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Showing content with the highest reputation on 01/31/23 in all areas

  1. Hello, I'm proud to announce a new event next Friday! Fuwanovel is having a livestream on February 3rd @ 7 PM EST with Watercress. We will be vibing on our discord 's voice-chat. Having a good ol read-a-long of A Field of Flowers and Stars and Q&A afterwards. It's a sci-fi yuri OELVN that was my directorial debut as head of software engineering. It will be hosted by me, the software engineering director of Watercress. Kevin, one of the narrative directors from Sarchalen @TheForeverLoneWolf, Studio Director of Watercress Watch the read-a-along and Q&A here on Watercress's Twitch Hang out with us Fuwacord's voice chat. or be a square.... February 3rd EST @ 7 PM US EST Visual Novel Intro Raine, a genius mechanic with a lust for adventure, thrives in the frontier of space accompanied only by her shipborne AI navigator. Well into her travels, she makes a critical error while piloting, jumping through an unstable wormhole and crash-landing on an unknown planet. There, she makes first contact with a young species of sentient beings that look a lot like humans with a hint of… goat? To return to her home, Raine must repair her ship before the wormhole closes. However, in this unfamiliar place, she makes a friend that forces her to question what she really wants. A Field of Flowers and Stars is a collaboration between Watercress, Somnova Studios, and Sarchalen Visual Media for YuriJam 2019.
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  2. Finally just 100% completed Snow Portable! Just gotta say, overall, I really really liked it. it really blew away my expectations. So, the first thing to address are the Key comparisons. Yes, it absolutely does HEAVILY borrow from Kanon and Air. It uses at least a few Kanon characters tropes (Euuu + Anman instead of Uguu + taiyaki) and straight up rips off Air's overall game structure - that being said, I think it actually handles that formula/structure a lot better than Air does. I think some arguments can be made about whether or not Air's main route is better when analyzed on its own, BUT Air as a whole is undeniably kind of lopsided. It's 1 big route, with 2 minor routes that might as well not be there (Minagi route is actually amazing though, but I digress). Snow does a lot of what Air does ie: , but unlike Air the other routes in SNOW actually contribute to the overall narrative. (Also I could actually understand what was all going on in Snow, unlike Air lol). Anyways, brief/disjointed thoughts on individual routes: Sumino Legend Asahi Shigure Ouka Meiko Nazo no Shouojo So to come back to this question: I'm gonna say yes, I really enjoyed the Nazo no Shoujo route. I'm probably gonna want to replay the game on PS2 someday to get the full voice experience for the rest of the game but... I do think this bonus route makes double-dipping worth it.
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  3. Yeah you are right, will do. Thanks for this piece of software.
    1 point
  4. I'd really appreciate it if you would open issues for those bugs/crashes.
    1 point
  5. 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
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