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  1. The main thing is that the script is 100% done. Unfortunately, some real world things have taken some time away from the project, but progress on the user interface is still ongoing. There were some additional unforeseen issues with it that made it more complex and time consuming than we would have originally hoped. A lot of the coding and rendering in this game was kind of unusual, in addition to some issues with running the game on modern systems (specifically the most recent version of Windows 11). Hopefully, we can get this all done and release the full patch in May.
    7 points
  2. https://github.com/HOKORISAMA/AILSOFT-AIL-Engine-Tools/
    2 points
  3. It's the nickname of the game from the Japanese audience and may have come from the development team, I can't remember. But it's sourced pretty obviously from Boku ga Tenshi ni Natta Wake. MangaGamer likely left it on so when people searched for it by its most popular nickname - Bokuten - the English version would still show up, while it wouldn't show up under just "Why I Became an Angel". This one DOES actually share its nickname with another VN though - Boku wa Tenshi Janai yo - but that is not a popular VN, so I doubt anyone is talking about that bokuten when it gets mentioned. A lot of the development teams even announce an "official" shortened name for the fanbase to use when talking about a visual novel. Tons of VN's have shortened names like this that you don't often see in their English titles though. Like Love, Elections, & Chocolate's shortened name is Koichoco from "Koi to Senkyo to Chocolate", Nukitashi is shortened from "Nukige Mitai na Shima ni Sunderu Watashi wa Dou Surya Ii Desu ka?" cause no one in their right mind would constantly refer to it that way, and they used that for the English title. Uso kara Hajimaru Koi no Natsu got shortened to its nickname "UsoNatsu" for the English title as well, and with ones that aren't in English they still get shortened, Ushinawareta Mirai o Motomete got shortened to "Waremete", all the Sono Hanabira ni Kuchizuke o titles got shortened to Sonohana but kept their full translated titles in English of "A Kiss for the Petals". The short names are useful to talk about stuff quickly, but it can definitely be confusing if people use different nicknames to talk about the same visual novel, or if nicknames get too close to one another.
    2 points
  4. It would be far more preferable if you didn't resort to use MTL (ie ChatGPT), but you do you. Anyway, good luck with the project I guess, and I hope you can also improve your Japanese while at it so that sometimes you can translate the VN without using ChatGPT.
    2 points
  5. A few big pieces of news since last time: 1. I moved away from git because it's a bit silly organizing things that way when I'm more or less the only one working on the project. 2. I passed JLPT N1! 3. The script is almost fully translated!!! This does NOT mean the patch is close to complete, just that none of the text in the main script is still in Japanese barring some lines in Keika route. There also hasn't been much of a serious pass at TLC, QC, or editing yet. I personally think that HMFan's work would take enough work to edit that I'd rather just retranslate it myself, and I may do that for Keika's route as well (though I haven't read the existing translation in full yet.) Part of this is personal/selfish, since translating this game has been a goal of mine since long before I began working on this project, for almost 10 years in fact, so I'd really like to end up with a product I'm satisfied with. I plan to keep working on it in my spare time until I get to that point. Anyway, here is the drive link with my current progress, and with the patch included. I also included a README in the folder with more information on my current plans and progress. https://drive.google.com/drive/u/3/folders/1dQcuQYHebWpZEt_zY8chXpiEhlYz8W-N I'd also like to say that I would GREATLY appreciate help with TLC and editing help from people who know enough Japanese to read the game confidently, since it's extremely difficult to critique my own translation. If you don't know Japanese, feedback and critique regarding my English writing style is also very appreciated. Thank you and enjoy!
    2 points
  6. Ushinawareta Mirai o Motomete (In Search of the Lost Future) Description At Uchihama Academy, the number of new students at the school has been increasing every year, so a new school building is constructed. Before they move to the new building, the school will hold one last cultural festival at the old building before it is closed down. Each of the clubs decide to give it their all to make it a success. The student council asks the astronomy club to calm the uneasiness among the students in regard to mysterious incidents at the old building. Sou Akiyama, a member of the astronomy club, is inspecting the old building when he finds a mysterious naked girl, Yui Furukawa, who appears to know him. The next day, Yui expresses her desire to join the astronomy club. (Description taken partially from VNDB and Wikipedia.) VNDB link: https://vndb.org/v4880 Where to purchase The game can be purchased legally from DMM (https://dlsoft.dmm.co.jp/detail/tin_0002/), but a Japanese proxy/VPN may be necessary to purchase it. In addition, there's an extra layer of DRM which requires the installation of the DMM Game Player software which then allows you to download and install the game. A Japanese VPN is necessary to use DMM Game Player, both to download the game once purchased, and also to launch the game, although once launched the VPN can be turned off. This is the copy I have obtained, but the patch will work with both the DMM version and the original disc version released in 2010, although the only difference will be in their encryption and the addition of one extra file to get the disc version to work on modern systems. Project The English localization project is being conducted by Studio Frisay as its third project following Imasugu Onii-chan ni Imouto datte Iitai! in 2022 and H2O √ after and another Complete Story Edition in 2023. 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 working on the game engine. Also as before, nReus has agreed to help with the rendering of the game's videos and also some of the image editing (you can largely thank him for the design of the logo above). Studio Frisay website Studio Frisay discord server Progress Programming: The game uses the Kirikiri engine, one of the most popular and versatile engines around. I've already taken care of the preliminary engine hacks necessary to construct the patch after a lot of trial and error, and also received some help to streamline the patch creation process once the project is complete. Translation: The translation took place between January 19 and August 10, 2024, and I had already translated about 25% of the script by the time I announced the project in March. The game has 35,416 lines across 180 scenario files split up between the five heroine routes: Kaori: 8519 / 8519: 100% Airi: 7368 / 7368: 100% Nagisa: 7356 / 7356: 100% Yui 1: 8334 / 8334: 100% Yui 2: 3839 / 3839: 100% Total: 35416 / 35416: 100% Relatively uncommon for this type of game, it doesn't have a separate common route and instead incorporates elements similar to a common route into the beginning of each route. There is also a set order the routes must be completed, which is the same order they're listed above. A full walkthrough will be provided with the patch to view all CGs and endings. Images and videos: Of the 150 or so images that require editing in the game, almost all of them (134) are part of the UI, so it probably shouldn't take that long to finish them up. As for the videos, there are 4: 2 for the OP and 2 for the ED that will require typesetting for the lyrics and a few lines of other text. The images and videos are being edited by nReus. Editing: Editing the script began on August 13, 2024 and concluded on February 12, 2025. Image and video editing are still ongoing. Progress link on Google Sheets
    1 point
  7. Hello, everyone! This month's release adds two lovely new CGs for the scenes introduced in April. Those weekend scenes were a lot of fun to write and the illustrations really do a lot to bring them to life. I'm really happy with how they turned out; the second one in particular~ On the writing front, Copycat is inching ever closer to its dramatic conclusion, with the new script taking us right up to a critical decision for Kyou. No further than that, I'm afraid, but I have a good idea for how at least one of those paths will end and I'm hopeful of getting its conclusion written in time for the June release. 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. So please enjoy the latest release, and I'll see you next time What's New WRITING: Partially written day 7 of the Copycat storyline, up to a decision pointART: Added two new CGs for the Copycat storylineWord count is now around 456,000LOCALIZATION: Various edits and corrections to the existing Spanish scriptSome typo and grammar corrections
    1 point
  8. Visual novels are fun. Trying to predict the future is also fun. Therefore, I've been trying to build up a community of people trying to predict the future specifically on the topic of visual novels! More specifically, there's a site, Manifold, whose core thing is crowdsourced predictions: everyone who joins gets a bunch of play-money (to be clear: fake internet money, not real currency); they can bet it on predictions regarding what might happen in the future; those bets get aggregated into estimates of how likely the bet-upon future events are, based on what odds people are willing to bet at; and then, once the future events come around and the true answers become clear, people who were better at predicting future events' likelihood tend to get more returns on their bets, gaining more play-money and making their way up the site leaderboards. It's fun! So I've been creating a bunch of questions-open-for-people-to-bet-on related to visual novels there! Examples include: Will Ciconia: When They Cry Phase 2 be released by the end of 2025? How soon after the release of Fate/stay night Remastered will there be a working fan-patch to re-add the sex scenes? What route order will be enforced in Tsukihime -The other side of red garden-? ...et cetera. (There are a bunch more, ~all listed on the site's Visual Novels topic page.) Currently, Manifold doesn't seem to have very much visual novel fan-community-presence. Not many people there are asking visual-novel-related questions, and not many people are betting on the ones that are asked. But it seems to me that there's lots of potential for more! There are lots more VNs about which interesting questions can be asked than just the ones I personally take enough interest in to open questions about on the site; there are lots more VN-fans who might have good predictive insights on the questions already open; et cetera. So I figure it's worth pointing people at the site from here, as an attempted step towards building a relatively-more-robust VN-fan-community there.
    1 point
  9. Translated VN names are often catastrophes anyway... Bokuten's English title is one of the least abominable ones out there. I sometimes hear a game I played in the past is getting localized, but when I see the translated title, I go 'Uh... which game is that again?' lol
    1 point
  10. In terms of stuff that was considered at least notable in non-moe focus circles, besides several already mentioned after 2020 there is Hira hira hihiru Tsui no stella Black Sheep Town Meikei no Lupercalia For the people that can get into ye olde darke BL there's also Ooe (very recent) and Slow Damage.
    1 point
  11. Future person looking to solve the same problem. Anyone have any tips on how to extract stuff from those psb files? edit: I found a solution. For future humans, use psbdecompile from here: https://github.com/UlyssesWu/FreeMote
    1 point
  12. https://vndb.org/v?q=&ch=&f=0272_0bSiAa2Nv&s=24w There's been quite a few highly rated games released in the last ten years. Qruppo's games (Nukitashi 1 & 2, Hentai Prison), tone work's had two releases and a fandisc (Ginharu and Tsukikana / Tsukikana SSR), the 9-nine- series, at least the last episode of Clockwork Leyline, Summer Pockets, Cyanotype Daydream, and Jeweha & Jewena all released. Largely just depends on what you're looking for. A lot of the "old school" developers have been driven out due to various reasons though - COVID probably killed the most companies and we're still dealing with the effects of that due to the slowed development cycle.
    1 point
  13. I agree, just adding this. Since you don't know Japanese yet, let me explain something first : one of the challenges when learning (or even later reading) Japanese is to interpret the kanji correctly in order to obtain the right reading. In that sense, VNs have strengths and limitations : - weakness for learners : most VN don't have or have very few Furigana (and then, almost only for names). Compared to a lot of 'light readings' like manga and LN, it's most often a lot less. Probably a consequence of them being directed at adults. NOTE : Furigana are kana characters above or beside kanjis to help read the kanji. - strength : learning to read VN can be a bit easier than other sources of the same vocabulary/kanji level since a significant portion is vocalized. This can help a bit to differentiate readings when you are very inexperienced. It's not major, but it clearly helped me while I learned. In that sense too, reading any title that emphasizes dialogue between characters (like moege/charage) can be a real helper.
    1 point
  14. After you gain an understanding of the grammar, as well as both katakana and hiragana, your biggest obstacle is going to be kanji. Using a parser (programs that place potential readings in the form of furigana above kanji) can help accelerate your ability to read visual novels, but it isn't a 100% perfect solution, since parser programs often make odd choices for the furigana. If you just want to read slice-of-life VNs (moege, in other words), it might take you a relatively short amount of time to achieve your goal, as it is unlikely you will encounter any unusual kanji usages that would make a parser stumble. It's when you delve into the harder visual novels that you'll end up testing the limits of your understanding.
    1 point
  15. I won't lie to you it depends on your motivation and how much time you can dedicate to learning the writing in general, as well as how quickly you pick things up. At the very least you should know hiragana and katakana before you start, and ideally be aware of the basics of Japanese written grammar. With some of the software now the kanji readings can be done "for you" (but you may have to select the "right one" based on context between the various readings that could be possible) and you'll just pick them up as you see them more often while reading visual novels. Safe estimate, to read visual novels in Japanese without any problems, meaning at the speed you read your native language: 5-10 years is a safe estimation. This time will largely be impacted by how much time you can dedicate to it. For example: for most people to be considered "fluent" in written Japanese you need to know somewhere between 1000-2000 kanji. To read a newspaper you need to know about 1200, and your average Japanese adult probably knows around 2000 with those who have university educations know somewhere around 3000. If your goal is just to read at a decent speed, so 50-75% your native language speed, you can probably hit that in 1-2 years with some dedication and work. It's definitely a lot easier to learn nowadays than it was 15+ years ago though, so my estimates may be a bit long.
    1 point
  16. Going through it been through all the short stories and bertille and while i can see the mistakes after the edit it is very readable going through akane right now and can't wait to read ayako after the edit.
    1 point
  17. Sorry if this was already asked, but can you give us your impressions about this game? What do you like and dislike about it? Why did you pick this one as a project?
    1 point
  18. Great questions. Just filled it out
    1 point
  19. Umm... just to be clear, it was apparent that some of the questions were not really a good fit, since there is no gameplay in a straight visual novel except clicking and making choices... Also, I think most people who have played an AI-generated VN will say they produce nothing but trash *winces at the bad memories* Asking about non-universal (or at least uncommon) features as part of a survey about the importance of certain features will probably only confuse any results you receive...
    1 point
  20. I tried answering until I realize I am unable to answer some question, either because I am not sure about the meaning of the question either because I am not familiar with the wording, either because I am unsure about the nuance with the question previously asked, I think you should either give a small description or a few examples to help people when such questions arise
    1 point
  21. Done. I completed the survey, I hope it'll be of help to you
    1 point
  22. littleshogun

    Himmel

    Most likely already deleted, and considering the OP changed the title it mean the project is already dead. Well, it's not like it matter nowadays anyway seeing it's been more than two years since the OP delete the opening post, and more importantly there's a new ongoing Sukiuso translation project with it just recently came out of hiatus and currently they're doing the editing work. So yeah, at this rate it would be better to just wait for the full translation patch instead of searching for the prologue patch.
    1 point
  23. 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
    1 point
  24. I did some search and find out one interesting answer from MAL forum. I don't know if the answer is really true or not, but at least I know they really tried to make the vocal songs with initial 'ef'.
    1 point
  25. Finally at long-last, the script is now fully edited! Thank you to everyone who has been looking forward to seeing this patch get completed, which looks to be very close on the horizon now. For the time being, editing of the game's UI, in-game images and video editing led by nReus is still ongoing, but will hopefully be concluded soon (as in, before the end of February). Then the QC process will start where I play through the whole game and test the patch for bugs, along with any fixes to the script I may have missed during the editing process (which usually amounts to 2-3% of the script getting altered, if the last two projects are any indication). And as coincidence would have it, the game is currently 50% off on DMM until March 10, so please consider buying the game if you can and haven't already. The patch will still work with whatever version you have available though, only the encryption for the patch will be different (which will be as easy as copy/pasting the correct files in the patch, which will be specified on release). So I'll be back on the next update.
    1 point
  26. Good day, friends! I'm Zik, the head of the newly founded studio MothLight Games, and I'd love to introduce you to our debut visual novel, Quiet Classroom. It tells the story of Haruto Saito, a former Japanese soldier who fought in World War III and now finds himself as a teacher to four orphaned teenagers, each carrying the weight of a difficult past. Let me tell you more about our game, starting with the synopsis! Synopsis: Quiet Classroom is a story about the lives of four orphaned teenagers with troubled pasts, enrolled in a new experimental rehabilitation program called the "Quiet Classroom." You take on the role of Haruto Saito, a former Japanese soldier and veteran of the Third World War, who suffered a serious injury during the conflict. After returning home, Haruto struggles to adapt to civilian life and faces the threat of being sent to a veterans' care facility for compulsory treatment. However, everything changes when a mysterious stranger offers him an alternative: instead of the care facility, he can become a mentor in the "Quiet Classroom." Whether Haruto can help himself and the four teenagers confront their inner demons is entirely up to you. The Students: Yuto Nakajima — A typical delinquent and former gang member. I've met plenty of guys like him before. But is he really as simple as he seems? How do you get through to him? Maybe just knock some sense into him? Rin Miyamoto — A quiet and cautious girl who’s endured many sorrowful events. She seems to look at me with disdain... I fear her more than anyone else because I can’t figure out what’s on her mind. Kenta Suzuki — A friendly and pleasant guy. He welcomed me more warmly than anyone else, and honestly, I was surprised, given the circumstances. But is there something off about him too? Emiko Yamashita — A shy and sweet girl. I barely heard her say more than a few words all day. But if the laws of storytelling hold true, she’s probably hiding a knife somewhere. Features: High-quality voice acting in Russian From one of the well-known anime dubbing studios in Russia. Deep and Emotional Story Explore the complex lives of four teenagers and their mentor, delving into themes of trauma, recovery, and self-discovery. Anime-Style with a Dark Atmosphere Detailed graphics that highlight the drama and emotional depth of the story. Unique Narrative Approach A story that breaks away from traditional visual novel conventions, feeling more like an anime where you shape the fate of each student—and your own. Choices that Impact the Story Your decisions shape the narrative and lead to: 3 main endings 3 unique endings for each student 4 mini-endings for the protagonist and 1 secret ending waiting to be uncovered Trailer: The game is currently in development! Add it to your Steam wishlist so you don't miss the upcoming demo release. For more details on the development process, visit our website—you’ll find exclusive insights and get to know the game better! We would love to share our work with you and hear your thoughts on the game! Note: AI was only used in a few scenes of the trailer (to animate already hand-drawn artwork), in background creation for the game (as part of a collaboration between artists and AI), and for generating references. All sprites, CG illustrations, and everything else were created by multiple artists currently working on the game. Full details are regularly shared in our development reports on our website and social media.
    1 point
  27. For your specific question and a generic answer : saving when the choices pop up and then going back to choose other options would be the way to go most of the time for many VNs. As it can get convoluted with some VNs, try to structure your choices well and give them a short evocative name/label if the game allows it. As you said, it wouldn't be surprising to end up with a lot of saves, especially with Clannad, that's probably why most VNs allow dozens of numbered saves. Now my true and longer answer for Clannad : I've always thought Clannad stands out even from a lot of other VNs of the same era by the sheer number of choices and how much convoluted the choices you have to make to attain certain ends are, added to the high number of ends, especially if you count all the minor ends (others than main heroins, and you should definitely count them for Clannad). As such, here is my advice for Clannad (but honestly it applies to most titles even if there is less choices) : - either use a walkthrough from the start and thus save when the walkthrough asks you to save and whenever you feel like. Most people wouldn't have their fun spoiled just by using a walkthrough for a romance/slice of life VN anyway. - or play it by saving whenever and choosing whatever you feel like choosing for the first 1, 2, 3 or whatever runs/ends you feel like, and then follow a walkthrough. This way intends to let you taste the VN as it was intended (including not being happy about not ending on the desired route for example) coupled with the benefits of not pushing it too far by ending up using a walkthrough. I know that way would be the better way for me with Clannad, but Clannad is especially long and that could make its reading even longer. One last point though for Clannad : whatever you choose to do, I suggest you keep Nagissa's route for last, whether you like her or not, as her route continues in Clannad part2 in the main VN.
    1 point
  28. I'm pleased to announce that Marche100 has finished editing Shino's ruute as well. Ruu \o/
    1 point
  29. MerzZly

    Help with .bin files

    Tool based on @Tester algorithm: https://mega.nz/file/se5RSAKR#puZVIXyjakhYn3ZPZYMQQB3a9YM1N1JDP6eoDi0vPAQ
    1 point
  30. Project is not dead. The editor hasn't been around for awhile; some personal stuff came up he has to deal with. I've been going through a list of questionable stuff he's been finding and > 85% of the items on it are translation errors I'm consequently not sure what the actual completion percentage is. It will come out when it comes out. I first started working on this in 2011, if I remember correctly. Definitely I want it over the finish line, but I also don't want to leave it full of errors. Just because that was good enough for the original translators doesn't mean it's good enough for me
    1 point
  31. And with that, my promised commitment to this project is over. As I listen to the last movement of Beethoven's 9th symphony and watch the ring dissolve in the fire of mount doom, I bid this project farewell and godspeed.
    1 point
  32. It's been four months since I updated this last? Huh. That's no good. Editing is now at 71.0%
    1 point
  33. Maji de Watashi ni Koishinasai! A 2 || Majikoi A 2 Summary Majikoi Fandisk. Published in 5 different releases, Majikoi A-1 to A-5. Each release features about 3 stories. A-2 contains: Seiso, Monshiro after+, Cookie 4 IS Ending Guideline / Suggested Route Order No particular route order. You can play whichever heroine you like first from the heroine selection screen. However do note that unlike in A-1 where there was only a single possible ending for each heroine, in A-2 we have 2 possible outcomes for them. I played the Heroines in the following order Monshiro ----> Aiesss ------> Seiso. Please Note that i will be naming Cookie 4IS as Aiess (Her given in-game name) as her route involves the other cookie as well so it becomes confusing. The Choice/s in Pink affects multiple ingame events so it is recommended to select both on different play throughs Also Don't Forget to replay the training area 19 times to unlock special cgs. Exiting the game each time will unlock you skits every time you do it. Route Guideline Kuki Monshiro || 九鬼 紋白 Good End Bad End Cookie 4IS || Aiess || クッキー4IS Good End Bad End Hazakura Seiso || 葉桜 清楚 Good End Bad End Attribution This walk-through is referenced from seiya-saiga.com as well as my own play-through of the game
    1 point
  34. This fan-translation project has been going since 2011 or 2012 and it's still going, that's some kind of record, the game is 59% edited as of the last patch.
    0 points
  35. Pardon my lack of updates on this project. Truth be told, I haven't made much progress in the past couple months (stuck around 85% on common route), and the Editor seems busy with work-related stuff too. A little bit of excuse from me: I've just moved to another country and started a new job, and moving around and getting stuck in quarantine and whatnot got me worn down quite a bit, not to mention the overwhelming amount of new stuff to learn at work. As it currently stands, I might have to put this off for a few more weeks before having a stable enough schedule to continue chipping away at the TL. Anyways, apologies for the delay, but I still hope to get something worked out, since this is a title I *desperately* want others to enjoy :)
    0 points
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