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H2O √ after and another Complete Story Edition Release Download the patch (Google drive, Mediafire) (ver. 1.01, dated September 8, 2023) Description In H2O -Footprints in the Sand-, Hirose Takuma is a blind middle school student, though the cause for his blindness is undetermined. After his mother died unexpectedly, it left a deep emotional scar on him, causing him to become lonely and reserved. Due to this, Takuma moves from the city out into a rural area to live with his uncle and Takuma is enrolled into a new middle school. There, he meets several new girls, including the firm and obstinate Kohinata Hayami, the kind and obliging Kagura Hinata, and the cheerful and mysterious Otoha. In √ after and another, there are new after stories for two of the heroines from H2O (Hayami and Hinata), plus new routes for Yui and Hamaji/Yukiji, the latter of which also unlocks Maki's route. A version merging both games into one was later released, H2O √ after and another Complete story Edition. H2O VNDB: https://vndb.org/v473 √ after and another VNDB: https://vndb.org/v561 Where to purchase The game can be purchased legally from DMM (https://dlsoft.dmm.co.jp/detail/mnphs_0007/), but a Japanese proxy/VPN may be necessary to purchase it. That is where I obtained my copy. It goes on sale quite often, although it's pretty cheap even at full price, considering its age. Project The English localization project is being conducted by Studio Frisay, fresh off the completed Imasugu Onii-chan ni Imouto datte Iitai! project. As before I (Tooko) will be doing all of the translating and editing of the script, along with probably most of the image editing, and any engine work that needs to be done (of which is very little). Studio Frisay discord server Progress Programming: The game is built on the BGI/Ethornell engine, as with Imaimo before it, so I'm already familiar with how the engine works and have all the resources necessary to apply any hacks and build the completed patch once everything is done. In fact, there's a lot less work this time around on that front because the structure is a lot simpler, being a NVL game instead of an ADV game. Translation: The translation officially commenced on August 10, 2022 and was completed on January 28, 2023, although progress was initially very slow because of the ongoing work for the Imaimo patch at the time. However, I already translated a decent amount of the script (20%) by the time I announced the project a couple months later in October. The game has 73,547 lines across 167 scenario files split up between the common route and six character routes: Common: 6953 / 6953: 100% Hayami: 20620 / 20620: 100% Hinata: 14112 / 14112: 100% Yui: 13151 / 13151: 100% Hamaji: 4973 / 4973: 100% Maki: 5437 / 5437: 100% Otoha: 8301 / 8301: 100% Total: 73547 / 73547: 100% Images and videos: Aside from minor tweaks, all of the in-game images in need of editing are now completed. Editing of images is shared between me and nReus, who will also be typesetting lyrics onto the 9 OP/ED videos. The images include about 110 for the UI, and about 335 for the rest of the game, although most of those are minor variations on each other, so the actual number of unique images is much less. Editing: The editing of the game's text officially commenced on February 10, 2023, and it was completed on July 10, 2023. QC: The quality check phase involves going through a normal playthrough to check for any problems with the patch files and their rendering. This should took about two months, completing in early September. The patch is scheduled for release on September 8, 21:00 UTC. Progress link on Google Sheets1 point
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HELP WITH KOTORI ROUTE (Rewrite)
Zakamutt reacted to TheSoaringDingo for a topic
I realized that the ending I got was the good one:(. Google said otherwise tho. I HATE the stupid Gemini search results summary.1 point -
Euphoria Review
kushidadousaku reacted to basicinbehavior for a topic
This review may have spoilers, English mistakes and not very good writing, I apologize for that, English is not my first language. I have always been fascinated by the grotesque and the beauty of the horrible. “How bad can a human being be?”, “How far would we go just to satisfy ourselves?”. These questions have always intrigued me, especially when taken to the side between paraphilia and fetishes. As a big fan of this type of media, obviously I would become a fan of visual novels. It was only a matter of time before I discovered Euphoria, a game that truly explores how twisted someone's mind can be. I have completed this game three times, and each time I play it, it fascinates me more and more. Unfortunately (or fortunately for some), it received a Hentai adaptation and became popularized as one of the worst visual novels in existence. Of course, we all know that there are many worse ones, but Euphoria carries that title. The anime brings back more of the sexual and appealing aspects of the thing, which is not exactly the point that I admire the most. Shown in the animation and in the first part of the game (I mentally divide it into two parts, the part at the beginning and the part where the five games end), I was delighted with the way things were implemented, all around sex, desires that are not necessarily good, the awakening of the worst that we can be. The protagonist, from the beginning, "ignores" his lusts. Seeing the class representative dying painfully, with her body becoming weak to the point of releasing excrement, made him excited. It is at this point that the story begins. Our (not so much dear) Keisuke constantly thinks about raping the girls that are there, and, at several moments, he realizes how disgusting that is, that this was his biggest secret. In the Brute Route, he feels excited with thoughts of Kanae, his childhood best friend, being tortured, opened up, bleeding, being raped. I used to be a gore addict, addicted to seeing other problematic things too, inappropriate desires. Every addiction can be turned into something sexual. I'm certainly not proud of it, but the initial questions resonate loudly; how bad can we be with our desires? What's the fine line between not doing any of these things? How free can we be with this? For a long time, I thought Euphoria was really just about this questioning and this desire to explore and delve deeper into the disturbance of the human mind. To my surprise, after part one, the game becomes completely different. Speaking of the main routes, such as: Rinne, Nemu and Kanae (Brute), we discover that Keisuke is actually Rinne's "father", had a strong connection with Nemu before that game and Kanae just made up a lot of things through a virtual reality. I won't go into too much detail on this part, but I really shed a few tears over it. Keisuke and Nemu had something genuine, without malice. Keisuke, by himself, was a normal boy. It's exactly because of this part that I think it's too unfair to summarize Euphoria as just hentai/sex, rape and scat. It was a very well-crafted story full of details, something that really needs to be read more than once to understand. I believe and know that Euphoria is not just a fetish game to play while masturbating. During the game, I was reminded of several other visual novels as well, such as Danganronpa and Your Turn to Die (mainly because of the necklaces). Euphoria really caught me by surprise, because I had no idea what to expect when they left the white rooms, much less imagined that Kanae was posing as a childhood friend for evil scientific purposes. It's still hard to swallow that everything in the first part was projected by virtual reality. With the true ending, saving Nemu, I was moved by the tenderness of their relationship. This game, without a doubt, is incredible and had a big impact on me. I really get upset about the label it falsely carries, but I also understand that it's not something everyone can ingest. Thank you for reading my review. If you've read Euphoria and didn't like it, please give it a second chance with a different perspective. If you haven't read it and are curious, go ahead! But be careful, it deals with sensitive subjects. Be patient. Sometimes the candy only tastes sweet after the first bite.1 point -
Euphoria Review
kushidadousaku reacted to basicinbehavior for a topic
Thank you sooooo much for your comment!! I'm so happy to know that I was able to express myself correctly It's really nice to read something so sweet. Thank you <3331 point -
Euphoria Review
masster_auron reacted to kushidadousaku for a topic
I haven't read it before, and to be honest I'm not ready to try it out. But I really want to thank you for that review. You described it with a spontaneous and a generous way, you described the impact this work have done to you, and that how a review should be in my opinion. Thanks again for writing this.1 point -
Any visual novels with actual drama in the relationship?
Jackletter98 reacted to littleshogun for a topic
Late to the party here. For the recommendations, I remember Saku Saku has drama in some of its routes. Other than that, well ironically speaking White Album 1 may be good, and for the info WA1 and WA2 have different writers. Lastly, there's also Tsujidou with the MC in some sort of relationship with the titular heroine before the route split. I hope that my recommendations here will be helpful to you if you still didn't play those yet.1 point -
Just finished Little Goody Two Shoes. It was 9\10. The atmosphere is gorgeous, the soundtrack is great, and the 90s anime art was generally very pleasing. The only negative is that 10 different endings have to be opened in almost the same way. In other words, after the first two playthroughs, you only play for the ending. The yuri elements are downright light, but the story itself and, I repeat, the atmosphere were very inspiring. Such a... scary fairy tale without plagiarism. It even reminded me of my favorite series of dungeon crawlers Labrinth Reefrain and Gallery. Of course, the gameplay mechanics are different, but the storyline... oh, how sweet and tasty it is. Recomended for some fairy horror fans)1 point
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Finally after 5 months, the editing phase is complete! It's been a long time coming, since I first thought about creating a patch for this game around a year ago. Now that the QC phase is about to begin, it's a relief to know it's 90% complete, and for all intents and purposes, is a complete (beta) patch for the first time. Based on my experience with doing the Imaimo patch previously, that game had about 2.5-3% of the text changed from before and after the QC phase, but about half of that had to do with formatting, so it was closer to 1.5% that was altered (fixing typos, rewriting lines, etc.). That might not seem like a lot, but it makes a big difference when the game is actually played, and obviously results in a better patch. So the QC phase will be starting as soon as I recompile the game files, which is much easier this time around since there's only about 1/3 as many scenario files, and the other files are even quicker to deal with. So I'll get to work on that and go from there. PS: The game is once again 50% off on DMM until August 17.1 point
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Now the update many of you have been eagerly awaiting: the translation is now 100% complete with the completion of Otoha's arc. The translation took just under 6 months to complete from August 10 to January 28, a period of 171 days. To put this in perspective, that's around 400 lines per day on average. I say around, because a certain amount of the 73,547 lines were repeated across various arcs, and in two instances, there were scenario files that had identical content (one shared between Hayami's and Hinata's arcs, and another shared between Hinata's and Otoha's arcs). In addition to this, large sections of other scenario files were duplicates of lines already translated, and although I don't have an exact number, it's at least 3,000 lines, but it's probably closer to 4,000 or perhaps upwards of 5,000 lines. But let's just say we can estimate that about 70,000 lines of the game were not duplicated elsewhere. That would bring the average number of lines translated per day to about 410. On average, I usually could translate about 80-100 lines per hour, meaning that it would come out to be around 4-5 hours per day as an average. Obviously, some days I did more when I had more time, and some days I did less when I had less time, but I'm giving the average to give you an idea of just how many hours it took to translate this game over the past 6 months. I translated at least some of the content nearly every single day during that time, mainly because I was eager to get the patch complete and out as soon as humanly possible. That said, it will still take a long time before the patch is released, although if all goes well, I still assume it will be out sometime later this year, but I won't know an exact time frame until at least the editing phase begins, which probably won't be for several weeks. In the meantime, work on the game's images will now be the main focus. This process is being shared between me and nReus, same as with Imaimo previously. There are around 110 UI images (not counting some duplicate CG thumbnails) and roughly 335 other game images, almost all of which deal with the SD images that pop up throughout the story. Many of those 335 images are themselves duplicates, or at least are otherwise minor variations on each other, meaning the exact number of unique images is much less than that. Plus, most of the images require relatively little image editing, so I don't really anticipate this process taking that long, although could still stretch into several weeks or more, at least for my part. As it is, I won't be starting on the editing phase of the text until the images are finished, and this process will give me some time to take a break from the script for a little while. But with the translation now complete, the project can now finally move forward with the rest of the work. I'm looking forward to getting the patch complete, and I hope you're also looking forward to finally playing H2O after all these years, this being the 17th year since its initial release back in 2006 (although the Complete Story Edition didn't actually come out until 2009, so it's been 14 years since that release). So thanks for the support the project has received thus far and I'll see you at the next update.1 point