuke "Pixel" Amaya, the sole creator of the original story Cave, the game released as freeware for PC in late 2004. If your stupid enough to do so good luck with your aneurysm. EUR. Cave Story is a 3D side-scrolling adventure with verve and charm. I will mention multiple tools and programs in this guide, and all link will be available in the “Helpful Links” section. One is the xenForo default editor, and the other is a custom editor I made years back I called BBCEd. 3DS Cave Story WIN10 Citra Emulator Gameplay PC! Download the ROMs and the Emulator here http://bit. Si quiere divulgar material de esta Web, deberá citar Romstone. Roms. I won't spoil anything but my first time playing the game I was really worried that my favorite character was going to die. Rate ROM Quick Overview Having received tremendous acclaim in its previous releases on PC and WiiWare, Cave Story, an indie side scrolling 2D action game, now makes its way into an all new dimension with Cave Story 3D for Nintendo 3DS. Cave Story 3D for Nintendo 3DS platform is a new work of Nicalis, Inc, adapted from the class retro style side-scrolling action and adventure game Cave Story: Dokutsu Monogatari based on PC platform. GBA roms, NDS, 3DS, Nintendo Switch, N64, Playstation, Dreamcast, SNES, Genesis, Arcade, NES, MAME, ROMs ISOs Vous ne trouverez que des liens valides vers des Jeux Nintendo DS émulés sur PC, sur ce site qui n'héberge aucun fichier. Game Specific Cheats []. [64] Criticism of Cave Story 3D echoed that of the WiiWare version. GAME INFO Game Title: Cave Story 3D Platform: Nintendo 3DS Release Date: November 8, 2011 Genre: Adventure, Side-Scrolling Publisher: Nicalis, NIS America Region: USA (NTSC-U) Languages: English Backup type: 3DS ROM (Decrypted) Description: Cave Story 3D is a Adventure/Side-Scrolling game published by Nicalis, NIS America released on November 8, 2011 for the Nintendo 3DS. All latest emulators, emulation news, utilites, savestates, cheats, hacks and more Unzip the Cave Story game files Once everything has finished downloading, your next step is to unzip the appropriate game files into a folder on your PC. ravenworks had already released a demo or two; those can be easily found with a Did you know Andy Grind is working really hard to bring Cave Story to the Sega Genesis? His version is a rewrite/port of the popular freeware game Cave Story for Sega MegaDrive/Genesis. Free and instant download. Net – Descarga Roms 3DS, Roms Ds, Roms, Gateway 3DS y Mas… World ranking 196038 altough the site value is $11124. cave story dsi rom
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can you play animal crossing on nintendo switch lite without internet video

How to Setup the Nintendo Switch Lite for Beginners - YouTube Youtube App for Nintendo Switch Lite - YouTube How to Scan QR Codes and Get Custom Clothes Without the ... How to Gameshare on the Nintendo Switch and Play Online ... The 10 Nintendo Switch Games I Can't Live Without! - YouTube How to Play Grand Theft Auto 5 on the NINTENDO SWITCH ... Nintendo Switch Lite - DON'T BUY THESE GAMES! - YouTube Animal Crossing: New Horizons - Gameplay Walkthrough Part ... Animal Crossing New Horizons and the Nintendo Switch Lite ...

Do you know that you can browse the internet on your Nintendo Switch? The Nintendo Switch is primarily a gaming console first and the rest are not that important. This is the reason why it does There are four easy ways to fix Animal Crossing internet problems. Check for a server outage. If you encounter “communication error” or other errors when trying to play Animal Crossing, you Can you play Animal Crossing offline?. So, can you play Animal Crossing offline? The good news is that you can, but there are obviously some limitations. If you just have a brief Internet outage I'm very unfamiliar with the Nintendo Switch but my sister wants one for her birthday so she can play Animal Crossing with her friend. I'm having trouble finding the normal console in stock but have been able to find the Switch Lite. Hello, The answer is it depends If you are looking to play the game as it is without any multiplayer then of course you don’t need internet at all. 99% of the switch catalogue is made up of games that can be played without the internet some few ex... Source: Rebecca Spear / iMore. Best answer: Yes! You can play Animal Crossing: New Horizons on your Nintendo Switch Lite. However, if you would like to play local multiplayer without additional consoles, you have to sync up your Joy-Cons or Pro Controller to play. For Animal Crossing: New Horizons on the Nintendo Switch, You should be able to play it even without updates, though. I can pop it in right now and experience holidays if I want. With the internet events now, you can only do long as you have the internet and the game is supported. Can't play without internet. So I recently bought a brand new Nintendo switch lite and I'm not able to play any of my games unless I am hooked up to internet.now I was able to play games on my old switch without being connected to the internet before it was stolen is this somehow related and that's why I can't play the games without checking To clear up part of your question, you dont need internet to play by yourself. The loading screen can take a couple min sometimes. Also, have you updated your game? There was an update today to fix the cloning glitch. Make sure your game is up to date first, and if it doesn't work maybe try asking Nintendo support about it. The official home of the Animal Crossing series. Create a home, interact with cute animal villagers, and just enjoy life in these charming games from Nintendo.

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How to Setup the Nintendo Switch Lite for Beginners - YouTube

How to Play Grand Theft Auto 5 on the NINTENDO SWITCHPsn: DrxpKingInstagram: https://www.instagram.com/drxpking/Twitter: https://mobile.twitter.com/drxpkingN... Hi, this video shows the initial set up for the Nintendo Switch Lite. It is aimed at beginners who may not have set up a console before.To set up a Nintendo ... Gamesharing on the Nintendo Switch is a bit of a pain to set up, and there are some issues with how it works but it is worth doing, especially if you have ki... Don't buy these games on Nintendo Switch Lite!! Here are a few games that won't work well on the Nintendo Switch Lite. Link below to the kickstand that will ... These 10 Nintendo Switch Games AREN'T the BEST Games on Switch, but i'll never sell or lose them! SPONSORED BY SKILLSHARE! - The first 1000 people who click ... The Nintendo Switch Lite was just announced and there are many people wondering what Switch would be best to get in order to play the new game. I talk about ... Subscribe my channel : https://www.youtube.com/user/techpills?sub_confirmation=1Subscribe my DiecastMahal Channel : https://www.youtube.com/channel/UCLeqwoaX... How to use the nook link app to scan in qr codes to get cute clothes in animal crossing new horizons. Nintendo Switch online apphttps://apps.apple.com/us/app... Animal Crossing New Horizons Gameplay Walkthrough Part 1! New Island Day 1 Gameplay!NEXT PART http://zack.watch/NewHorizonsPart2 PLAYLIST http://zack.wat...

can you play animal crossing on nintendo switch lite without internet

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