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masster_auron reacted to a blog entry: Heartvania: Symphony of the Daybreak Review
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Sharing My Music and Sound FX - Over 2000 Tracks
EricMatyas replied to EricMatyas's topic in Creative Corner
Greetings Fellow Creatives, This week's brand new Lofi tracks are: 8-BIT PERPLEXION ARCADE PUZZLER ARCADE PUZZLER_V001 BONKERS FOR ARCADES FUNKY CHIPTUNE IT’S RAINING PIXELS IT’S ALWAYS SUNNY IN THE 80’s THE ICE CREAM MAN You can listen to them and download them here: https://soundimage.org/chiptunes/ As always, they're 100% free to use in your projects with attribution, just like my thousands of other music tracks. Attribution information is here: https://soundimage.org/attribution-info/ 100% COMMUNITY SUPPORTED My site is completely ad-free and community-supported. If you possibly can, please consider making a small contribution here: https://soundimage.org/donate/ Enjoy my work, stay safe and keep being creative! :-) -
masster_auron reacted to a blog entry: Trauma Center: New Chronicle Review
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masster_auron reacted to a post in a topic: VN podcast - An VNture Podcast (by Tauros113 and M.R.)
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masster_auron reacted to a post in a topic: VN podcast - An VNture Podcast (by Tauros113 and M.R.)
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Welcome. I will say if you're looking for more active conversation the discord is a bit more active, and some of the publisher's discord servers are more active than that. Be warned each server has their own flavor a bit.
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Where link?
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Nice 2 meet u friend!
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masster_auron reacted to a blog entry: Phantom Trigger no Rakuen Vol. 2 Review
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*Clephas's innumerable tentacles writhe in welcome, his insanity-inducing form undulating happily at the entry of a new member of the community*
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hi hi, ive been playing vns for a little bit but i never knew there were any forums for it!! nice 2 meet u all :3
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masster_auron reacted to a post in a topic: [Gemini] Walkure Romanze More&More | (v0.49) Bertille Route done!
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Oh, and by the way, just a little advice : on Win10/11, there is most of the time no need to have Windows set to Jap language. Most of the time, there is even no need to set locals to Jap, as this setting in modern Windows OS is used mostly for unicode compatible apps (and therefor app that do not need any special setting most of the time). What you want set with a lot of older Jap app (including VNs) is : "Language for non-Unicode programs" set to Jap, as the VNs not supporting unicode comprise most of the problematic VNs.
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I've not tried to install this VN, so I can't be specific. Hope someone else answers you in a specific manner. This is a generic error message from Win11 that you could get with about any software (especially old and/or unsigned IIRC). I suggest this in order : 1. First, as the message suggest, check out with the publisher of the VN if there is a patch/update for Win10/11. Sometimes, it's not an update but instructions on how to make it work. 2. If it didn't work, I suggest you just search for the generic workarounds (in your preferred language, since it's a generic message, no need to search in Jap) : a lot of people have this error with some apps and there are chances this will hep you. (things like this https://www.howtogeek.com/how-to-fix-a-this-app-cant-run-on-your-pc-error-on-windows-11/ , haven't check the content but you got it). 3. Try again to find some specific workaround for this VN. Can be very tricky. 4. If nothing else, contemplate the idea of running the VN in a VM (with a compatible OS), for example with VirtualBox. If you plan to often read older VN, such a VM might prove useful for other titles in the future too. EDIT : I've thought of something else that might deserve a try. You speak of the install program having this problem. It is a possibility that only the installation can't be done. Many VN are very simple applications and, contrary to a lot of more complex ones, don't really need a installation. So I suggest : 1. check the installation media and see if you can't just copy files to the HDD and execute the game like that. 2. If (1) didn't work, try an installation on another computre (with another OS), and then copy the directory you installed the VN in to the Win11 PC. Might work.
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Fiddle reacted to a post in a topic: Help me, please
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Zakamutt reacted to a post in a topic: [Gemini] Walkure Romanze More&More | (v0.49) Bertille Route done!
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NookGaming reacted to a post in a topic: [Gemini] Walkure Romanze More&More | (v0.49) Bertille Route done!
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[Gemini] Walkure Romanze More&More | (v0.49) Bertille Route done!
Vanad replied to Vanad's topic in Translation Projects
Well, let me correct myself a little. I don't have technical expertise in this field. I have some coding (really beginner level) skills and can manage some issues... not complicated ones thou. But this translation going rather smoothly, maybe I just got lucky with my primary language (I'll explain further) and existing tools. First of all, I just asked DeepSeek about what I need to translate this particular game and what resources I can read. It correctly identified QLIE, and gave me possible tools to work with game files. Also, linked me this article, on russian (my primary language) about QLIE, that helped. It explained a little about tools for working with the engine and some innerwokings of it. A couple days of trying things, reading forums, github issues and asking DeepSeek what to do, I managed to extract, change and pack scenario text back into the game. Tool for packing is arc_conv by w8m, which has decent documentation, but again, on russian. So, game files shenanigans are over and I could proceed with translation. I have a friend who translating korean web novels on russian using Gemini. He gave me his promt and I modified it for jap-eng translation of visual novel. Then goes a couple of days of trying to befriend Gemini and script files, to get results needed minimal editing, by this point promt became 1,5 times larger. Then I added some setting and characters descriptions into the promt, because translation was inconsistent without it. It still has some junk, but not as much. Promt was corrected throughout work process and I still think it's incomplete, tbh. I didn't use any API, because aistudio can work with a lot (~1m) of tokens in it's web interface. So it was just tedious process of copying file content to a txt changing ShiftJIS Encoding into UTF8, because LLM don't understand ShiftJIS, and copying the result back. It was 280 files, the work took me about a week. After that I'm just reading and correcting minor neuro junk, like untraslated parts, names or corrupted script (not common ocurance, but it happens). I think this process could be a lot easier for someone who knows what they're doing, but I'm still pleased with the result. I hope I satisfied your interest, if you have any more questions - ask, I will be happy to answer. I get what you're saying, but result are surprisingly decent, in my opinion. Much more readable and consistent than sugoivisualnovel translation for example. Gemini can get context of the whole scene and can use characters descriptions from promt. Also if there is some questionable moment, again, you can correct it in promt. Another lucky moment for me, Google released latest version of Gemini just a couple days before I started translating, I believe it had positive impact on the result. Anyway, It will be really cool for someone give it a read and share their thoughts about this translation. -
[Gemini] Walkure Romanze More&More | (v0.49) Bertille Route done!
NookGaming replied to Vanad's topic in Translation Projects
While I'm sceptical about AI translation to say the least (I've seen it pop up with translations that were obviously wrong and ones that look correct but aren't in the past), it would be interesting to hear more about how you figured out your process. You mentioned having no technical expertise but having explored fan translation tools a little before, many of them seem to be very lacking in documentation / expect some prior technical knowledge / not to always work 'out of the box' for the engines, and AI translating files of text I've heard needs API use rather than the more general consumer-friendly web interface. -
NookGaming reacted to a post in a topic: [English Fun Translation] Sengoku † Koihime X ~ Otome Kenran ☆ Sengoku Emaki ~
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Welcome to this week VNTS Review, and for the title I'll tell it at PS later. For this week, we have Shiravune do some move, although it's not really quite interesting yet. We also have Idea Factory released Senjou no Waltz along with Sekai announced Nekopara 5 exact release date. Overall, I feel this week is below average, and let's see what I can write in regard of it. First of all, we have Watamasu QA work is now 41% done. Sekai also finally announced the exact release date for Nekopara 5 (Or if we follow the title Nekopara After) with they'll release it on May 23rd later, so feel free to note the date if you want to get the last(?) VN in Nekopara series and maybe like Sayori's art. Once again we have Idea Factory released Senjou no Waltz, and good for Idea Factory by releasing it on time despite it's only for Switch. For the premise of it, we have a girl who lost everything find herself wielding a cursed sword, and from now on she didn't have any other choice except to live in the battlefield with she attend a military academy together with several handsome students. Go get the VN if you want to play another otome VN on Switch, and have fun. After some waiting, finally Visual Arts announced when they'll release Reflection Blue after Summer Pocket anime was aired, and it'll be sometimes in Summer later. Shiravune announced the exact date for one of their title, Beastkin Training, with said date is on 30th later so you can note the date if you want to get it. They also announced Karenai Sekai, and technically speaking it has quite good graphic so it should be nice title to look forward to, if not for Shinzou Translation already released the patch of it back in last September, so yeah it's more or less redundant to me (Feel free to wait though if you didn't find the translation by Shinzou satisfying). Lastly, they announced another ExS-Tia title, although it's not Concerto but instead it's Magical Pastel Marie with it being the parallel story of the original ExS-Tia that has the main girl (Marina) is Souma's younger sister becoming the magical girl called Magical Pastel. For the info, in the original Marie is Souma's childhood with Souma being the MC, and no Marina being younger in the alternate continuity won't allow her escaping her fate from getting raped every time she was defeated. That's all for what I can write in regard of this week, and see you next week. PS - For the title, I made the VA allusion for the purple Cure from the past two series (Kirihana in WPC as Cure Friendy and Takamori Natsumi in IdolPC as Cure Kyun-Kyun) because we have the announcement in regard of the two VNs that had them, Kirihana in Karenai Sekai and Takamori Natsumi in Summer Pockets, so we have 'Wonderful Idol' as the first part. For the second part, I just change 'Magical' into 'Pretty' from Shiravune's announcement, ExS-Tia Magical Pastel (Which conveniently is purple magical girl), and so we have 'Wonderful Idol Pretty Pastel' as this week full title.
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Hey guys, I've been trying to install Sakura no Uta, but when I click the setup application, this error pops up, basically telling me I can't use this application. Does anyone have any ideas on how to fix this? I mounted the MDS file before hand using WinCDEmu and I'm on Windows 11 with a Japanese locale. Thanks in advance!
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I want to convert from png to Majiro's rct format.
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Event CGs – An Anatomy Of Visual Novels
Clephas commented on Pallas_Raven's blog entry in Towards The End Sky
The Event CG is both a central part of the story and potentially the single most expensive part of any given visual novel (at least, that's the way it is reported). A lot of visual novel makers include their number of Event CGs in their advertising, and often the final Event CG for a route becomes the defining memory for the reader. The CG above, from Tokyo Babel, is one of a number of defining moments, where hints of the reality that lies behind the facade, become evident, even as the characters battle to fulfill their desires. Poor utilization of Event CGs can often result in the wrong scenes being emphasized or major plot twists being overlooked, because VN readers are trained to associate them with story progression. On the flip side, effective use of an Event CG can give life to even a trite or mundane plot. Despite the fact that I often made fun of 'charage' (the standard sol-focused VN that had a strong focus on character development but lacked overall cohesion), this was one aspect a lot of companies excelled in. A single Event CG at exactly the right time could turn a mundane romance into a dramatic, emotional one that feels more real to the reader (and I'm not talking about H-scenes, though I'll get to those in a moment). Now, for the more controversial aspect of Event CGs... the H-scene CG. To be blunt, in the vast majority of plot-focused visual novels, sexual content is neither necessary nor does it add anything, save that if there wasn't one, a lot of readers would think they were missing out. However, for a lot of romance-focused visual novels, experienced VN-readers feel cheated if there isn't an H-scene, even if they don't necessarily want to watch/read it. Rarely, a visual novel makes the H-Scene a vital part of the story progression, and in these cases, it is easy to feel that it was a valid choice. Devils Devel Concept's H-scenes (the majority of them, anyway) usually have a role in how the story comes to life, as the protagonist's near-emotionless persona tends to crack open the most in these scenes, and the author does an excellent job of portraying the way his way of thinking and that of the heroine don't quite match. Similarly, Draculius's H-Scenes reveal a great deal about the characters and setting that would otherwise be missed by the reader. The Event CGs, in these cases, have innumerous variations in expression that go along with the text to bring the characters, their emotions, and their desires to life in a way that can't quite be expressed without them. -
This is a condensed version of the full article which can be found on my Main Blog Here. Capturing The Action When visual novels wants to enhance the drama and impact of a particular narrative beat or intimate character moment they turn to Event CGs. These large and intricate graphics depict these key moments with a vivid detail which the character portraits are no capable of replicating. Each one has such a profound effect on the player due to the infrequency of their use. In the majority of games they only exist for important moments so the title does not to deviate from the expectations set throughout the rest of the play time. Alongside the detailed Event CGs sit those in the super deformed style and these are one of the most impactful tool for comedy or slice of life visual novels to sell their lighter tone. While many CGs are shown on screen in full and simply remain there for the entire time, some games utilise camera tricks such as zooming and panning to breathe an extra level of life into these images. How do all these different uses of Event CGs manifest in practice? Let’s snapshot a heroic pose and find out. Standard Use Cases For the vast majority of titles, Event CGs have one common form and this is as tools to emphasise key moments within the game. The way this is used varies from visual novel to visual novel, but broadly the graphic is simply presented to the player in full with some type of impactful screen transition. This way each CG is given an immediate presence and pushes the player towards experiencing the emotions intended by the developer. Enhancing the emotional impact is the way the CGs differentiate themselves from all other elements of visual presentation found in visual novels. They are single monolithic and direct images rather than the multiple moving parts, from portraits to particle effect, which compose the vast majority of the game’s content. Through this contrast a heightened sensitivity is given to the ideas and actions presented in the CG can be achieved as it becomes a memorable moment of a player’s experience of the title. It is also an extremely flexible framework where the developer can slot in whatever imagery they need to express a specific moment and ensure its importance and message is understood from the correct angle. A romance story can use them to block out every other thought and make the focus solely on the pair in love which titles like Giniro Haruka achieve through intimate kiss CGs capturing the height of their emotional ride. On the opposite end of the spectrum, in a horror visual novel CGs can provide a sense of the impending danger in every corner of the game’s world as Death Mark does with its carefully framed images of its monsters and the destruction they can cause. Almost every genre and title can benefit from the broad expressiveness offered through this standard use of Event CGs given its neutral and easily adaptable nature. The only exception would be games where the entire point is the deliberate lack of visual input, where instead they want the player’s imagination to do all the heavy lifting which is a valid approach when used in a coherent artistic fashion. Super Deformed CGs It is worth separating out and looking at the style of Event CGs featuring super deformed characters from the rest due to their overall different implementation. Super Deformed CGs are fundamentally tied to a specific style of comedy and a light hearted tone due to their exaggerated and cute leaning presentation. As such this heavily restricts the kind of visual novels which can utilise them and where it is appropriate to place them to not undermine the mood of a scene. Despite this seemingly limited usefulness, they are wide spread throughout the medium with many being found in titles which are otherwise entirely serious. The reason they are valued by so many games is the way they can quickly and easily establish a moment of downtime between the drama and action. Coupled with this ability to swap tone is the flexible appearance of these CGs. They can appear in the standard full screen view of other Event CGs, but they can also be presented in a small window overlaying the background and portraits already in the scene and not obscuring them to create a link between these elements. In this ability to shift to the needs of the developer can be seen the impact Super Deformed CGs have due to their flexibility originating from their exaggerated nature. This means they does not have to be the sole focus of attention and can instead be used to highlight a broader mood without needing to be on screen for long. The 9 -nine- series provides a good example of how this works in practice due to way it shifts smoothly from high octane action and drama into low stakes comedy and slice of life. Here the Super Deformed CGs act as a dividing line between the supernatural danger the characters face and the comfortable familiarity of their everyday lives. Each one is used to sell value of these small moments and frame them as something worth fighting to protect while contrasting against the monstrous actions of those who are attempting to disrupt them. They also work to stimulate player empathy through cute and humorous imagery which aims to make them smile in order to give them an emotional reason to cheer for the success of the characters. At the same time they do not contrast too much with the rest of the game’s narrative tones through sticking as close to the original art style as possible and making their appearance on screen brief so they can maintain their impact without undermining the real world nature of the setting. CGs As Dynamic Objects Adding motion to a scene can completely change the way it is perceived by its audience. As such it should come as no surprise that Event CGs benefit heavily from this technique due to their static nature. This movement comes from a variety of camera tricks such as zooming in on specific key areas of the image to match what is being described in the narrative or slow panning across a landscape to establish the location of the upcoming events. These offer a means through which an Event CG can be reused in multiple contexts with only a change in its framing and acts as a way for a game with limited resources to get the most out of every CG it produces. While they do provide a lot of flexibility in presentation, this dynamic movement is not suitable for every type of visual novel and favours a more action and drama orientated title rather than something aiming for a subdued slice of life tone. There is also the issue of how these camera tricks can easily be overused if the developer is not careful and they can actively harm the pacing where the player feels as if they are constantly waiting on overly flashy movements to finish rather than actually playing the game. Conclusion Nothing in the medium has quite the same impact and utility as Event CGs and as you would expect this means almost every title has at least one. In their most standard form they work to emphasise key moments in the story through the contrast they provide with the rest of the presentational tools available for the game. By adding dynamic elements, such as camera tricks, an Event CG can be provided a sense of motion and excitement its otherwise static nature would not normally allow. Super Deformed CGs offer a more flexible and lighter tone version of what a standard CG can do and can work wonders to create clean divides in mood without feeling out of place. If you are creating a visual novel you are likely already planning to include some Event CGs, but it is worth considering how you implement them as they can offer a lot more to your game if you are willing to put the effort into properly utilising them.
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VN podcast - An VNture Podcast (by Tauros113 and M.R.)
VNturePodcast replied to VNturePodcast's topic in Creative Corner
Extroverts and introverts, a different perspective on character archetypes! -
Patch v26.0 is out! Main Story is done!
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Post gaming related videos that you want to share with others
Cyberfriend replied to HataVNI's topic in Gaming Talk
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Looking for games with over the top gore and about revenge
Cyberfriend replied to Scott102's topic in Gaming Talk
soldier of fortune -
Updated: 2025-04-16 Release Date: 2013-09-20 Original title: ワルキューレロマンツェ More&More Censored: Yes Game Version: Ver1.0 OS: Windows Language: English (Gemini) VNDB Overview: Fan disc of Walkure Romanze ~Shoujo Kishi Monogatari~ containing after stories for the 4 heroines of the original title, plus full routes for Bertille, Ayako, and Akane. The world’s best knights gather at Winford Academy and it’s gotten quite lively with the jousting tournament nearing. Due to a misunderstanding, Takahiro’s osananajimi Mio was challenged by the proud Bertille to a match at the tournament. Since she hadn’t even rode on a horse before, he ended up guiding her to victory as a begleiter (knight’s assistant). With many watching the wonderful match, his skills as a begleiter were noticed by many students and they took quite an interest in him! However, he was unsure if he wanted to continue on as a begleiter or to return to being a knight. How will he fare in the both the arenas of jousting and love? About translation: This is a personal project to explore the capabilities of current LLMs (Large Language Models) and determine whether someone with no technical expertise, limited Japanese knowledge, and imperfect English fluency could produce a functional Japanese-to-English translation for a visual novel. The result, in my humble opinion, is surprisingly viable! This is not a full-fledged translation project with UI localization, but it covers scenario text, which should suffice for enjoying the game. Currently a work-in-progress. Team Members: me, Gemini and DeepSeek (LMMs) Current Version Status: Notes Unedited routes may contain untranslated lines, voiceover bugs, or formatting issues. Game-breaking issues were addressed pre-release, but minor oversights may remain. Requirements Use Japanese locale or a locale emulator. Recommended font: SimSun-ExtB. Other fonts may cause line-splitting/text-wrapping issues. Game version 1.0 Installation Place data8.pack into the GameData folder. Launch the game using Japanese locale or a locale emulator. Download (translation patch): Google Drive (v 0.49)
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Hi, everyone! Before I get started on the details, I need to make the following announcement: This update will possibly corrupt your existing saved games and reading progress, caused by my updating the Ren'Py engine I use for making Penlight to the latest version. If this happens to you, you can mitigate the inconvenience this causes by selecting Preferences from the main menu and turning on "Unseen Text" and "Transitions" under the Skip submenu. That'll save you from having to click through every line of text again until you get to the parts you want to read. So yeah, sorry if that causes trouble for anyone. Anyway, on to the update... This one adds a bunch of new scenes for the ongoing villainous storyline, which I'm calling "Copycat" going forward. This brings the story up to pretty much the end of the sixth day, and includes new sprite art, music and a CG made especially for the new content. I'm excited to see what you all make of it~ Like always you can find this month's release in PC, Linux, Mac and Android versions on my SubscribeStar, Patreon or itch.io pages. I've also linked the most recent flowchart guide on the latest public news post on SubscribeStar. I hope to continue this momentum into next month as we barrel on towards the conclusion of the Copycat story, with at least two more new CGs along the way. Please look forward to it ^^ What's New REN'PY: Updated the game engine to Ren'Py 7.8.6 which will possibly cause issues with saved game dataWRITING: Concluding scenes for day 5 and most of day 6 written for the ongoing Copycat storylineART: Added one new CG for the Copycat storylineART: Added two new outfits and two new expressions for Akiko's sprite for the Copycat storylineMUSIC & SFX: One new BGM and one new sound added for the Copycat storylineWord count is now around 452,500LOCALIZATION: Various edits and corrections to the existing Spanish scriptSome typo and grammar corrections
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Seems to work fine. Thanks. Need to figure out all the scribbles and optons in Ineditor, but upon changing one line in the first script file of Tsuma Kanraku and saving it and packing back with AE it worked. Packed as Datapack 5 / ROOT and renamed the extension from .pak to .dat.