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Scorp

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  1. Like
    Scorp got a reaction from XReaper in Conjueror's Untranslated Visual Novel Tournament [Discussion]   
    PSP is dead, and Imageepoch defunct, so most likely it became quite problematic to make a localization.  Also script size is enormous, I saw somewhere that it is on par with Baldr Sky.
  2. Like
    Scorp got a reaction from Okarin in Zero Escape 3 Official JP Website Opens, TRAILER COMING 17/3 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA   
    Not a question for me, I will dig out my old 3DS XL. VLR is the only game I completed on 3DS, after all So it can be considered as a console exclusively for Zero Escape for me
  3. Like
    Scorp got a reaction from grim_tales1 in Zero Escape 3 Official JP Website Opens, TRAILER COMING 17/3 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA   
    Whoever did clothes designs, that's... Ridiculous.

    WTF is that?? Swimsuit made of wool?
     
    This is not the first time they make idiotic decisions about clothes, for example Junpei in 999 was wearing two vests... Really, why not, everyone does that... Right?

     
     
  4. Like
    Scorp got a reaction from Amano Sora in A good Machine Translator?   
    I doubt that topicstarter wanted to learn japanese using machine translator.
  5. Like
    Scorp got a reaction from Okarin in Zero Escape 3 Official JP Website Opens, TRAILER COMING 17/3 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA   
    Who is Junpei? That emo boy 3rd from left? o_O The character design really could be better...
  6. Like
    Scorp got a reaction from VirginSmasher in VN known for it's antagonist   
    G-Senjou no Maou and Sharin no Kuni antagonists are the best, imo. But I do not know japanese, so probably there is more good villains there.
  7. Like
    Scorp got a reaction from CeruleanGamer in Conjueror's Untranslated Visual Novel Tournament [Discussion]   
    I like NVL format. I enjoy reading books as well, so I am not afraid of the walls of text.
    But Nasu tend to write tons of text, which have no meaning, not adding anything to story and just extend the time. I think if remove all the repetitive pointless cooking works + similar descriptions of same places from Fate - it would be at least 1/3 smaller and indeed more enjoyable. Same for Tsukihime "I am lying in the bed whole day, another day where I go into school, speak with this and that and come back home" (all these sentences go for 5-10 minutes, of course).
    So it is not the format to blame, it is writer who do not know when to stop. Like, Saya no Uta is also NVL. And it works great this way. I think it would work much worse in traditional "tons of same character sprites over 3 same backgrounds" style. And immersion would be nowhere near the one it have in NVL format.
  8. Like
    Scorp got a reaction from Rose in Conjueror's Untranslated Visual Novel Tournament [Discussion]   
    I like NVL format. I enjoy reading books as well, so I am not afraid of the walls of text.
    But Nasu tend to write tons of text, which have no meaning, not adding anything to story and just extend the time. I think if remove all the repetitive pointless cooking works + similar descriptions of same places from Fate - it would be at least 1/3 smaller and indeed more enjoyable. Same for Tsukihime "I am lying in the bed whole day, another day where I go into school, speak with this and that and come back home" (all these sentences go for 5-10 minutes, of course).
    So it is not the format to blame, it is writer who do not know when to stop. Like, Saya no Uta is also NVL. And it works great this way. I think it would work much worse in traditional "tons of same character sprites over 3 same backgrounds" style. And immersion would be nowhere near the one it have in NVL format.
  9. Like
    Scorp got a reaction from kingdomcome in Sekai Project cancels campaign of WAS The Hourglass of Lepidoptera   
    Pack it in archive for future use, I think it have no DRM as well. But game is really bad, as I heard.
  10. Like
    Scorp got a reaction from XReaper in What are you playing?   
    Finally finished that... Hikari no Valusia ~What a Beautiful Hopes~
    Pros: Good art, sometimes good music and voice acting
    Cons: Everything else. Plot is boring slice of life in a fantasy setting, which pretend to be a pieces of puzzle to become a whole in the end... But it fails. Characters motives? LOVE. That's the thing which would solve everything and explain anything. Magical realism?  Who told that? Forget this immediately. Self-consistent plot? Yeah, forget it too.
    In a nutshell - 40 hours about nothing, apart how boy meet girl. Tons of characters who do nothing (really nothing) and add nothing to the story and the whole chapters are about persons who would never appear again. And very boring. And do not forget that "poetic" x3 repetiveness of same strings through the story. Who told there is charm in it? Not at all.
    So... If all other stories by Sakurai written this way... Well, I think this author would top my "never again" list then.
    But I will try to give it another chance and read Gakhthun demo, to see if koestl translation could improve the taste of that.
     
  11. Like
    Scorp got a reaction from kingdomcome in Conjueror's Untranslated Visual Novel Tournament [Discussion]   
    Lot of people say that Cross+Channel translation is awful. While another group of people tell they enjoyed it and did not see any problems with the flow. So even if the game in the end would be something like fanfiction and not a translation - this does not mean it would be completely worthless.
  12. Like
    Scorp got a reaction from sanahtlig in The Flowers demo is a hot mess   
    So, I finally could give you my direct opinion about the demo  Well, it's bad. Everyone told about translation matter, so I will speak about tech things.
    In brief - bad news. I doubt they would be fixable, unless Jast have source code for the game. As that annoying bug with music clipping happen in all original coded IG games. I do not know, if they have it working on their japanese windows, but on all other windows it got that. Every version have it, starting from Cartagra and goes on till last Flowers instance. I do not know if remedy exists.
    Jast most likely do not have source code for the game and so would not be able to fix that. Why I think that they do not have sources? Because they used tricks to have it formatted +- ok. Tricks means this (that's from decrypted and decompiled script straight from the demo):
    [charset num=25600 left=420 top=0] [charset num=25602 left=860 top=0] [effect type=0 time=500] Suoh [v file="suo0561"] Ah, oh... I.... [bgset] [effect type=0 time=500] She asks if I was trying to frame her... I look down as her suspicions dip me in shame. No way, this can't be. Hearing everyone in class whisper about it, I become too ashamed to even be there, and just stare forward, red-faced. Notice the huge amount of spaces. You know why they are here? Because japanese glyphs all have same width, so they needed strings to be same width for english release. I believe even the line break limit is same (it was always 44 bytes/symbols (or 22 glyphs - they are 2byte each) in all IG games... lets count? seems match!). That's also why it got cramped in backlog - there is different limit for symbols. Backlog could be actually patched without sources, if they have someone to hack.
     
  13. Like
    Scorp got a reaction from BookwormOtaku in The Flowers demo is a hot mess   
    Small tech rant once again. There is a vertical text in chapter 6, so I decided to put the files from the full version into this demo to see, if it was implemented... Results are quite obvious.

    So far I am under impression that no one ever edited the original engine exe, and if we compare it with IG trial it would be identical.
    Yep, confirmed, only thing they did is translated window title and error messages: <FLOWERS DEMO>, <Warning>,<Your display resolution is lower than recommended!>,<Game resolution will be reduced.>,<*May not work on all systems.>,<Failed to render window.>.
    Code is 100% identical to untouched japanese trial. All dll files - identical as well.
     
    So I really dunno what they ported and where.
  14. Like
    Scorp got a reaction from Vorathiel in The Flowers demo is a hot mess   
    Small tech rant once again. There is a vertical text in chapter 6, so I decided to put the files from the full version into this demo to see, if it was implemented... Results are quite obvious.

    So far I am under impression that no one ever edited the original engine exe, and if we compare it with IG trial it would be identical.
    Yep, confirmed, only thing they did is translated window title and error messages: <FLOWERS DEMO>, <Warning>,<Your display resolution is lower than recommended!>,<Game resolution will be reduced.>,<*May not work on all systems.>,<Failed to render window.>.
    Code is 100% identical to untouched japanese trial. All dll files - identical as well.
     
    So I really dunno what they ported and where.
  15. Like
    Scorp got a reaction from Vorathiel in The Flowers demo is a hot mess   
    So, I finally could give you my direct opinion about the demo  Well, it's bad. Everyone told about translation matter, so I will speak about tech things.
    In brief - bad news. I doubt they would be fixable, unless Jast have source code for the game. As that annoying bug with music clipping happen in all original coded IG games. I do not know, if they have it working on their japanese windows, but on all other windows it got that. Every version have it, starting from Cartagra and goes on till last Flowers instance. I do not know if remedy exists.
    Jast most likely do not have source code for the game and so would not be able to fix that. Why I think that they do not have sources? Because they used tricks to have it formatted +- ok. Tricks means this (that's from decrypted and decompiled script straight from the demo):
    [charset num=25600 left=420 top=0] [charset num=25602 left=860 top=0] [effect type=0 time=500] Suoh [v file="suo0561"] Ah, oh... I.... [bgset] [effect type=0 time=500] She asks if I was trying to frame her... I look down as her suspicions dip me in shame. No way, this can't be. Hearing everyone in class whisper about it, I become too ashamed to even be there, and just stare forward, red-faced. Notice the huge amount of spaces. You know why they are here? Because japanese glyphs all have same width, so they needed strings to be same width for english release. I believe even the line break limit is same (it was always 44 bytes/symbols (or 22 glyphs - they are 2byte each) in all IG games... lets count? seems match!). That's also why it got cramped in backlog - there is different limit for symbols. Backlog could be actually patched without sources, if they have someone to hack.
     
  16. Like
    Scorp got a reaction from Darklord Rooke in The Flowers demo is a hot mess   
    So, I finally could give you my direct opinion about the demo  Well, it's bad. Everyone told about translation matter, so I will speak about tech things.
    In brief - bad news. I doubt they would be fixable, unless Jast have source code for the game. As that annoying bug with music clipping happen in all original coded IG games. I do not know, if they have it working on their japanese windows, but on all other windows it got that. Every version have it, starting from Cartagra and goes on till last Flowers instance. I do not know if remedy exists.
    Jast most likely do not have source code for the game and so would not be able to fix that. Why I think that they do not have sources? Because they used tricks to have it formatted +- ok. Tricks means this (that's from decrypted and decompiled script straight from the demo):
    [charset num=25600 left=420 top=0] [charset num=25602 left=860 top=0] [effect type=0 time=500] Suoh [v file="suo0561"] Ah, oh... I.... [bgset] [effect type=0 time=500] She asks if I was trying to frame her... I look down as her suspicions dip me in shame. No way, this can't be. Hearing everyone in class whisper about it, I become too ashamed to even be there, and just stare forward, red-faced. Notice the huge amount of spaces. You know why they are here? Because japanese glyphs all have same width, so they needed strings to be same width for english release. I believe even the line break limit is same (it was always 44 bytes/symbols (or 22 glyphs - they are 2byte each) in all IG games... lets count? seems match!). That's also why it got cramped in backlog - there is different limit for symbols. Backlog could be actually patched without sources, if they have someone to hack.
     
  17. Like
    Scorp got a reaction from kingdomcome in The Flowers demo is a hot mess   
    So, I finally could give you my direct opinion about the demo  Well, it's bad. Everyone told about translation matter, so I will speak about tech things.
    In brief - bad news. I doubt they would be fixable, unless Jast have source code for the game. As that annoying bug with music clipping happen in all original coded IG games. I do not know, if they have it working on their japanese windows, but on all other windows it got that. Every version have it, starting from Cartagra and goes on till last Flowers instance. I do not know if remedy exists.
    Jast most likely do not have source code for the game and so would not be able to fix that. Why I think that they do not have sources? Because they used tricks to have it formatted +- ok. Tricks means this (that's from decrypted and decompiled script straight from the demo):
    [charset num=25600 left=420 top=0] [charset num=25602 left=860 top=0] [effect type=0 time=500] Suoh [v file="suo0561"] Ah, oh... I.... [bgset] [effect type=0 time=500] She asks if I was trying to frame her... I look down as her suspicions dip me in shame. No way, this can't be. Hearing everyone in class whisper about it, I become too ashamed to even be there, and just stare forward, red-faced. Notice the huge amount of spaces. You know why they are here? Because japanese glyphs all have same width, so they needed strings to be same width for english release. I believe even the line break limit is same (it was always 44 bytes/symbols (or 22 glyphs - they are 2byte each) in all IG games... lets count? seems match!). That's also why it got cramped in backlog - there is different limit for symbols. Backlog could be actually patched without sources, if they have someone to hack.
     
  18. Like
    Scorp got a reaction from Darklord Rooke in VN Aesthetics: Animated Pixel Art?   
    I like high-quality pixel art much more than your usual VN art (as really 90% of art in VNs are just generic moe CG).
    But high-quality pixel arti is so rare nowadays... Ace Attorney is not really good. 
    This is examples of pixel art I mean (and it is fan-made, btw. guy just draw in his free time and I not even sure if he is a professional artist):


     
  19. Like
    Scorp got a reaction from Tyr in VN Aesthetics: Animated Pixel Art?   
    I like high-quality pixel art much more than your usual VN art (as really 90% of art in VNs are just generic moe CG).
    But high-quality pixel arti is so rare nowadays... Ace Attorney is not really good. 
    This is examples of pixel art I mean (and it is fan-made, btw. guy just draw in his free time and I not even sure if he is a professional artist):


     
  20. Like
    Scorp got a reaction from Barktooth in Sharin no Kuni discussion   
    Sachi is the only route I liked and which looked natural. And she is great as a person. Maybe too loud, but that's part of her charm. Lazy and illogical sometimes, but in the end she can overcome herself and pull herself up. That's so rarely happen in real life, and it really need even more efforts than it shown in VN. So I do not know how anyone could complain about this being stupid, you seems live in a paradise, if you never saw such problems. That was awesome route with great characters. Sadly cannot tell this about the rest...
  21. Like
    Scorp got a reaction from XReaper in Conjueror's Untranslated Visual Novel Tournament [Discussion]   
    Yep.
    And this all started just 2 monthes ago:
     
    You really think they were able to translate 50% of DI in 3 monthes? That's crazy speed, man. Why not Baldr Force then? Having such skills they could do it in a blink of an eye
  22. Like
    Scorp got a reaction from XReaper in Conjueror's Untranslated Visual Novel Tournament [Discussion]   
    Having in mind how much and complex text is in Dies Irae, don't you think he is translating it way too fast (if Dies really is his secret project)? And as he told company approached him by their own, so this does not really have to be a VN he loves to death.
  23. Like
    Scorp got a reaction from drakeis in Best translated Mystery/Twists Visual Novels?   
    As you already played most from Uchikoshi (who base the whole story upon the huge plot twist in the end), you definitely should check Remember11.
    And I like Gen Urobuchi's novels - Phantom of Inferno, Kikokugai and Saya no Uta. That's something different and definitely have some good mystery and twists.
    Apart these - Muv-Luv Alternative, Fate Stay Night, Phenomeno, Steins;Gate. And from older times - Eve series from C's Ware is quite good. And other titles from that company like Divi-Dead. And Tsukihime from Type-Moon.
    If you like mysteries as whodunit game - Ace Attorney series have a plenty of them.
    And I personally liked Hotel Dusk + its sequel, but they are for DS only (having in mind you played 999 this should not be a big issue).
     
  24. Like
    Scorp got a reaction from Kawasumi in [Spoiler] Sharin no Kuni's Event Chronology Questions   
    Having in mind your comment about "worst VN I've read" - I doubt it would be worth reading for you. That's a fan disc for fans, who want to know more about Houzuki and how Kenichi lived his life with girls.
  25. Like
    Scorp got a reaction from Okarin in Strange/silly/crazy fetishes - "I didn't know I was into this UNTIL I played VISUAL NOVELS/watched ANIME!"   
    CeruleanGamer, plan to become a teacher? As your explanations are always so throughtful...
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