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Helvetica Standard

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  1. Like
    Helvetica Standard reacted in Unlimited Chat Works - Random Talk   
    To me, even the first one (the GIF) was just amazing. I have no idea about the process you go through to put out that kind of work, but it really blows my mind as someone that focuses more on literature than images. It looks exactly as you would expect it to behind the mosaic, like your image came before the censored one in the initial design process. So much talent.
  2. Like
    Helvetica Standard reacted to twdarkeh in Unlimited Chat Works - Random Talk   
    I think it looks amazing, and is very well done within the art style of the game.
  3. Like
    Helvetica Standard reacted to Ouraibaa Hjyuraa in Unlimited Chat Works - Random Talk   
    In other words, go for it! Even if others don't want it, Which I doubt (Unless you're gonna do vaginas like in Valkyrie Svia, which looked god awful.), I still want it.
    Only one rule: Prioritize anal scenes! That is all. 
     
    Edit:


    Do you see that? That is not how a vagina should look. Also, NSFW.
  4. Like
    Helvetica Standard got a reaction from nohman in Visual novel with animations.   
    @maefdomn
    Here: http://vndb.org/g1019
  5. Like
    Helvetica Standard got a reaction from Nahichun in Unlimited Chat Works - Random Talk   
    I'm glad I reported to say I was still alive! XD
    Anyway, decensoring is possible. We can run a few test to see how it looks. It would be a nice touch and very slick move (Mirror Moon did it too for their translation of Fate/StayNight)
     
    Just be advised of a few things:
    *Original H-scene artists draw the genitals with the censorship in mind and thus add very little detail to them making decensor a real pain (image editors have to pretty much "imagine" the result)
    This is why some decensored scenes look odd.
    *The more aggressive the mosaic, the more "liberal" will be the result
    *For whatever reason, some people prefer giant mosaics than genitals ._.
     
    Overall, I believe it's an interesting idea.
    Contact me if you're willing to run some tests :3 
  6. Like
    Helvetica Standard got a reaction from krill in Uncensored?   
    This is due to a couple of reasons:
     
    1. Original artist draws H-scenes with the censorship in mind, thus he/she makes sure to add as little detail as possible to the genitals so that the mosaic
       obscures them properly (If there's a localization, the artist sometimes provide the "uncensored" versions to the english team and as mentioned, the genitals on the
        source image lack detail and look sketchy.) Also, unless the image editors have the consent of the original artist, they cannot modify those bits to make
        them look better, resulting in "oddly shaped" members and "simple slit" vaginas.
     
    2.Original images were either provided to the english team, censored, only allowed them to modify those, or original artist is not allowed to provide uncensored source images
       (for whatever reason or legal issues) example: ef, the first and latter tale. (in this case Minori gave to MG uncensored pics but they were instructed to add "mild" mosaic,
        NOT full uncensorship) genitals are at least more distinguishable than the original japanese version but they are still obscured. 
  7. Like
    Helvetica Standard got a reaction from Li-Fei in Violet Hill (DEMO released)   
    DEMO V4.5  (Trimmed prologue, a few minor changes) DOWNLOAD BELOW
     

    DON'T FORGET TO CHECK OUR WEBSITE FOR REAL-TIME UPDATES AND EXTRA CONTENT!
     

  8. Like
    Helvetica Standard got a reaction from Hoshizora in Violet Hill (DEMO released)   
    That's perfectly possible! the latest build of Ren'py supports distributions for Android and IOS. :3
    We'll definitely release those versions once the VN is completed.
  9. Like
    Helvetica Standard reacted to MellowMadman11 in Violet Hill (DEMO released)   
    I like the look of this. I should play the demo when I have time, but the lighting problem I thought you had earlier is gone in this image.
  10. Like
    Helvetica Standard reacted to Hoshizora in Violet Hill (DEMO released)   
    Not sure if this is a good idea or not but I think it would be really cool if you could make this support on mobile devices(android and ios)
    Not sure if it would take a lot of extra work but I could see this being a compelling feature to some readers!
  11. Like
    Helvetica Standard reacted to Tay in Violet Hill (DEMO released)   
    Here are the rest of my impressions from the demo.  
     
    Specific thoughts Looping sound effects are often grating.  Longer effect loops with lower volumes will help.  For things like this, or adding more lines to dialog boxes (with auto-fitting/scaling, etc.) you can find tutorials on lemmasoft or in the Ren’py support documents.   A chronic issue in the demo was the need for less telling and more showing.  When you talk about the mindstorm being overwhelming, we’re informed of the fact but not introduced to the sounds and sights and memories which are actually overloading the narrator.  Instead of telling us (the readers) that the character is overwhelmed by the details, we (the readers) need to ourselves be overwhelmed by it!  A random example from the start: show us why the memory is overwhelming (ex: “The memories are too real and there’s too much to them.  It’s too much to remember every raindrop falling on my coat.  It’s too much to remember the number of ripples racing across the puddle under my feet.  My senses strain and buckle under the load of the perfect memory. // The sound of the rain becomes a roar as my vision goes white.  I can’t process it all.  The memories are too many, too perfect…”)  Another example of telling and not giving us more (or showing): “That piece of writing was key in defining who I am now.”  These statements could be expanded upon to give real narrative depth, insight into the narrator.  Right now they’re all over the place, which means there’s a lot of chances to make the story even better.   Add more sentences to each dialog box (more sentences per click). (Last time I bring this one up, promise!)   “And just like that, it’s over.” <--  Stop the sound effects at this screen.  The rain effect goes on too long.   THE INTRO MOVIE IS AWESOME!!!    What is the sound effect which kicks in post-intro movie? It sounds like rustling and it’s endlessly looping.  It sounds very distracting.  Is it the sound of rain on the roof?   Keeping the narrator’s name “???” for a while at the start of the game was an interesting choice.  Why did you decide to do it that way?   The phone conversation early in the game is stiff and could probably be cut in half with editing.  Make sure the Kyousuke’s personality is firm before finalizing the dialog: right now I can’t tell what he’s like (he’s simultaneously friendly-abusive, friendly-caring, and extremely formal).  This is further complicated by Aoki calling him a “cretin”, etc.  Make their relationship ultra-clear from the get-go.   Why is the word “Mindstorm” in quotes in much of the early dialog?  You already introduced it to us at the start.  Now it’s a proper noun and plot point which we know about, so it can be left on its own.  (Update: all of a sudden the quotes went away.  Maybe it just needs to be edited out of the earlier lines)   The music is very nice!  (except maybe for the overly carnival like parts : ))   Aoki’s voice is hard to track.  Is there a reason his lines are stiff? “Why are you at the mercy of this downpour?”, the line about an “auspicious occasion” to recite a poem, etc.   I think I’m starting to understand your use of quotes.  “Mindstorm”.  “Masterkey”.  You use quotes to highlight your fiction’s jargon, right?  I think you might be better served by making them a different color (PURPLE!!) than putting them in quotes.   The explanatory sequences – where the backgrounds dim and text is centered – are very helpful.  If anything, use more of them so you don’t feel the need to sneak worldbuilding into the dialog (where it comes across as out-of-place).   I liked having a sound effect announce the decision points.  Very nice touch!   I’d suggest cleaning up the UI a little when you use character portraits next to their dialog.   Right now the face images are layered transparently over the “Violet Hill” image on the far-left.    AaAH! My ears!  Have that ringing/screeching sound effect fade in and out (a few times if absolutely necessary – don’t let it loop.  : )  I almost died, there.), having it ring continuously made me want to furiously click through the dialog until it stopped.   Sasaski’s dialog was a little hard for me to swallow (thankfully she gets great music).  It was often awkwardly formal (and not in an in-character sort of way) (ex: “That’s right young sir, you could tell?”, followed by a lot of informal language, like “Umm…” etc.).  I know this is done purposefully (you have a line pointing this out: “She’s acting strange… now she’s suddenly informal.”), but it doesn’t come across that way yet.  If the dialog is tightened up (and grammar fixed), you could show her insecurity without needing to point it out.  (… but, really, kill the “young sir” line.  She’s young herself, and other polite references would work just as well in the situation)  The characterization confusion continues later with phrasings like “Eh? But prez!”   Aoki’s conversation with Sasaki was confusing.  He’s warm, friendly, making a friend.  That grates with the antisocial, conflicted Aoki who called the friend encouraging him to be social a “cretin”.     Minamoto’s music really grew on me.  It’s great for her early characterization.  Will it change as we get to know her better?   The switching of the art club presidency was odd.  Do it later in the game (such as after Aoki manages to get Kanade in).  It really doesn’t make coming at this point (and the line from Minamoto, “There’s no one more capable than you.” was out of place, out of character, and very odd).  Minamoto has reasons for saying so (which makes the comment seem less out of place in retrospect), but the timing is off.  Later in the game (even just shortly after), such as in the first club meeting or after Aoki displays his talent to them (or as a reward for getting a 4th member) makes more narrative sense.     Overall Impressions: Characterization – Needs to be tightened up.  A lot.  I’d suggest working extra hard to find each character’s personality and voice, and then redrafting the dialog to be consistent with the characters.  Of all the characters, Minamoto was done best, but even she needs a lot of work in the second half of the demo.  She keeps a relatively stable personality across most of the first half of the story up until the phone call to her late at night (which had a lot of promise, but her characterization quickly got loose and out of hand. I liked having her show excitement (read: more than a cool/cryptic side), but she quickly started speaking in ways outside the personality you’d developed for her.  That phone call marked the point of change away from her solid personality).     Intro Movie – Extremely good.  I’d use it as quickly as possible, in fact.  The intro to the Mindstorm is a good idea (but it should be made much shorter and more concise and more vivid (show not tell!)), but it should be notable and quick and quickly lead to the movie.  The movie is so good that it promises a quality product.  It may make up for a slightly cryptic intro and keep the reader going.   Dialog – Stiff, verbose but promising.  If it was redrafted to be consistent with personalities and the grammar was cleaned up, I’d say it would come across much better.  Also, I think you could cut all the conversations in half by making them concise and clear, and the game would really benefit from it.   Sound effects – need to be volume-adjusted, and many need their loops to be adjusted.  Also, some are confusing.   Pacing – Slow it down.  Introduce the major characters before introducing the first plot problem (art club members).  Right now the narrative feels washed out:  Meet girl A, meet girl B, art club, need one more girl, meet girl C, assume girl C  will be the fourth member = easy solution, etc..   And, if I haven’t already said it enough, SHOW NOT TELL!  You’ve got an interesting cast of characters.  As a reader, I don’t want to be informed about plot developments, I want to watch them.  Also, that’ll give you more opportunities to concisely and creatively reveal characters (as opposed to the voice of Aoki/God simply instructing us).     I’ll look forward to seeing more of the game.  Good luck, you can do it!
  12. Like
    Helvetica Standard got a reaction from Forgetful Frank in Violet Hill (DEMO released)   
    DEMO V4.5  (Trimmed prologue, a few minor changes) DOWNLOAD BELOW
     

    DON'T FORGET TO CHECK OUR WEBSITE FOR REAL-TIME UPDATES AND EXTRA CONTENT!
     

  13. Like
    Helvetica Standard reacted to Tay in Violet Hill (DEMO released)   
    (I'm only just getting to this post.  Sorry for the delay.)
     
    Let me preface this by saying that I've done a lot of writing and have taught a few writing classes, and so my critiques are coming as a fellow writer, and not necessarily just as a reader.  I tried to include helpful criticism (such as my immediate technical difficulties and my impressions as a reader after the first 60 seconds of starting the game (post-disclaimers)).  These have always been useful metrics for me as a writer, and I hope they'll be useful to you.  
     
    I won't have time to finish the full demo right this minute, but I'll post again with my overall thoughts once I've finished the demo.
     
    In any case, I'm looking forward to following your project!
     

     
    Tested on Win7 desktop and Win8 Surface Pro 2.
      Technical problem right away: When I first booted up the program the game window opened up to a size of 1920x1080p.  That meant that most of the game was skewed off screen, and it took me a second to realize that I could resize the window to my liking.  I mention this because Ren’py has some cool functions to set a default window size when a user first opens the program.  My suggestion would be to choose a smaller default window size and include a note during an intro sequence that the window can be resized.  (the 1920x1080p window size was linked to my PC's resolution)   Technical suggestion: Include the ability to resize text.  On some monitors – like my Surface 2 Pro tablet/computer – the text is extremely small and hard to read.  A lot of VNers are playing VNs on PC tablets these days.     First 60 seconds impressions The title screen is beautiful.   The dripping sound effect would sound better if the individual drip sounds were spread much further apart.  It rapidly got annoying (for lack of a better word).   In the first 60 seconds I was introduced to what will be a key narrative plot point: the “mindstorm” (good!), but its description was convoluted and I have no idea why it's important or where this story is going (not so good).  In other words:  The writing didn’t offer an immediate hook and failed to grip me.   Sentences felt convoluted most of the time and need a lot of editing for grammar. That said, it was accentuated with a few fantastic and insightful sentences (ex: “I’m afraid to be alone with myself.”) <-- These sorts of sentences are vivid, use active voice, and were insightful into the character.   Sentence spacing (or whatever term you want to use for how many sentences appear per-click) was distracting. I think every sentence of my 60-second-impression required its own click and stood naked on its own dialog screen.  A lot of the sentences would be better if grouped together (one example would be: “Not because of any foreign feeling or my warped awareness, but because there is nowhere [for me] to go. I cannot hide from myself.” <--- Note, I fixed some grammar in that example.)        If I were to guess what the rest of the game will be like based on my first 60 seconds: I’d guess: It’ll have an interesting but depressing plot focused around the psychological phenomenon “mindstorm”.  The writing will be serviceable but will need a lot of grammar revision.  The protagonist will be a psychologically frayed.       Reading that over, I know it sounds critical.  I'll post as soon as I can finish the demo about my overall impressions.  I hope you'll put my suggestions aside and focus on the metrics I provided: the "If I were to guess what the rest of the game will be like based on my first 60 seconds" section at the end has always helped me as a writer.     EDIT: Also, I was trying to post a comment on your website and the wordpress login is very strange.  Could you fix it to accept wordpress users, and not just wordpress.com blogs? 
  14. Like
    Helvetica Standard reacted to Nosebleed in Violet Hill (DEMO released)   
    I'll give it a run later. Good work on this it looks fairly interesting just from overlooking it. I'll post some feedback once i finish the demo.
  15. Like
    Helvetica Standard reacted to nohman in Violet Hill (DEMO released)   
    Just wanted to say good work on this and wish you good luck on the project.
  16. Like
    Helvetica Standard got a reaction from Tempest in Violet Hill (DEMO released)   
    I'm glad you like it! Many thanks for your kind words and your support, it makes all the difference.
    Stay tuned for DEMO 2.0 which is due for later today.
  17. Like
    Helvetica Standard reacted to Tempest in Violet Hill (DEMO released)   
    Wow... i am very very excited to play this game! this is going to be fantastic
  18. Like
    Helvetica Standard got a reaction from Yukiru in Violet Hill (DEMO released)   
    DEMO V4.5  (Trimmed prologue, a few minor changes) DOWNLOAD BELOW
     

    DON'T FORGET TO CHECK OUR WEBSITE FOR REAL-TIME UPDATES AND EXTRA CONTENT!
     

  19. Like
    Helvetica Standard got a reaction from nohman in Violet Hill (DEMO released)   
    Link to DEMO is available!
     
    It covers both the prologue and chapter 1
     
    Many thanks for your support, we're looking forward to your feedback!
     
    https://www.dropbox.com/s/2n35789ewhvzwwn/Violet%20Hill%20DEMO-2.0-win.rar
     
    DEMO length is about 1-2 hours depending on reading speed.
  20. Like
    Helvetica Standard reacted to Goldie-Chan in Violet Hill (DEMO released)   
    I apologize for coming into the thread at such a time, but I'm interested in becoming an artist for the project. I contacted Helvetica with a  full sample of some of my art, but I don't think he saw my message, so I thought I should post here just to let everyone know my interest  .
  21. Like
    Helvetica Standard reacted to Kaguya in Violet Hill (DEMO released)   
    Hey, if you need a beta tester, I'm always available 
  22. Like
    Helvetica Standard reacted to Hazel-Bun in Violet Hill (DEMO released)   
    Looks very nice guys you might do well to post this up on the Lemmasoft Forums as well. I'd be happy to help as a QC or maybe for Chibi art. Also, I could ask around to see if I can find a willing GUI artist for you all too.
  23. Like
    Helvetica Standard got a reaction from Tyrael in Violet Hill (DEMO released)   
    DEMO V4.5  (Trimmed prologue, a few minor changes) DOWNLOAD BELOW
     

    DON'T FORGET TO CHECK OUR WEBSITE FOR REAL-TIME UPDATES AND EXTRA CONTENT!
     

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