Nyoubooru

Nyoubooru




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Nyoubooru
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Most of everything I've contributed to the Onara Renaissance has been of the fairly comedic variety, from the Skunk Amateur Wrestling episodes to the Onara RPG edits series. Sometimes what drives a project into development is a set of GOALS and MOTIVATIONS that you want to cover in a game/video/story. Like for example, if your recent inspiration was Skunk Girls that act a particular way that nobody's done before, then that would be your Goal and Motivation. The game can be about whatever so long as that idea gets covered. Introduce characters, establish a problem, resolve the problem, roll credits, next project. Rinse and repeat? SOME of the goals and motivations I have written down out of the ga-zillion from last year and this year, can't be done correctly if the game thinks Onara is still 'Funny'. It's okay of one or two girls find it funny, but what about the LEGITIMATE FIGHTING STYLE. Ever stood in a room with someone and they farted? Tried to hold your breath? Wanted them to leave so that you could spray air freshener without seeming mean or something? Tried to find a reason to leave the room? Now imagine it as an intentional stinkface maneuver or something where you couldn't get away from it no matter HOW much you wanted to. (Of course you'll have to abandon your onara fetish for this mental exercise and example, lol) It really does have the potential to be nauseating and debilitating if 'done right' (Komomo does it 'right', for example). Just think. What would it take to make Onara serious? As serious as Jiu Jitsu. It might not be a woman's ONLY fighting style, but she would have moves from it in her repertoire. PWS girls use a combination of Onara and basic wrestling techniques. Maybe as long as the characters IN the game take it 100% seriously (as in actually threatening in some cases), then the player would feel naturally inclined to as well. It would have to be a fantasy genre game off the bat, and it's probably best that the fighting style already EXISTED before the storyline started. But all that considered, it could be done, right? Imagine the kinds of plots we'd be opening the door to, if we tapped into the concept of Onara as a taken-seriously fighting style.

Lost Treasures 2020 and Aero Patreon
Onara Renaissance Spotlight: September 10th, 2020 Hey guys, the time is here! First demo of the new and improved Lost Treasures is starting to come full circle. This year has its long coming perks too! A light for every shadow. I already joined, so now it's you guys' turn! https://www.patreon.com/Aerodynamics JOIN THE FUN! and the discussion. If you're loving it, then see me on discord NoMarcy #1173 You KNOW we're gonna want to talk about how cool it is. Anyway, I gotta go to work. See you all 2nite. ♥
Oh shiiiiit part three's out. PAHT THREEEEEEEEEHHhh!
anybody else? whatever you say, that's also what she said.
If you don't already know, look up VVVtunia on google. There's another action spin on Neptunia coming out. Almost like a more advanced version of that sword art online spoof they made a few years back. ...saw a few pages? ...looked it up? ALRIGGHT now tell me your thoughts! Let's converse! especially you, Superdude! I know you're a fellow Nep-fan.
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do you know the anime keijo!!!!!? Only add fart fetish to the anime and you will have what you want

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First Contentful Paint (FCP) 658ms


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First Contentful Paint (FCP) 726ms


94% of loads for this page have a fast (<1.8s) First Contentful Paint (FCP)

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3% of loads for this page have an average (1.8s ~ 3s) First Contentful Paint (FCP)

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First Input Delay (FID) 29ms


99% of loads for this page have a fast (<100ms) First Input Delay (FID)

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22% of loads for this page have an average 100ms ~ 300ms) First Input Delay (FID)

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Avoids `unload` event listeners
The `unload` event does not fire reliably and listening for it can prevent browser optimizations like the Back-Forward Cache. Use `pagehide` or `visibilitychange` events instead. Learn more.


First Meaningful Paint 0.8 s
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Minimize third-party usage
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Performance budget
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Speed Index 0.8 s
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Time to Interactive 0.8 s
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