All Activity
- Past hour
-
alexfang452 reacted to a post in a topic: Peach Tangle Visual Novel (Demo Available!)
- Today
-
rimvydasm reacted to a post in a topic: Natsu no Ame —Summer Rain— [Dat Boi Translations]
-
Maya reacted to a post in a topic: Natsu no Ame —Summer Rain— [Dat Boi Translations]
-
It's coming out next week actually! 2nd of July.
-
What are you listening to right now?
alexfang452 replied to Snowtsuku's topic in The Coliseum of Chatter
This song is too catchy. -
Since this comment, I finished Love's Sweet Garnish 2. I am still finding ways to avoid Livestream 2, even though I should have finished it months ago. Love's Sweet Garnish 2 is definitely an improvement over its predecessor. It adds more variety to the plot, puts more time into the scenes that take place at school, and continues to provide me with wholesome scenes. However, it still has its flaws. If you are not captivated by the story or the cute characters, then this VN will bore you as none of its jokes landed for me. The closest this VN was able to get me to laugh was a funny line read from Ciel who has the better route in this VN. Koron's route was a little boring. As for the afterstories, I thought that they were fine. Overall, better than its prequel, but it is not a VN that I will remember for a while. In the end, get the Love's Sweet Garnish duology if you want to read some relaxing and wholesome VNs with little to no stakes. Currently, I have just started reading ACE Academy. It is a VN that I read nearly 5 years ago but stopped for no reason. Now, I want to finish it. Maybe I will finish Livestream 2 first.
-
LostPomegranate reacted to a post in a topic: Natsu no Ame —Summer Rain— [Dat Boi Translations]
-
masster_auron reacted to a blog entry: Beat Fencer Hiyori Review
-
What Video Games Are You Playing Right Now?
alexfang452 replied to solidbatman's topic in Gaming Talk
Since this post, I have finished Azure Striker Gunvolt and Oneshot. I have nothing new to say about the former. As for Oneshot, I like how it made me care about these characters despite the game's short length. Some of the other games I played are the following: - One Step from Eden (A game inspired by Megaman Battle Network. The gameplay was tough at first. It took many tries before I finally saw one of the endings. It is a good game that I will come back to in the future). - Wonder boy: Asha in Monster World (A fun platformer with mechanics that are easy to understand. I just wish that later events in the story did not make it impossible to go back to earlier levels and collect any missed collectables.) - Hades (The game to take all of my time atm. Like Eden, it's tough at first, which is expected from a roguelike. Now, I can beat the game even if it gives me a hard time during certain moments. The different weapons and endless character dialogue keep me motivated to play the game. There is an epilogue that I need to see. Once I see it, I will move on to another game.) -Dragon's Lair 2 and Space Ace from the Dragon's Lair Trilogy. I can imagine these games being frustrating to play at an arcade since you need to react quickly to the glowing buttons. Dragon's Lair 2 requires you to collect 10 objects to reach the final section. Space Ace is fun with a mechanic where you can choose whether or not to energize Dexter/Ace. This triggers new scenes. Overall, short but enjoyable games that are carried by their visuals. I just started Bug Fables: The Everlasting Sapling and Celeste. The latter game is kicking my butt. As for Bug Fables, I am captivated by its visuals. Sadly, I have not had time to play Marvel Rivals or any fighting games. The internet at my current place without an Ethernet cord is awful. - Yesterday
-
Natsu no Ame —Summer Rain— [Dat Boi Translations]
frogstat replied to frogstat's topic in Translation Projects
MILESTONE! WE ARE AT 20% LET'S FUCKING GOOOOOOOOOO -
granacks reacted to a post in a topic: Saimin Yuugi translation project (New attempt started mid-december 2022 with new team)
-
granacks changed their profile photo
-
Subject:LOVE - Happily Ever After (DEMO) Genre: Visual novel, otome, romance, comedy, fantasy Rating: +13 Developer: HoneyBunny Platforms: Windows/Linux, MAC and Android VNDB: https://vndb.org/v56492 ----------------------------------------------------------------------------- Story: Rosalyn just wanted a happily ever after. But when her love potion turns her subjects into adorable (and slightly annoyed) creatures, she starts to think maybe... just maybe... this is a sign from the universe to stop. But Rosalyn is never listening to the signs. She's a witch. She's chaotic. She's stubborn. And this is definitely not over. To fix the potion, she'll need to track down her subjects, uncover the truth about what really caused the potion to fail, and face secrets from the past that refuse to stay buried. Now, Rosalyn is ready to try again. Because if love is a science… then it's time for more experiments! ----------------------------------------------------------------------------- Protagonist: Love Interests: ----------------------------------------------------------------------------- Game features: MC's Customizable Name 6 Love Interests Partial voice acting 17k words (1~2h of content) 5 endings CG gallery This game also features self-voicing, ALT text for images, audio description/subtitles, and an accessibility menu (font size, spacing, dyslexia-friendly toggle) ----------------------------------------------------------------------------- Screenshots: ----------------------------------------------------------------------- The game is available to download for FREE at Itchio!! Itch.Io | Twitter | BlueSky | Instagram | Tumblr
-
Interesting seeing that Maeda chose Clannad based on his misunderstanding there, and by the way the Irish word for family is just 'Clann'. As for Kanon, it's the musical term with what I can pick from the Wiki is 'contrapuntal (counterpoint-based) compositional technique that employs a melody with one or more imitations of the melody played after a given duration', although Sayuri did explain it in 2006 anime episode 14 as 'it repeats the same melody and crescendos gradually, peacefully, and beautifully' while Pachelbel's Canon playing in the background. As for why Maeda chose Kanon as the title, well I don't know.
-
masster_auron reacted to a blog entry: How to Live in Healthy Hentai Police State Review
-
ef - 7/10 - Serious, good, but flawed
kushidadousaku commented on LostPomegranate's blog entry in LostPomegranate's Reviews and Recommendations
That's the review I was waiting for... -
kushidadousaku reacted to a blog entry: ef - 7/10 - Serious, good, but flawed
- Last week
-
Dungeon Crawler – Uncovering The VN Hybrid
Clephas commented on Pallas_Raven's blog entry in Towards The End Sky
Dungeon crawler vn hybrids were pretty common for a while, with Bunny Black coming to mind as a localized one while Ninetail specialized in the genre, producing the Gears of Dragoon series. As the author mentions, the genre inevitably struggles to tell and sell a story. This is because the gameplay is inevitably grindy (even compared to ancient jrpgs) and repetitive. This is especially the case with games where dungeon layouts are randomized and the plot is primarily enjoyed outside the main gameplay. To an extent, the souls-like games that were made popular by Demon Souls took things in a different direction, actually doubling-down on the gameplay focus while settling most of the story in the form of dungeon-found easter eggs and cryptic statements by the very occasional npcs. On the flip side is the Persona series, which indulges in heavy storytelling while also being a dungeon crawler series (especially 3 onwards). It's parent series, Shin Megami Tensei, is even more focused on dungeon-crawling aspects with the story more minimalized (though V proved the exception). Generally, one needs to keep in mind that dungeon crawlers are an umbrella genre that branched off from traditional rpgs, going in their own direction. The expectation of expansive stories comes in great part from this origin, as many of the people hooked on more modern (post-2000) dungeon crawlers came from jrpg-addict origins and then went evangelistic about them to other gamers after. -
masster_auron reacted to a blog entry: Fate/Twilight Night -Cerulean Glass Moon- Review
-
for the patch as of 6/24/2025 Miki and Kasumi are done though they have a few issues in it as i caused several buffer leaks when appending text to the pkg file so you may see the strange instance of an ? instead of an -- or a , or . in miki's and kasumi's route as i was a dumb dumb who had a function for in case there was an error in the text overflow with special characters replace it with a ? as the default so every few hundred letters there would be a memory leak because i was messing around trying to get see if i could upgrade the afhook system im using to be workable with other age related VN games. but other then that expect a few spelling mistakes or some odd phrasing that ile probably fix up in a few days or a week or a year or two. later https://files.catbox.moe/b3rp3a.mp4 patch is done. Now all i gotta do is fix up chizuru's route with the missing lines shitty n spelling mistakes.
-
Novel21 started following Ushinawareta Mirai o Motomete black screen
-
I get black screen with sound when I launch Ushinawareta Mirai o Motomete and I have set my computer to japansk system lokale. Can someone please help me with this issue
-
This is a condensed version of the full article which can be found on my Main Blog Here. Into The Depths Dungeon diving into winding mazes filled with danger and treasure has been a persistent fantasy and a genre of game seemly at odds with visual novels due to its high emphasis on its own mechanics. Looking at titles like Etrian Odyssey might lead to you to believe that this is a genre which does not care about story. However, among them are a subset striving to reach for a greater narrative complexity and these choose visual novel sections as their means of do so. For them its a method of presentation in line with its already regular and orderly construction and can be dropped in and out of without it feeling too out of place. They are uniquely positioned to capitalise on the space between the themselves and their visual novel elements by offering the story progression as an important form of momentum over the long term. Let’s conquer another floor and find out how this hybrid works in practice. Regular And Orderly If there is one thing which defines the Dungeon Crawler it is the way its structure adheres to a rigid framework. From start to finish, everything has a regular and orderly place within the game and it rarely moves outside of these boundaries and relies on these established mechanics to push complexity forward while making the changes understandable for the player. As such the limited presentational elements available to visual novels feel right at home alongside this restrictiveness and slots in as another one of the game’s systems. The way it can be used as a complete narrative tool all to itself or be overlaid on top of the active game world gives it the modular nature to respond to the Dungeon Crawler’s need for story without having to grind everything to a halt. It is also closer to the feeling of the gameplay than more extensive 3d cutscenes since it reflects the orderly nature of the gameplay experience rather than appearing entirely detached from what has come before. Its relatively simple production makes it suitable for the bitty but long narratives these kinds of games like to tell and it provides the necessary flexibility to keep the focus squarely on the Dungeon Crawler half of the game while still having a meaningful tale to invest the player into. The Space Between Not everything a game wants its needs to be spelt out in only either mechanics or narrative, sometimes the gap between each can be played with for an interesting effect. Due to the regular nature of how the parts of a Dungeon Crawler interact and the somewhat abstract nature of their mechanics, there are a lot spaces where the player is asked to imagine what must have happened. For example the grid based tiles, the game does not expect the player to actually believe that the whole party is crammed onto one tile and move one space at a time and instead it is presented as a representation of what is really happening in the world used for the sake of gameplay. It is into gaps like these that some games have chosen to place things implied but never spelt out in order to let them sit at the back of the player’s mind to linger there until it is time to bring them into the light. Let us examine a hybrid which makes use of the technique to see what the practical benefits of it has for all parts of the title. Mary Skelter 2 is a game which revels in the things which are present and absent and the gaps between them. In particular it utilises its re-framing of the timeline from the first game while omitting key elements and making the player question exactly what has gone so wrong to result in this outcome. Here is a place the gaps between the visual novel and the other game systems is put to good use by subtly implying the importance of what is missing in their interaction. The comparison between Jack in the original game and this one is the strongest use of this implication since the narrative presents events which lead up to this change and yet does not directly expand on what that means for a long time. All the while the battle systems showcases the far more violent and temperamental nature of this new Jack and the unspoken gap between these two presentations of the same person creates a tension that causes the player to be more aware of it. Progression As Momentum Providing a sense of forward movement within a game is a major way in which its retains the player’s attention for the long term. For Dungeon Crawler’s this can be a difficult task due to their inherently repetitive nature and the way their structure encourages multiple dives into the same dungeon leading to these aspects blurring into one another in a way which can lead to a loss of momentum. Enter the visual novel sections, these give an important feeling of context and progression to the work the player is putting into the dungeons. By their nature as narratives they have an in built sense of forward momentum as all stories are inherently moving towards a conclusion and so anything attached to it gains the same effect through proximity. Spacing these visual novel chunks over the long term and making sure they are regular enough to be a constant presence but not so frequent as to interrupt the follow of the game’s other systems is key to ensuring the effectiveness of its impact. Here the modular and regular nature of the Dungeon Crawler gives it a helping hand, it is already constantly moving between its distinct and segregated elements so the transition and presence of the visual novel does not seem at odds with everything else and is instead just another of the plethora of options it can dive into. Take Labyrinth of Refrain: Coven of Dusk for example, this is a highly mechanics focused title where the repetition of dungeon diving is core to its appeal and there is a clear divide between the dungeons and the surface where all the preparation happen. This is title which risks falling into a loop where the player feels as if everything is the same so Coven of Dusk brings in visual novel sections to alleviate this issue. In order to keep them in line with the rest of the game they are mostly confined to the surface sections where the plot relevant characters stay while the puppets they control do all the dungeon exploring. Doing this prevents the narrative from being too invasive into the game’s core appeal while also having access to the sense of progression offered by its inclusion. Coven of Dusk is not a story centric title and yet the inclusion of this element helps the overall package maintain its needed pacing. Conclusion Narrative has always been an element which Dungeon Crawlers have struggled with and so they often turn to visual novels for help. At first it might seem that the two are incompatible due to the regular and orderly nature of the Dungeon Crawler but this actually works well with the limited presentation of visual novels so it can easily slot into this existing framework. Momentum is a key factor in the importance of visual novel sections to the experience since it add a feeling of progression to what would otherwise risk being a repetitive environment. The gaps created between the two halves due to their regular nature work as a great place to interact with what is left unsaid in the narrative or mechanics and imply ideas which come into relevance later. This hybrid showcases how much visual novel elements can contribute even in a style of game which is otherwise mechanics heavy.
-
Sharing My Music and Sound FX - Over 2000 Tracks
EricMatyas replied to EricMatyas's topic in Creative Corner
Hi Friends, It's been another busy week creating music for clients, but I did manage to get some new tracks done to share with you all. They're on my Action page: "CAR THEFT 101" (LoFi) "NIGHT TIME ESCAPE" (LoFi) "GRUNGE STREET GAME" (LoFi) https://soundimage.org/action/ Speaking of custom music, if anyone needs some help, feel free to email me. You'll find my contact information here: https://soundimage.org/custom-work/ See you in July! -
masster_auron reacted to a blog entry: Cerulean Kiss Review
-
ef - 7/10 - Serious, good, but flawed
LostPomegranate posted a blog entry in LostPomegranate's Reviews and Recommendations
ef is an objectively good visual novel that is written well that feels like it has a point even to its most plodding sections. It is a mostly serious story of imperfect people making imperfect decisions based on imperfect information. It has a few standout sections, but also has a few weak sections. The music in particular is outstanding. Reading it is an experience that feels unique, but I struggle to say it was very enjoyable or provided a lessen or food for thought. This will be completely spoiler free, so there will be some parts of the story or bits I outright don't mention, and that is on purpose, otherwise the few spoilers will be marked. The writing is solid throughout, and I'd like to call particular attention to the slow slice of life moments, since they did not feel like they were there just to be filler, but rather to give background and - at times - levity to what is largely written as a serious story. These moments ground the reader in a sense that these are real people living real lives rather than simple characters in a story. I especially appreciate that these people are not perfect, they make dumb mistakes. The younger characters in particular make decisions you often would see or may have made yourself when you were younger. Chapters 1 and 2 in particular (Miyako's and Kei's stories) are ones I particularly enjoyed. There are some stereotypes in these two chapters, particularly surrounding Kei being childishly violent with that being played for laughs, that will not click with everyone though. Chapters 3, 4, and final chapter felt like a tonal shift, so it was clear there was a different writer handling most of it. I'm sure some people would prefer those chapters more, but I found them to be somewhat melodramatic at times and at odds with how grounded the first two chapters were. These were no longer normal, imperfect people dealing with relatable situations, but stereotypical dramatic story beats that were foreshadowed a ridiculous amount of time in advance, to the detriment of the story itself. One part I find incredibly odd is The music in ef is absolutely amazing. Every BGM track adds to the scenes, and I can't overstate how important good BGM is to a visual novel. I had no issues running the game in a modern Windows 11 system. It has high production values, including a lot of backgrounds, sprite variations, lip sync, and sprites that are actually placed in the backgrounds at various depths so you can "see them moving" in the environment. There's even walking scenes where they move around as if they're actually walking next to the person. In particular I was incredibly impressed by the camera scenes where you can see the camera counter counting up in real time as you read. Overall, ef is an objectively good visual novel. But it isn't perfect, and it may not be enjoyable for everyone. If you're in the mood for a serious dramatic story, I'd say give it a try. At least read the first tale and know that the latter tale gets more serious and dramatic than that. -
Welcome to this week VNTS Review. For the title, because we have Futamata Ren'ai in QC with the VN tried to make the MC like Makoto of School Days along with ToHeart Remake trial release, I made the parody of the older VN from 0verflow (The developer of School Days) where they started their crazy, I mean intricate world building, Snow Radish Vacation, by changed 'Snow' into 'Heart', so we have 'Heart Radish Vacation' as the title. For this week, obviously this is a breather after the last week with the updates and announcements, and so it's an average one. Let's see what I can write in regard of this week. Once again we have ToHeart Remake trial released, so feel free to try the trial if you have doubt whether the new 3D graphics of it will be good for you or not. Shiravune also announced another title, and the title is Garudoma along with it's fandisc. For the VNs, it's about the MC where he got the job as the manager in a dormitory for all girls school, and naturally he was hesitated at first before he learnt that he may as well enjoy the benefit of it, namely to be able to have sex with the three of its inhabitants. Well it's more or less nukige, and it's certainly not the upcoming Amakano 3 even with Garudoma has quite nice graphic with it was made by the branch company of Azarashi Soft. Shiravune also announced the exact release date for Mashimaro Steam version, with they'll release it on July 9th later. After waiting for a while, finally Visual Arts have the exact release date for Reflection Blue, and they'll release it on Friday (27th) later which is exactly around the time where the first cour of Summer Pockets anime ended (For the info Summer Pocket got the anime adaptation in Spring 2025 with it have 24 episodes (2 cours)). Seeing Alka already release the translation patch of it three years ago, obviously to me the release is redundant, although feel free to note the date if you want to buy it from Steam later. For fan translation updates, we have 43.71% translated lines of Loverable are approved, Sousaku Kanojo is at 55% edited with its assets work is 80% done, Dekinai is almost fully translated with it now is at 90% translated, and Natsu no Ame is at 13% translated. That's all for fan translation updates. That's all for what I can write in regard of this week, and see you next week.
-
Building a Free Library of Images for Everyone
EricMatyas replied to EricMatyas's topic in Creative Corner
Greetings Creatives, I've created some brand new textures that would be cool for sci-fi projects. You'll find them here: https://soundimage.org/txr-metal-seamless/ CUSTOM MUSIC Need some custom music created special for your project? I'd love to help out! To date, I've worked with around 100 content creators. My contact information is here: https://soundimage.org/custom-work/ Please stay safe and keep creating. -
VN podcast - An VNture Podcast (by Tauros113 and M.R.)
VNturePodcast replied to VNturePodcast's topic in Creative Corner
Ange drops by again to cover the various online storefronts for VNs! -
ragnar0574 started following Packing Astronauts Game for Translation
-
Packing Astronauts Game for Translation
ragnar0574 replied to kyuuki's topic in Fan Translation Discussion
I'm so sorry for the super late reply, GarBro can actually extract all the .snr files and you can edit them with Notepad++ itself and then repack them with the binidxpacker, the actual headache is finding the text to edit, since the .snr files will have a lot of additional info I use Translator++'s custom parser feature to import only the text that matters, but T++ can't seem to find the encoding to create the final files, so I use a bit of a roundabout manner Alternatively, you can maybe raise an issue in SExtractor, ask them to add Astronauts Sirius files as well since it is pretty easy all things considered, or maybe use an AI to make a code to extract only the text you will be editing into a different .txt file, which you can then use to rebuild the .snr files. I think I will be making one in some time, but no guarantees -
It is RealLive. Should be easy
-
Entai2965 started following Translating older VNs
-
Visual arts's subsidiary, then the engine must be RealLive
-
Here is the publisher AMEDEO on https://vndb.org/p157 and the VN https://vndb.org/v2608. Some of their work is still available for purchase on Getchu. The go-to tool for translating VNs is crskycode's fork of Garbro. VNDB does not list the engine for that VN, but if you browse around the files with Garbro, that would give you a hint as to what engine it is. Then you could search for software on Github or other places that understands that engine. Garbro is useful for getting information and possibly creating a translation patch. The alternative to a dedicated patch, and a newer alternative to Textractor is Luna Translator which continues the work done in Textractor. Luna Translator would help layer the translation over or next to the game in real time instead of using a translation patch. Luna Translator says "Pre-translation Supports reading pre-translated files, supports translation caching" so you should be able to extract text, translate it, and have the translation display somehow, but you would have to look through their docs to figure out how exactly. The translation patch proves it is possible to translate the game. Looking at it might provide hints as to how to unpack/repack it, but you could also go the Lune Translator route instead.
- Earlier
-
Hi! I'm curious about going around translating older visual novels? Sorry if this is a bit of a annoying noob question, but few years ago I came across 'Step -Futari no Kankei wa Ippo Zutsu-', I really liked the game from the info we had (and the cute guys lolol) so a friend & I did some digging and came across a listing of a disc of the game. We bought it and now it's now been collecting dust on my shelf lol. We where interested in making some sort of fan translation, but not super sure on going around it. I'm not someone who's super techy but I've played around with Textractor, basic stuff like that, but I was thinking about how do I replace the text in game and such as it's a pretty old game (2006) and I can't seem to figure out what engine it's using and finding information on the game is a bit tough as the company is now defunct too (AMEDEO) so I'm just making the post to kinda get a feeler on what I should do and how I can go about things? Distribution was another issue I was thinking about, as it's basically a defunct game there's not really anywhere to purchase it to put the patch on which then we get into piracy territory (idk if that type of talk is allowed here) but it's not an issue at the moment as there isn't really any progress on the translation in the first place. I'm doing this as a on & off side project for myself as it's always something I've been interested in and wanted to do, so any help is appreciated, thank you! I'm also aware of a translation patch of the trial version of the game from 2012 but many people even back then ran into issues with it so I'm not sure about starting off with that as a basis.
-
grayest started following 'A Whole Lot to Love' Act 1 released!
-
https://plussizevn.itch.io/a-whole-lot-to-love After around 4 years of development, Act 1/The common route of A Whole Lot to Love is now finished! We wanted to release this demo to show our progress, and generate hype for the full release! Just like with the previous (proof of concept?) demo that was available for a few years, this one will receive small changes over time! If you enjoy, be sure to leave a rating, share with others, stream it, etc! Thanks you all for following us on this journey, and we hope you enjoy what we've put out so far! Be sure to follow our Social media for more insights! https://x.com/plus_size_vn