We received 90 responses.
Thank you very much for your cooperation in the survey.
We will use the survey results as a reference for future improvements.
| I don't know about the existence of Kirikiri Z. | 10 |
| I don't know where to download it from. | 6 |
| Researching it is a hassle, so I continue using Kirikiri 2. | 21 |
| I cannot extract 7z (7-Zip) files. | 4 |
| I don't know what to do after extracting the files. | 12 |
| KAG3 is not included, so I can't create anything. | 13 |
| I don't know where to download KAG3 from / It's hard to understand. | 13 |
| Due to incompatibility, features I want to use in KAG3 are unavailable. | 11 |
| The window menu has disappeared in Kirikiri Z, so I can't use it. | 9 |
| I don't understand character codes (errors about UNICODE pop up). | 1 |
| It changed from SJIS to UTF-8, so I can't use it. | 7 |
| It's too difficult. | 15 |
| An easy-to-use ADV/Novel game system is not included. | 22 |
| I can't make games using a GUI. | 8 |
| I am already using it. | 13 |
| It does not support Android. | 20 |
| It does not support iPhone. | 14 |
| It does not support browsers. | 15 |
Since questions were also included, I have written answers to them.
> No mobile support. No track record. Kirikiri itself, even if it's Z, feels old given the current environment. There is no support system.
> I used it for a Steam port of a game made with Kirikiri 2, but for new projects, I want to target smartphones at the very least, so I'm not using it.
> I think the quality is top-notch, so I would be really happy if it became multi-platform.
> I am one of those who switched from 2 to Z and currently use it. Thank you as always.
> I remember it being a hassle when I first started because I wasn't used to GitHub and didn't know where "KAG3 for Kirikiri Z" or the DLLs were.
> I think most people's purpose for using it is to switch from 2 (and KAG3).
> So, it would be kind to bundle "KAG3 for Kirikiri Z" from the start for beginners, or have instructions and introductory steps specialized for that...
> I think just clearly separating "Expert items for companies/programmers" and "Beginner items for individual creators" would make it much easier to understand and convenient.
> Now use k2compact and kag3ex3 with krkrz will appear click/touch check bug.
> Wish to appear a more powerful adv/novel system can use on krkrz in the future.( FHD 1080p in support.)
> Google Translate: When using k2compact and kag3ex3 with krkrz, a click/touch check bug appears.
> Google Translate: I hope a more powerful adv/novel system that can be used with krkrz will appear in the future! (Supporting FHD 1080p.)
If you add Window.enableTouch=false; at the beginning, it will always be treated as mouse input, which I believe will solve the problem.
I have contacted the developer regarding this.
> I looked into migrating before, but I got the impression that it's not something you can use unless you're at a level where you can "somehow manage on your own."
> Words like "SDK" and "Build" came up when I researched, and I hesitated because I couldn't fully understand them at that initial stage.
> I'm at a level where I use KAG3 as my main and dabble a bit in TJS2, so I'd likely not know how to solve a problem if one occurred.
> Also, because there are few users or the technical level of current users is high, it seems difficult to learn what I want to know in stages.
> The reason I still can't migrate is that I sensed that the scripts I've spent years making wouldn't be able to be reused as is.
> Since I've built them up like an old family recipe, I don't have the motivation to start over from scratch... sorry.
> Currently, since I stick with BGM and MIDI, another bottleneck was that with Z, I'd have to remake everything or find replacements.
> There was a day I flirted with Tyrano because I wanted to use Live2D, but in the end, I returned to Kirikiri 2 / KAG3.
> If multi-platform support is realized, I will definitely purchase it even if it's paid, out of gratitude for everything so far.
> The image that development has stopped.
> I tried to go full screen on Windows 10 with the "Gokuen Senshi Mistilteinn Trial Version (ver. 1.03)", but I couldn't.
> There's no detailed explanation regarding WMV and touch panels, so it's hard to understand.
I have contacted the developer regarding Gokuen Senshi Mistilteinn.
By the way, it seems Gokuen Senshi Mistilteinn was made with Kirikiri 2.
WMV files will work as is if you change the video format.
However, it needs to be encoded with WMV9.
As for touch panels, they are only explained discretely in the API reference, and there's no comprehensive explanation about the touch panel itself, so I would like to improve the documentation.
> The tools folder is missing. There is no Releaser, etc.
> An eroge creator who loves cat ears.
> When I tried to include a video in MP4, it didn't work.
> The one that didn't work was produced in H.264, AVIUTL.
> It works if it's AVI.
> @video mode="mixer" visible=true top=0 left=0 width=1920 height=1080
> @openvideo storage=""01.mp4""
> @playvideo"
H.264 works in vomMFEVR mode, so it won't work in mixer mode.
The publicly available KAG3 doesn't support this mode yet, so to use it in KAG3, you need to modify movie.tjs.
> I'm interested, but I hadn't quite mastered Kirikiri 2 to begin with.
> I have the Kirikiri 2 book, but the information is old and resources on the web are scattered.
> I feel like it would be faster to learn something else than to gather all that and struggle to adapt it while considering the changes in Z.
> Considering the breadth of environments it can run on, I think something HTML-based would be better.
>
> What I want is a small sample project and the steps to create it.
> Something that says if you follow this exactly, you'll get a result.
> A starting point to get my hands moving.
>
> If I were to ask for more, samples of various genres like simple RPGs or small management SLGs...
> For simple novels, there are things that can be made much more easily with just a GUI, so I think the main demand is for slightly more complex things.
> Something for those who like programming.
> It clashes a bit with Unity or RPG Maker, but those have their own difficulties.
>
> It would be even better if those things were compiled into a book.
> Though I think Kogakusha might not be the best choice...
> But seeing it on a bookstore shelf gives a different sense of security.
>
> I also want usage examples to be actively introduced.
> http://tyrano.jp/example/
> Something like this.
> When Kirikiri 2 was popular, the fact that it was used in things like Fate was huge.
> During testing, I wanted to use the Kirikiri console window, but with Z, I don't know what to do instead.
The console window is gone; now when you start from the command line, it outputs logs to the command line.
If you need a console window, please see Krkr2Compat.
> I'm an Embarcadero believer and a fan of dee-san, so I just drifted along without using it while hesitating. I do think I want to try using it though (*´∀`*)
> I use Kirikiri 2 for doujin.
> For doujin, we often use the menu bar, but Z doesn't have it, so I've been having trouble migrating (menu.dll is deprecated and I hesitate to use it because of operational instability).
> I would be very happy if there was a version of Z that worked just by overwriting the old Kirikiri binary without rewriting the source.
Complete compatibility at the TJS2 script level is far from our intended direction, so I think it will remain impossible.
We are discarding things that have become legacy, such as MIDI.
Regarding menu.dll, it is deprecated because it hinders multi-platform support, but there is no problem using it if you are focusing only on Windows.
> I can't get high-quality image interpolation other than bilinear when resizing the window.
In the multi-platform version, shaders can be used, so it is possible to apply higher quality scaling for the final display by writing the necessary shaders.
> I haven't touched it since I saw an article before saying it's too heavy to be usable.
> I don't know how it is now, but the group's bulletin board and articles from a year ago are the last things I saw, so I thought development itself had ended.
Which article said it's too heavy to be usable?
Kirikiri Z is generally faster than Kirikiri 2 in all aspects.
Development is ongoing, and the multi-platform version is in progress.
Because it's a somewhat large-scale development, other updates weren't being done much.
We don't specifically collect or publish adoption records, but it seems at least one game is released with Kirikiri Z every month.
> From 2, it's almost only improvements for programmatic reasons; it's not smartphone compatible, it doesn't work in browsers, and it doesn't work on Mac.
> That said, I'm very much looking forward to the fact that it's an improvement of Kirikiri itself, not a Kirikiri-like tool like Tyrano!
> My ideal was "Kirikiri 2 works as is."
> At the very least, I want sample games, tools, and KAG3 to be bundled.
I think it would have been closer to that if requests had been made during the crowdfunding.
The current specifications are an evolution from the initial requests.
Bundling of samples and tools will proceed sequentially.
> Can I use Kirikiri 2 plugins?
Many plugins can be used as is, but plugins using features removed from Kirikiri 2 will not work.
It's faster to actually try running them to check.
> Low recognition and little information, so I'm likely to get stuck when I have a problem.
> I considered switching from Nscripter, but since everything necessary isn't in one package, downloading is a hassle, I didn't know whether Kirikiri or KAG was the development tool for making games, there were no samples to use as a model, and the Kirikiri 2 home site was closing at the end of the year, so I gave up on switching.
> It was announced years ago that Kirikiri 3 would be developed, but it still hasn't been.
> Non-multi-platform support is a problem, but stopping development is an even bigger problem.
> At this rate, companies won't be able to adopt it.
> It's a shame because Kirikiri used to be mainstream.
Kirikiri Z is developed as OSS.
If you submit a pull request, we will review the code and consider incorporating features.
If you find it regrettable, please participate in the development.
> I was told that if I'm making a doujin novel, I should use Kirikiri, but the specs are incomprehensible for a total beginner.
> Moreover, it's tough that the site's explanations assume you already know KAG3.
> If this opinion is "no beginners allowed" from the creator's perspective, then I apologize.
> This isn't a reason or disadvantage, but I want transitions added to Kirikiri 2 (Mirror). (The site is often down! It's closing at the end of 2017, so...)
Added.
> For development in Kirikiri 2, gutchie-san's site / lecture book (Introduction to Kirikiri/KAG Novel Game Production) was essential.
> Since various things have changed from there, as someone who didn't properly understand and just implemented things by tweaking sample images, text, and subroutines, I've ended up at my wit's end.
>
> For reference... from the self-made otome game community, I moved from Livemaker to Kirikiri 2 because I was attracted to the elaborate save screens, recollections, and adding EX scenarios via clear flags.
> I felt that many women could create games that weren't heavy in size or operation by just following the instructions.
> Software I'm currently comparing are Ranoge Maker MV / Visual Novel Maker (paid, graphical, official lectures expected. Likely to go on sale for half price later), TyranoScript and its Builder (free, graphical).
> Honestly, I think the biggest factor in whether multi-platform can become mainstream is whether there's an editor like kkde (if there is, I would use it without fail).
We are also planning to develop a GUI editor for the new ADV engine.
> I think it will become mainstream if something like kkde can be introduced easily.
There is KKEFZ.
> In the Kirikiri 2 days, integrated development environments like "Kaguya-hime Studio" were available and made work easy, but Kirikiri Z doesn't have that or it's hard to find, so I don't feel like migrating.
There is KKEFZ.
> Not being fully smartphone compatible (iPhone, Android) nowadays is a pretty big flaw. It seems Android development is happening for now...
> When switching from Kirikiri 2, if I have to re-study and rebuild the environment, I end up thinking, "Since I'm at it, maybe I'll study an engine that can support both smartphones!"
> Depending on the genre, it might differ, but for me and those around me, the number of free DLs and paid sales on smartphones/tablets is already higher than on PC.
>
> The method of "developing a browser version, then making it look like a Windows/Linux/Mac app with NW.js, Electron, Chromium, etc., and then adding a little work for iPhone/Android" used in Maker MV and recent dual-compatible engines is sufficient.
> I would be happy if you could support smartphones/tablets, especially Apple-based ones (where app mechanisms make illegal copying difficult, and both DL and sales numbers are simply high).
> If development is done separately for PC and smartphone (e.g., current PC version, and separate code for the smartphone version that has compatibility to work like the PC version), one of the updates usually stops or severe incompatibility issues occur, making the engine unusable.
>
> I have expectations for Kirikiri Z, so if the above is supported, I'd like to return from my current engine!
> Honestly, my current engine has no merit other than smartphone support compared to Kirikiri...
> I didn't know which demographic you wanted to expand to, so I'm sending this as an opinion from an amateur who makes free/doujin games with Kirikiri 2 or TyranoScript: "What would make it easy to recommend to those around me?"
> If this survey was intended for commercial, semi-pro, or higher-level demographics, I apologize.
> I understand it was originally developed for specialists, but considering it's now completely the successor version, I feel it has little to do with most users.
> In that sense, there are many technical terms, and overall it feels difficult to get into.
> For example, for the non-programming crowd, even if they are introduced by a link, they won't know how to use GitHub without looking it up separately.
> They don't use the console either. "What's a command line?" is how they feel.
> In that regard, Kirikiri 2 (actually, Kirikiri 2's documentation is relatively technical, so it's KAG's) felt very much for beginners.
> The fact that tutorials for absolute beginners are abundant is also a big factor.
> Although there is KAG for Kirikiri Z, there is no documentation, so when newly introducing it, what should they look at?
> Regarding the changes page, of course it's about Kirikiri Z, so it's hard to understand for using KAG. (However, I'm looking forward to the new novel engine!)
> Of course, if you're going to make a game, the talk is that you should at least research that much, but the impression is that for a layer that only touches KAG to migrate from Kirikiri 2, it won't go smoothly.
> Again, this is from the perspective of expanding to the layer that tries their best to use KAG, so if the layer that gives up at this level isn't in your scope, please feel free to ignore this.
> Personally, I really loved Kirikiri 2/KAG3 for its ease of use, so I'd be happy if Kirikiri Z spreads to various layers like Kirikiri 2 and I can introduce it as "it's easy to use!"
> It's just a selfish feeling.
> Anyway, as a game creator, I'm really grateful that you're continuing development as a successor, and I'm very excited about the novel engine. I'm rooting for you from the sidelines.
> I learned about Kirikiri Z after seeing misinformation about Kirikiri 2 distribution ending.
> I've been tinkering with it for a while.
> I wasn't sure where to send requests, so I'll comment here.
> Could you implement a "Gradation function" that can be used like the colorRect function in the ImageFunction and Layer classes?
> By applying a gradation and changing Layer.type to ltPsOverlay or ltPsScreen to layer them, you can easily create screens that look good.
> In the Kirikiri 2 days, I used a plugin (util_graph.dll, distributed at Stratosphere), and this plugin can be used in Kirikiri Z (I confirmed this).
> However, it naturally doesn't support the ImageFunction class. Furthermore, it would be even better if gradation could be applied to Layer.face=dfMask, which is unimplemented in that plugin (currently, I'm using a function that applies a gradation to the main image and then replaces the mask image with the main image's pixels).
> I think it was a good decision to separate the color correction functions into ImageFunction from an object-oriented perspective.
> I don't know if you're considering new features, but if you have time, please consider it.
In the multi-platform version, shaders can be added freely, so gradations can be described with shaders.
Also, since it's rendered in real-time, it's possible to change it every frame.
> There are other superior engines, so there's no reason to actively use it.
> I am fully satisfied with Kirikiri 2.
> There are security concerns with Kirikiri itself, and extracting assets or illegal uploading is easy for commercial products.
The reason cracking is easy is that crackers have released tools that support past games.
If you make changes so those tools can't crack it and build it yourself, the difficulty level increases.
> If I had to say, it's because I like Embarcadero more than Microsoft.
> It doesn't support Linux.
> No reliability.
> It has been left untouched for over a year since the last update.
> Even basic materials like systems are not included.
> There are no tutorials.
> There is no optimal editor (like kkde with input completion).
There is KKEFZ.