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maefdomn

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  1. Like
    maefdomn got a reaction from PiggiesGoMoo in Swan Song   

     
    Swan Song
     
    Summary

    It is a snowing Christmas Eve… Everything seems so peaceful when a huge earthquake occurs. The earthquake causes the city to be in ruin, and the surviving people need to find ways to stay alive. Some go crazy and rob others, some cling onto God, some gather to live together. The 6 main characters meet at a church while they were trying to find shelter from the snow. What will they see and experience in this extreme situation…?

    Ending Guideline / Suggested Route Order

    The game is linear, there aren't any alternative endings. You will have to finish the game once and get the Normal ending. That will then trigger the lock to the true/good ending.
     
    The game is really easy to playthrough without this walkthrough, but a few decisions can be tricky.
    You have enough saves to save at every choice so don't hesitate to make good use of them.
    I strongly recommand trying every possiblility as it is very easy and some bad endings will unlock new scenes and CG's
     
    There are no special tricks to complete the game 100% just play all the bad ends.
     
    Route Guideline

     

    NORMAL End



     
     

     
    TRUE/GOOD End



     
    Bad Endings
     
    Bad End 1 :
     



     
    Bad End 2 :
     



     
    Attribution
    This walkthrough was made by me.
  2. Like
    maefdomn reacted to Darklord Rooke in VA-11 HALL-A announced for PS4 and Switch - Early 2019   
    People just aren't satisfied with sticking to the PC ...
    I don't see a console market for this game unfortunately, but I could be wrong. But this isn't the sort of game you play stretched out on the lounge with a controller. A number of indie developers, or non-AAA developers are starting to port to consoles and a good chunk of those fail.
  3. Like
    maefdomn reacted to Elysion in Fuwanovel Osu! Thread   
    osu! was a part of my life for 9 years or so.
    It can be a very comfy game to come back to, I'm glad to see some people here enjoy it.
    Don't forget to rest your eyes, the strain is very real!
  4. Like
    maefdomn got a reaction from Totally♔Crazy in Data extraction thread   
    Thanks to  @Rin Tohsaka for the suggsestion. Here are some links to the non fucked up version of the thread.
    Reminder : If you want to help expand this thread or format it feel free to do so. I am not active anymore so please contact moderators.
    __________________________________________________________________________________________
    __________________________________________________________________________________________
     
    Long time idea. If for whatever reason you need some data from a game, would it be music, sprites, CG's and if like me you SUCK with computers, well worry no more because I have the solution for you.
    How is this thread going to work ?
    - All the info is going to be centered in the two first posts, first one will be File types, second one will be Versatile tools.
    - I'm going to explain the process to extract for each file type. If you don't know what type a VN uses, look into your game file dummy!
    - However, some applications were specificly made to extract files from some Visual Novels in particular. If that is the case it will be specified.
    - Contributions are highly appriciated. Either PM me with the extraction process thoughfully explained or post in this thread with the same kind of format that I will use.
    - If ever you extract files from a game which wasn't verified or not listed with one of these methods, please report it and tell us what was is in each file. Thank you.
    I am not a coder, none of these applications are mine. The sole purpose of the thread it to regroup the scatered information you may hardly find online. PM me if there is a link problem.
     
    _____________________________________________________________________

    .xp3 Files

    Fate Stay/NightVerified
    File Types
    Sharin no Kuni, Hinawari no ShoujoVerified
    Kara No ShoujoTo be Verified

    Warning : If extracting "Fate Stay/Night" add "game=FSN" in Param unless you want the .tgl files

    xp3tools Method
    Open your command prompt and type

    Press Enter, It should change what is on the left side of the >
    cd D:/VNs/WorldEconomica Now we want to unpack. Type :

    Here is what we type with the previous example.
    kikikiri.exe -i file.xp3 -o I/Want/to/extract/here
    Press Enter. You should find the extracted file in the folder you specified after the -o

    Thanks to Zakamutt for this one
    Source,Source
    xp3Viewer Method
    Source
    Swan Song Verified
    Download xp3viewer here.
    Extract the zip on your desktop (for convienience reasons)
    Then drag the game's executable onto xp3viewer and do as illustrated bellow :

    Then click on Set Output Directory and go where you want to extract your xp3 file.


    Files will then get extracted.
    Thanks to Blizzard884 for this
    .rpa Files
    .int Files
    This will create .bmp files which are bitmap files. See the .bmp filessection to see how to open them.
    Source,Source

    Being edited
    .arc Files
    exoozoarc method

    Hoka no Onna no Ko to H wo Shiteiru Ore wo Mite Koufun Suru KanojoTo be Verified
    Download exoozoarc.zip here
    And open the .arc files with exoozoarc.exe. (Or drag and drop the file on exoozoarc.exe)
    YU-NO

    Download Yuno_arctools.zip and Yuno_gp8tools.zipnot the latest version.
    You will need a version of Python 3.x
    Unzip them where you want in C:\
    For example I unzipped in : C:\Users\sacha\Downlaods\Vn dumpard\YU-NO\Arc YU-NO
    Open your command prompt.
    Type

    and press enter
    cd C:\Users\Sacha\Downloads\Vn dumpyard\YU-NO\Arc YU-NO My ARC files are in C:\Progammes\Classics\YUNO and I want to unpack BG.ARC in the directory C:\Here for example
    Type

    This will create a folder named "Here" in which you'll find the extracted data
    arcunpack.py "C:\Programmes\Classics\YUNO\BG.ARC" "C:\Here" GP8 Files :
    What you get from extracting BG.ARC are GP8 files. We can't do much with that so we want to turn them into BMP files.
    Download Yuno_gp8tools.zip which is linked at the beginning of the spoiler tag.
    I unzipped it in C:\Users\sacha\Downlaods\Vn dumpard\YU-NO\GP8 YU-NO
    All my GP8 files are in C:\Users\sacha\Downlaods\Vn dumpard\YU-NO\YUNO BG
    Open command prompt and type

    And press enter
    cd C:\Users\sacha\Downlaods\Vn dumpard\YU-NO\GP8 YU-NO and then type

    In C:\here you will find all the BMP images.
    gp82bmp.py  "C:\Users\sacha\Downlaods\Vn dumpard\YU-NO\YUNO BG" "C:\here" For more info, read the readme included in the archives.
    nscript.dat and arc*.nsa Files
    Script extraction:
    1) Download NSDec here, extract it
    2) Go to the repertory of your VN, find the file named "nscript.dat"
    3) Copy it into the NSDec repertory
    4) Run NSDEC.exe
    You will get a result.txt text file with the script of the whole game. (It takes some time obviously)
    Resources extraction (sprites, CGs, etc):
    1) Download NSAout here, extract it
    2) Copy the "nsaout.exe" you just unrar'd into you VN repertory (the one where the arc*.nsa files are)
    3) Run nsaout.exe
    You will get an "arc" folder with everything in it.
    Thanks to Down for this one.

    .pak Files

    Dear Pianissimo To Be Verified

    Angelic Serenade Te Be Verified

    Download Kogado_pak_amlist.zip here
    Inside there is a PakDecomp.zip, unzip it at the location where you want your file extracted.
    Place the .pak next to the PakDecomp.exe (Copy/Paste it)
    Then run PakDecomp.exe and click the first button as illustrated bellow

    The .pak will be extracted in the said folder.

    Tadaaaa!

    Thanks to The Major for this
    arc_conv Method, see "Verstaile tools" at the bottom of the post
    .bmp Files
    AnimED method
    .npa Files

    Steins;Gate Does not work
    Supported games
    Place nipa.exe in the same folder as the .npa files you want to extract data from
    Open command prompt, then change directory to where you have the .npa files and nipa.exe
    example

    Then in command prompt, type nipa -x filename.npa
    cd "c:\Users\username\Desktop\Saya no Uta" example
     
     

    This can eventually work.
    If it doesn't.
    nipa -x sound.npa Check if your game is in the Supported Games list above
    If it is the case type :

    This will extract the contents of sound.npa into a new folder named "sound"
    nipa -xg file.npa code Thanks to The Major for this one.
    Source
    Steins;gate
    Japanese version
    .bin Files

    Warning : If you get any trouble regarding a missing zlib1.dll file.
    Simply download the file or copy/paste an existing one into the same folder as exfavbin (Thank you Raphael512
    Crass Method, see "Verstaile tools" at the bottom of the post
    Works with :

    Irotoridori no Sekai Verified
    QuickBMS
    .nwa Files
    .G00 Files
    Planetarian To be verified
     
    .ks Files
    .rpd Files
    .dat Files
    Cocoro@function
    Download, unzip, and run ExtractData
    File > Open File, then find and select your .dat file to be extracted
    A warning will pop up saying that is is not supported, click "Yes" and it should work.
    Extract > Extract All, then choose where you want the files to be extracted to
    Click OK and wait for files to be extracted.
    Props to TheMajor for this one
    AnimED method
    KID Games
    se.dat : sound effects
    Will extract .waf files. You can turn them into.wav thanks to AnimED's Audio tool
    Use batch conversion and chose the file in which the waf files are.
    system.dat : Menu images
    sysvoice.dat : .wav menu sounds.
    voice.dat : Voice acting
    Will extract .waf files. You can turn them into .wav thanks to AnimED's Audio tool
    Use batch conversion and chose the file in which the waf files are.
    wallpaper.dat : No idea what this is about. Strange .jpg CG's.
    Never7 To be Verified
    Remember11 To be Verified
    AnimED method, see "Verstaile tools" at the bottom of the post
    .pd Files
    .noa Files

    Crass method, see "Verstaile tools" at the bottom of the post
    Once the .noa files are extracted you will get .eri files.
    They can be opened using Xnview. You can downlaod it here. (Full version)
    .afd & .alf Files
    Basiclly, what we want is in the DATAX.AFD files. And we are going to extract Everything.
    Download this
    Extract it so that all these files are with/next to the DATA files and the .exe.

    Long story short : exs4alf unpacks ALF files, agf2bmp turns AGF files into BMP images.
    The "Unpack Data Files" are batch commands that will allow you to convert everything at once \o/.

    Click on Unpack Data Files.bat and wait until the command prompt disappears (If it's still there but not doing anything, it still is, trust me)
    5 new folders will appear :

    Data 3/4/5 have formats which shouldn't be a problem to open.
    Data 1-2 however partly contain AFD files, which are images/CG's/sprites.
    In order to extract them copy/paste these (all the tools) into the DATA1 (Or DATA2) folder :

    They aren't all necessary, but meh.
    Then run Unpack Data1 Images.bat (Or Unpack Data2 Images.bat)
    This should create BMP files.
    To open or make modification to those, see the .bmp Files section.
    If you want to repack BMP files into AFD just save as Name.afd and it's done (Be careful not to mess with the alpha channel if you actually want to make modifictations to the game)
    Source,Source Credit goes to asmodean for the tools and Aroduc for the batch commands.
    .gxp Files
    .rio Files
    Muv-luv Alternative Verified

    Download riox-1.2.143.810 right here (Click on "Current version")
    Extract it where you want
    Launch RioX.exe then browse right to to "Extract from" and choose the .rio file you want to extract.
    You can also chose what you want to extract : CG and Backgrounds/Sprites/Text
    If you extract everything, you better be patient, cause it can take about an hour for decent computers to extract it all.
    Then click on Extract and wait for the magic to happen.

    .ald & .alk & .alm Files

    .ain Files
    Download this
    Extract it where you want.
    Copy your .ain file into the "old" folder
    run get.bat, the .txt file wit be in the new txt directory. (get_crass for older games)
    For more info read the very simple "read me.txt" file.
    Source
    arc_conv Method, see "Verstaile tools" at the bottom of the post

    .rct & .rc8 Files
     

    .nds Files
    .sar Files
                             
  5. Like
    maefdomn got a reaction from Dreamysyu in Most Memorable CGs Thread   
    Grisaia



  6. Like
    maefdomn got a reaction from Palas in Infinito Transparente   
    Good luck to you fren.
    Hopefully we'll get to play it too someday.
  7. Like
    maefdomn reacted to Huang Ling Yin in Script Extraction Thread   
    this is a bunch of tools to extract/repack, encrypt/decrypt, dump/insert (…or so how you call it) script from various vn engines.
    to get the script, (sometimes) you need to extract the game archive first, please go to the data extraction thread.
    since there are so many game engine, I can not test all of them (because of resources limitation, like internet download, pc, etc…),
    i'll keep this list updated as i can, but if this tools didn’t work, or you did not found tool for specific game engine, I can not help any further…
     
    ADV
    AI5V / SILV
    ASM / Complets
    Alice Soft
    AZSys
    BGI / Ethornell
    Cat System 2
    Criware CPK
    Crowd Engine
    EntisGLS
    Escude / ACPX
    Etude
    Eushully / ARC Game Engine
    ExHibit
    FJSystem
    FVP Engine / Favorite
    Ikura GDL
    Innocent Grey / Noesis
    Kirikiri/KAG/KRKRZ
    Kogado
    Liar-Soft / Rail-Soft
    Majiro
    Malie Engine
    Nekopak / Neko SDK
    NeXas
    Propeller
    Purple Software / CMVS
    RealLive
    Rejet Engine
    RSystem
    Siglus Engine
    Silky Engine
    Softhouse Chara
    Softpal / Amusecraft / Unisonshift
    System-C
    System-NNN
    Tea Time
    Waffle
    WillPlus / ADVHD
    Xwhale
    Yatagarasu
    Yuka Script
    YU-RIS
     
    All-in-One Tools
    Multiline Editor
    Sacana Wrapper
     
    Game Specific Tools
    Ao No Kiseki
    Aristear Remain
    Danganronpa
    Dal Segno / Fortissimo EXA / Fortissimo EXS
    Fushigi Densha
    Koi to Senkyou to Chocolate
    Leyline 1 / Leyline 2
    Majikoi
    Natsuiro Drops
    Persona 3/4/5 / Altus Games
    Rewrite
    Sakaagari Hurricane (PSP?)
    Sora no Woto: Otome no Gojuusou (PSP)
    Steins;Gate / N2System
    PrismArk
    Taiyou no Promia
    Yet another game specific repository

     
     
  8. Like
    maefdomn got a reaction from Perverted Dao in Any good dark toned VNs.   
    Phenomeno
     
  9. Like
    maefdomn got a reaction from Radi in Feedback needed (User Interface)   
    Nice !
  10. Like
    maefdomn reacted to Radi in Feedback needed (User Interface)   
    @Zalor @maefdomn @Palas @atorq @Polycentric Thanks everyone for your help! I changed some things: I moved the text to the left side, changed the font and fixed the Menu buttons. I also added a blinking Click to Continue symbol, some minor details and erased the gray stripes on some areas as Maefdomn said (that was a pretty good idea). So now the the UI should be a lot cleaner.  Here you have the results. Thanks!

  11. Like
    maefdomn got a reaction from Radi in Feedback needed (User Interface)   
    Hello,
    This UI is a good start.
    I would advise changing the font as others mentionned. Its overall design is fine but we can distinctly see the pixels, the letters are incorrectly aligned (height and width wise) and there are multiple sizes which makes it slightly awkward.
    The gray stripes fit in the design but did you try not striping the white borders around the pictures ? I'm not sure how that would look but I have a feeling that seperating the different blocks from each other a bit more distincly might look nice.
    Be careful that everything in the menu side bars are correctly centered since you seem to be going for some sort of tech design.
    I would also advise allowing the text to take a bit more space sidewise in your text box You could also try making it stick to the left.
    Here are my suggestions,
    Good luck !
  12. Like
    maefdomn got a reaction from Tay in Preview of New Site   
    Still pretty neat, good job.
  13. Like
    maefdomn got a reaction from Tay in Preview of New Site   
    Good looking,
    Are you using pHp or Jsp ?
  14. Like
    maefdomn got a reaction from Fred the Barber in AMA   
    My avatar is from Ookiku Furibakutte, it's a character named Abe, he plays as a catcher and he's awesome, fuck you !
  15. Like
    maefdomn got a reaction from Eclipsed in AMA   
    I dunno, am I here ? That's a tough question. I'm here but I'm not here too you know. I'm also here, at home, and not here in the computer. What's here ? I don't really understand.
    Why do you ask difficult questions, I'm not very bright, that's kinda racist what you're doing there.
     
    I have no comments, I am for peace and love, and love and sex. Pretty surprising though.
  16. Like
    maefdomn got a reaction from Palas in Piss off Fuwanovel in one sentence   
    Hi
  17. Like
    maefdomn got a reaction from Palas in Piss off Fuwanovel in one sentence   
    Hi
  18. Like
    maefdomn got a reaction from Palas in Piss off Fuwanovel in one sentence   
    Hi
  19. Like
    maefdomn got a reaction from Dergonu in WT Maker Project   
    Hi, all
     
    Alright, so I'm currently working on this Walkthrough Maker project and I would need some feedback regarding a few things.
    The basic idea is to create a tool for people to contribute to the creation of complete walkthroughs easily and to be able to find walkthroughs if they need them. There are different designs depending on the kind of game we face, whether it's a multi branching tree or a single stream with small diverging routes.
    But that's not the point.
     
    The way it will work for users is that they have to enter the sequence of their choices. Example :

    When arriving to this choice, the user would enter in the "Can you promise me to be more serious about this from now on?" as the question, "Yes"/"Maybe" as the chosen choice, "Yes"/"Maybe" as one of the other choices. And this at every choice the player faces in chronological order.
    Thus we obtain a sequence of (Knot/Question + Chosen choice + Other choices).
    What that allows the program to do is create the tree/graph structure behind it. Once that is done, what's left is to de the graphical interface but that's not the problem.
    First Question I have for everybody is:
    In what form would you like to have such a tool if it existed ?
    Would you want a website ? An app ? A coputer software ? Anything else ?
    Currently I'm using Java so I'm going more for some kind of web app but that can be changed easily as the algorythm is the only hard thing is the code.
    I would really appreciate feedback regarding this and what you would expect from this tool.
     
    Second, and this in for people who know a bit of computer science and oriented graph theory.
    I am facing space issues. As you all know trees grow exponentially and while it is easy to receursively program an algorythm that would create a tree based on sequences, the amount of branching would make 40>choice walkthroughs too heavy and unfilable.
    I have another model where I'm using graphs where a knot is associated to an index and in a table's index you would find the different sons. that way, I can avoid the redundance of several knots(associated to questions) and just give them an id.
    However, sometimes in VNs you don't just trigger events, but you can trigger the apparition of route specific choices which are entirely dependent on the sequence that the player followed. That means that I have to find a way to isolate knots when they don't have their usual amount of choices. But that doesn't help me discriminate the triggers in the sequence that led to the apparition of said choices, and it means that I would have to isolated the whole sequence from the tree.
    Moreover, a same choice can lead to different events depending on the previous sequences.
    I'm not sure I'm being very clear, but basiclly I want to automate as much as I can the process of WT creating through event sequences.
    If some people are interesting in helping, bringing in ideas, feel free, it's a much harder task than I had anticipated. Feel free to ask question so I can clarify shaddy points. I can illustrate the several problems at hand if needed.
     
    Maef
  20. Like
    maefdomn got a reaction from Dergonu in WT Maker Project   
    Hi, all
     
    Alright, so I'm currently working on this Walkthrough Maker project and I would need some feedback regarding a few things.
    The basic idea is to create a tool for people to contribute to the creation of complete walkthroughs easily and to be able to find walkthroughs if they need them. There are different designs depending on the kind of game we face, whether it's a multi branching tree or a single stream with small diverging routes.
    But that's not the point.
     
    The way it will work for users is that they have to enter the sequence of their choices. Example :

    When arriving to this choice, the user would enter in the "Can you promise me to be more serious about this from now on?" as the question, "Yes"/"Maybe" as the chosen choice, "Yes"/"Maybe" as one of the other choices. And this at every choice the player faces in chronological order.
    Thus we obtain a sequence of (Knot/Question + Chosen choice + Other choices).
    What that allows the program to do is create the tree/graph structure behind it. Once that is done, what's left is to de the graphical interface but that's not the problem.
    First Question I have for everybody is:
    In what form would you like to have such a tool if it existed ?
    Would you want a website ? An app ? A coputer software ? Anything else ?
    Currently I'm using Java so I'm going more for some kind of web app but that can be changed easily as the algorythm is the only hard thing is the code.
    I would really appreciate feedback regarding this and what you would expect from this tool.
     
    Second, and this in for people who know a bit of computer science and oriented graph theory.
    I am facing space issues. As you all know trees grow exponentially and while it is easy to receursively program an algorythm that would create a tree based on sequences, the amount of branching would make 40>choice walkthroughs too heavy and unfilable.
    I have another model where I'm using graphs where a knot is associated to an index and in a table's index you would find the different sons. that way, I can avoid the redundance of several knots(associated to questions) and just give them an id.
    However, sometimes in VNs you don't just trigger events, but you can trigger the apparition of route specific choices which are entirely dependent on the sequence that the player followed. That means that I have to find a way to isolate knots when they don't have their usual amount of choices. But that doesn't help me discriminate the triggers in the sequence that led to the apparition of said choices, and it means that I would have to isolated the whole sequence from the tree.
    Moreover, a same choice can lead to different events depending on the previous sequences.
    I'm not sure I'm being very clear, but basiclly I want to automate as much as I can the process of WT creating through event sequences.
    If some people are interesting in helping, bringing in ideas, feel free, it's a much harder task than I had anticipated. Feel free to ask question so I can clarify shaddy points. I can illustrate the several problems at hand if needed.
     
    Maef
  21. Like
    maefdomn got a reaction from Dergonu in WT Maker Project   
    Hi, all
     
    Alright, so I'm currently working on this Walkthrough Maker project and I would need some feedback regarding a few things.
    The basic idea is to create a tool for people to contribute to the creation of complete walkthroughs easily and to be able to find walkthroughs if they need them. There are different designs depending on the kind of game we face, whether it's a multi branching tree or a single stream with small diverging routes.
    But that's not the point.
     
    The way it will work for users is that they have to enter the sequence of their choices. Example :

    When arriving to this choice, the user would enter in the "Can you promise me to be more serious about this from now on?" as the question, "Yes"/"Maybe" as the chosen choice, "Yes"/"Maybe" as one of the other choices. And this at every choice the player faces in chronological order.
    Thus we obtain a sequence of (Knot/Question + Chosen choice + Other choices).
    What that allows the program to do is create the tree/graph structure behind it. Once that is done, what's left is to de the graphical interface but that's not the problem.
    First Question I have for everybody is:
    In what form would you like to have such a tool if it existed ?
    Would you want a website ? An app ? A coputer software ? Anything else ?
    Currently I'm using Java so I'm going more for some kind of web app but that can be changed easily as the algorythm is the only hard thing is the code.
    I would really appreciate feedback regarding this and what you would expect from this tool.
     
    Second, and this in for people who know a bit of computer science and oriented graph theory.
    I am facing space issues. As you all know trees grow exponentially and while it is easy to receursively program an algorythm that would create a tree based on sequences, the amount of branching would make 40>choice walkthroughs too heavy and unfilable.
    I have another model where I'm using graphs where a knot is associated to an index and in a table's index you would find the different sons. that way, I can avoid the redundance of several knots(associated to questions) and just give them an id.
    However, sometimes in VNs you don't just trigger events, but you can trigger the apparition of route specific choices which are entirely dependent on the sequence that the player followed. That means that I have to find a way to isolate knots when they don't have their usual amount of choices. But that doesn't help me discriminate the triggers in the sequence that led to the apparition of said choices, and it means that I would have to isolated the whole sequence from the tree.
    Moreover, a same choice can lead to different events depending on the previous sequences.
    I'm not sure I'm being very clear, but basiclly I want to automate as much as I can the process of WT creating through event sequences.
    If some people are interesting in helping, bringing in ideas, feel free, it's a much harder task than I had anticipated. Feel free to ask question so I can clarify shaddy points. I can illustrate the several problems at hand if needed.
     
    Maef
  22. Like
    maefdomn got a reaction from Dergonu in WT Maker Project   
    Hi, all
     
    Alright, so I'm currently working on this Walkthrough Maker project and I would need some feedback regarding a few things.
    The basic idea is to create a tool for people to contribute to the creation of complete walkthroughs easily and to be able to find walkthroughs if they need them. There are different designs depending on the kind of game we face, whether it's a multi branching tree or a single stream with small diverging routes.
    But that's not the point.
     
    The way it will work for users is that they have to enter the sequence of their choices. Example :

    When arriving to this choice, the user would enter in the "Can you promise me to be more serious about this from now on?" as the question, "Yes"/"Maybe" as the chosen choice, "Yes"/"Maybe" as one of the other choices. And this at every choice the player faces in chronological order.
    Thus we obtain a sequence of (Knot/Question + Chosen choice + Other choices).
    What that allows the program to do is create the tree/graph structure behind it. Once that is done, what's left is to de the graphical interface but that's not the problem.
    First Question I have for everybody is:
    In what form would you like to have such a tool if it existed ?
    Would you want a website ? An app ? A coputer software ? Anything else ?
    Currently I'm using Java so I'm going more for some kind of web app but that can be changed easily as the algorythm is the only hard thing is the code.
    I would really appreciate feedback regarding this and what you would expect from this tool.
     
    Second, and this in for people who know a bit of computer science and oriented graph theory.
    I am facing space issues. As you all know trees grow exponentially and while it is easy to receursively program an algorythm that would create a tree based on sequences, the amount of branching would make 40>choice walkthroughs too heavy and unfilable.
    I have another model where I'm using graphs where a knot is associated to an index and in a table's index you would find the different sons. that way, I can avoid the redundance of several knots(associated to questions) and just give them an id.
    However, sometimes in VNs you don't just trigger events, but you can trigger the apparition of route specific choices which are entirely dependent on the sequence that the player followed. That means that I have to find a way to isolate knots when they don't have their usual amount of choices. But that doesn't help me discriminate the triggers in the sequence that led to the apparition of said choices, and it means that I would have to isolated the whole sequence from the tree.
    Moreover, a same choice can lead to different events depending on the previous sequences.
    I'm not sure I'm being very clear, but basiclly I want to automate as much as I can the process of WT creating through event sequences.
    If some people are interesting in helping, bringing in ideas, feel free, it's a much harder task than I had anticipated. Feel free to ask question so I can clarify shaddy points. I can illustrate the several problems at hand if needed.
     
    Maef
  23. Like
    maefdomn got a reaction from Dergonu in WT Maker Project   
    The final objectif is for the walkthroughs to be usable by our users. We want to provide complete walkthroughs rather than simple sequences to follow so that people can follow their own path without deviating from the route they are trying to follow.
    An illustration for want we want to achieve would be the Katawa Shoujo walkthrough.
     
    As long as there are people willing to contribute, this can be made for any game, in any language.
    I haven't given too much thought about moderation but that is a valid point. Propositions will probably be submitted for basic verification and a report/correction button may be added if users find mistakes that moderation could not.
  24. Like
    maefdomn got a reaction from Dergonu in WT Maker Project   
    Hi, all
     
    Alright, so I'm currently working on this Walkthrough Maker project and I would need some feedback regarding a few things.
    The basic idea is to create a tool for people to contribute to the creation of complete walkthroughs easily and to be able to find walkthroughs if they need them. There are different designs depending on the kind of game we face, whether it's a multi branching tree or a single stream with small diverging routes.
    But that's not the point.
     
    The way it will work for users is that they have to enter the sequence of their choices. Example :

    When arriving to this choice, the user would enter in the "Can you promise me to be more serious about this from now on?" as the question, "Yes"/"Maybe" as the chosen choice, "Yes"/"Maybe" as one of the other choices. And this at every choice the player faces in chronological order.
    Thus we obtain a sequence of (Knot/Question + Chosen choice + Other choices).
    What that allows the program to do is create the tree/graph structure behind it. Once that is done, what's left is to de the graphical interface but that's not the problem.
    First Question I have for everybody is:
    In what form would you like to have such a tool if it existed ?
    Would you want a website ? An app ? A coputer software ? Anything else ?
    Currently I'm using Java so I'm going more for some kind of web app but that can be changed easily as the algorythm is the only hard thing is the code.
    I would really appreciate feedback regarding this and what you would expect from this tool.
     
    Second, and this in for people who know a bit of computer science and oriented graph theory.
    I am facing space issues. As you all know trees grow exponentially and while it is easy to receursively program an algorythm that would create a tree based on sequences, the amount of branching would make 40>choice walkthroughs too heavy and unfilable.
    I have another model where I'm using graphs where a knot is associated to an index and in a table's index you would find the different sons. that way, I can avoid the redundance of several knots(associated to questions) and just give them an id.
    However, sometimes in VNs you don't just trigger events, but you can trigger the apparition of route specific choices which are entirely dependent on the sequence that the player followed. That means that I have to find a way to isolate knots when they don't have their usual amount of choices. But that doesn't help me discriminate the triggers in the sequence that led to the apparition of said choices, and it means that I would have to isolated the whole sequence from the tree.
    Moreover, a same choice can lead to different events depending on the previous sequences.
    I'm not sure I'm being very clear, but basiclly I want to automate as much as I can the process of WT creating through event sequences.
    If some people are interesting in helping, bringing in ideas, feel free, it's a much harder task than I had anticipated. Feel free to ask question so I can clarify shaddy points. I can illustrate the several problems at hand if needed.
     
    Maef
  25. Like
    maefdomn got a reaction from Asonn in Do you watch let plays of VN on Youtube?   
    Not anymore but I did discover them thanks to a YouTuber called Millbee. He played Katawa Shoujo and I'm pretty sure he introduced a whole bunch of people to visual novels that way. He had around 20k viewers on his videos (117 episode series) and close to 200 000 on his first one.
    That's what got me in.
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