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Showing content with the highest reputation on 06/06/17 in Posts

  1. Yuuko

    Sekai Project Bundle

    Thought that many people here would probably like this so here: https://www.humblebundle.com/sekai-project-bundle Lots of awesome games for cheap.
    4 points
  2. Asonn

    Sekai Project Bundle

    some shitty codes: fault milestone one: 0DKB2-NQY06-873Y0 fault - milestone two side:above: 05YGW-9RM6C-L04WP NEKOPARA Vol. 0: 06X6P-IAE7I-6EB83 NEKOPARA Vol. 1 : 08PBC-DZYLH-XC8BW NEKOPARA Vol. 2: 0CLZH-KYHQK-K7PXC Idol Magical Girl Chiru Chiru Michiru Part 1: 07LY7-MGVGB-39B94 Idol Magical Girl Chiru Chiru Michiru Part 2: 0CKZH-02HCT-WYNYV WORLD END ECONOMiCA episode.01: C0QWN-HEAC0-PCC6K WORLD END ECONOMiCA episode.02: T3DFQ-F8WT3-NBLWB WORLD END ECONOMiCA episode.03: 047WM-5ZLQ5-C4GPG Sound of Drop - fall into poison: 09YR6-A7C6Z-E36B8 Highway Blossoms: 0BYL8-DV6R8-9XEH5 Japanese School Life: 0AWNF-2HG99-VB9XN please let others know if you picked one!
    3 points
  3. Aiyoku No Eustia (https://vndb.org/r24024) A fan transation project by Eustia Translations Partial Patch is out! https://mega.nz/#!no0DyQza!DZShSFgME_-iW6vaEdYy3oek-794a1yiuiW48U05dBQ Covers up to Eris' chapter (Chapter 2). Opening Movie: Description (modified VNDB description): Personal words: Translation Video Sample: Team: Project Lead/Translator/TLC: eplipswich @eplipswich Head Editor: Desertopa Head QC: Angeldeath Reserve/Former Members: Translator (Reserve): TakoRin @TakoRin Editor (Reserve): kumada Translator (Former): goodluckmyway/Be Water @goodluckmyway Editor/QC (Former): Vermillio @Vermillio QC (Former): Esham @Esham Progress: You can check out detailed real-time progress update at the following link: https://1drv.ms/x/s!AhHDq_NSwaAqgSnImaDDLTME-lmi?e=ai9dey ---------------------------------- You can follow me on Twitter: @eplipswich Job Opening(s): None at the moment, but feel free to PM me if you feel you can contribute to the project.
    1 point
  4. tfw someone grabbed both sets of ChiruChiru codes
    1 point
  5. Proper grammar can speed up the process of reading and comprehension even if you aren't aware of when the grammar gets bad. That's what makes grammar important. Though I was really more talking about odd/incorrect word choices which isn't purely a grammatical issue. Take this from a scene halfway through the common route: You can't "enter" a rooftop. Or maybe you can, but it sounds very painful, since the rooftop is a solid object. You can exit the school onto the rooftop, climb stairs to the rooftop, etc, but not enter it. Also the word "staple" is used incorrectly here. They probably heard the word used in reference to foods and consumer goods that people eat/use on a regular basis, but the word isn't flexible enough to be used for a place one person likes to go to. In this case, something along the lines of "favored" could have been used instead. This is pedantic as all hell, true, but little things like proper word choice can go a long way to making your writing more easily understandable. In this line, it was pretty clear anyway what was happening, so I doubt even a non-native English reader like you would have any difficulty understanding it. But there are cases where it can get messier, such as the next line: First of all, those slashes are not decapitating, because they're missing and thus not actually decapitating anything. You could say "would-be-decapitating," but that's really clunky. This leads to the next problem, where of course you die when you are decapitated. Pointing that out feels rather silly. One idea would be to remove the "decapitating" adjective and use "decapitate" as the verb in place of "kill," restructuring the sentence to make that work. I'm also not a fan of "state" there, because that implies that they have other states they could switch into, but IIRC, those slashes are by their nature invisible, so I would probably just switch "state" with "nature" (unless I'm misremembering that scene). "I couldn't quite confirm this due to their invisible nature, but a direct hit from the slashes that merely grazed me a moment before would no doubt decapitate me on the spot." TBH, I'm still not happy with that, "a direct hit from the slashes that merely grazed me a moment before" is such a mouthful, and the way talk about previous slashes mixed in with a line that's trying to portray the slashes as a still-ongoing event feels very clunky. I'd be tempted to just cut out the reference to the previous slashes entirely. "I couldn't quite confirm this due to their invisible nature, but a direct hit from any one of these slashes would no doubt decapitate me on the spot." There's also a possible tense error with "kill," but despite the narration being in past tense, it's describing an ongoing event. To be honest, this is where my lack of editing experience shows, as I actually have no idea what the correct tense here would be. If we say "would have no doubt decapitated me," that gives the line a deterministic bent which might remove some of the tension in the scene. Thematically very appropriate for the game, to be sure, but not great reading. Eh, whatever. I'm sure some people will see this and call me nitpicky or say that they can understand it anyway so it's fine. I'm not actually trying to call out the translation as unreadable trash, it's still better than most VN translations for sure. But I think if a non-native English reader is having difficulty understanding some parts, there's actually a pretty good chance it's because it's not written as well as it could have been, and not because it's written too well, which is what some people are trying to claim (mostly, those same non-native English readers who don't know better).
    1 point
  6. Amuzie

    Sekai Project Bundle

    some great codes: KARAKARA: 22G74I-2HJ7V-JWH58 NEKOPARA Vol. 0: 286YE-XBWIL-YQG3Z NEKOPARA Vol. 1 : 22NLL-NY9JT-MK0L2 NEKOPARA Vol. 2: 2080L-3RHB8-9IKLX Idol Magical Girl Chiru Chiru Michiru Part 1: 255X0-IMPZB-EL690 Idol Magical Girl Chiru Chiru Michiru Part 2: 28XWJ-VPM63-TVWGV Sound of Drop - fall into poison: 25RRB-XKEF5-WQ0H7 Highway Blossoms: 263J5-I65G2-97GYF Ame no Marginal -Rain Marginal-: 2EMTB-DDFBA-MVVG4 Memory's Dogma CODE:01: 0XGDX-KLJ7B-DG9RM Sunrider: Liberation Day - Captain's Edition: 26J0H-LVBTW-T6N6D please don't let others know if you picked one! Adds suspense. ( Please do tell me if there's an error with any of the codes though.) Also have the Narcissu 10th anniversary thing but as that comes with a season pass I can't really post the codes here as the season pass is useless without the game. So if anyone wants that I gueEDIT:The code is officially claimed.
    1 point
  7. This made me realise my lack of otome knowledge.
    1 point
  8. 1 point
  9. Too coordinated, feels inaccurate.
    1 point
  10. It was Propeller... but now it is Light, because Propeller hasn't produced anything decent since Tokyo Babel... and its main writer is retired. My current top five companies are listed below. Eushully got knocked off because they haven't produced a masterpiece since Madou Koukaku (story-wise) 1. Light 2. Akatsuki Works 3. Caramel Box (Setting aside the art-style, which some art-bigots have trouble with, they produce excellent games) 4. Purple Software (high percentage of highest tier games since Mirai Nostalgia) 5. AXL (because their stuff is always worth reading)
    1 point
  11. Dark_blade64

    Dark Souls

    But it will finally break.
    1 point
  12. agreed he is quite the internet hog
    1 point
  13. I spent quite a lot of time with the game already, and although I won't be playing any for the next couple days, I'm still hoping to finish it on/by Monday. The game is definitely looking to be about medium length, I guess? Not as long as a typical full-price Japanese VN, but also nowhere near as short as something like Eden*, for instance. At this point I've finished the Slavya, Lena, Alisa, and Semyon routes. Lena was pretty weird throughout, and didn't really work for me (mostly because of the character, in spite of my initial appreciation for the character). Semyon's route was pretty interesting, and Slavya and Alisa were both all right; no complaints there. Now, brace yourselves: a wall of text complaining about choices is coming. Honestly, the game is not great about making clear what choices will lead to what kind of outcome: sometimes you just have to go to the right random location to get a scene with a girl. Also, apparently showing curiosity for a girl's interests is often a bad idea: I was surprised to see in the guide that, for instance, trying to figure out what book Alisa is reading is a negative for her, whereas simply saying nothing about the book she's carrying will get you +1 affection (with no feedback after the fact to make this obvious). The game design side of this seems bad, to me, and I'd contrast it with games like, say, Little Busters!, where both the reasoning behind any choice and the outcome of your choices are a lot more obvious: In LB, before making any decision, you usually have a very good idea of who it will impact and how they will take it. In Everlasting Summer, it's pretty non-obvious a lot of the time how someone is going to react, or often even who will be impacted by certain choices. There was one memorable point in Slavya's route (the last choice) where I literally didn't understand the meaning of either choice, let alone the distinction between them, but apparently there was a right answer and a wrong answer. In LB, people generally react to your decisions quickly and in obviously positive or negative ways, so you can quickly reevaluate (save scum it if you must, but regardless, at least you'll know better next time). In Everlasting Summer, quite often you don't get such obvious reactions, and so when, at the end, you get a bad ending (or even end up on the wrong route, in my case...), you still likely don't quite know what to go back and fuss with to fix it. In LB, even when your decision is a simple "where should I go" decision with no immediate tie to a character in the choices, locations have well-established associations with characters in the game, making those decisions actually thinly-disguised choices of "what girl should I go see?", assuming you have been paying attention to the girl you're going after. It's simplistic, but I find that kind of choice strangely rewarding: they're just as obvious as the simple "pick a girl" choices that you see in lazier games, but somehow more meaningful, and it kind of gives this feel that the game is winking at you. In Everlasting Summer, it often makes you choose a location, but the meaning of it is pretty completely unknowable: go somewhere and run into a random person there for +affection, CG, etc., All in all, on the choices, I kind of feel like I'm perpetually in the dark with Everlasting Summer. Maybe that was the intention (life is, after all, also not so cut-and-dry on what will be the outcome of your choices), but when the end result is the game giving me a bad ending for a character because I chose to go to the boathouse instead of the bus stop on day 3, despite no clues that the bus stop was the magical correct choice for that character on that day, it's just frustrating. All that said, one thing I do really like is that a lot of the choices aren't simple +/- choices for one character. Instead, quite often your choice leads you to run away from a scene with one character, and then accidentally end up in a scene with another character. These are, in a way, charming and interesting, and I don't mind these very much even though the impact isn't obvious beforehand, since it is obvious immediately afterwards. They're good for rewarding replays when you'll "know better next time", which the game clearly wants to emphasize (I feel kind of bad for bucking that by using a guide, honestly).
    1 point
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