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Kirikiri

2009


KiriKiri revealed (2)

·1 min
As I continued along… KiriKiri game system itself contains command line debugger and simple editor. KAG is already packed with a template for common visual novel system. And it structured by folder, which is packed in xp3 file at final release. This is the common file system in KAG visual novel: data | -startup.tjs (startup script, game starts here) | -bgimage -[all background images here] | -bgm -[background music here] | -fgimage -[ie.

KiriKiri revealed (1st trial)

·2 mins
[ ](http:/ /shinushite.files.wordpress.com/2009/01/ev0120a.png) Continuing my previous post about visual novel engine, now I’ll try to write something about KiriKiri, this engine is the most interesting IMO, well currently I don’t really know when KiriKiri introduced into public, but it seems on early 2003. Built on C++, this engine turn out to be the most flexible and extendable visual novel engine on the market. KiriKiri itself is a complex platform containing interpreter, multimedia renderer, encryption handler, and file system implementation.

2008


beyond the seen

·2 mins
I think I will write something about visual novel engine… well I assume you were familiar with visual novel. there’s a bunch of engine out there on the internet to build your own visual novel… some of them were free, and open source, and the rest will make you pay for it. Right now there at least 3 stand out engines. first is NScripter/ONScripter, RealLive. and TVP/KiriKiri. Since Leaf use their own engine we wont mentioned it…