I'm glad it works!!Funnyguts wrote:Ah, sorry, I missed the tweet yesterday! Both the link you posted on Twitter and the link above work. I'll go actually play the game now!
I'll update it in the webpage then
I'm glad it works!!Funnyguts wrote:Ah, sorry, I missed the tweet yesterday! Both the link you posted on Twitter and the link above work. I'll go actually play the game now!
Deji wrote:The mac demo doesn't work on my MacBook Pro with Lion OSX 10.7.4
It goes black and I can hear the music and the hover sounds... until I happen to click something and it fades back to my screen, closing itself. No idea what's wrong >_o
I'll try the Windows demo now and run it in Parallels.
It's really bizarre, I really have no idea whats causing it :\wakagana wrote:Deji wrote:The mac demo doesn't work on my MacBook Pro with Lion OSX 10.7.4
It goes black and I can hear the music and the hover sounds... until I happen to click something and it fades back to my screen, closing itself. No idea what's wrong >_o
I'll try the Windows demo now and run it in Parallels.
^^^ Same issue here. : (
Hmm... that didn't come out right. I didn't mean to suggest you should cut the material completely, just that you're introducing it in a way that's too dense. You're spending too much time describing things, when you should be introducing them in other ways. Yusuke spends a bunch of time describing his part-time job; bring it up when it starts to matter, during the interaction with Souta about money. Yusuke spends a bunch of time describing his morning routine; describe each morning as it comes, and the reader will get the idea after a few days. Yusuke spends a bunch of time describing Souta; it seems like it would flow better if you cut everything between the end of Souta's description of the encounter with Aikawa and getting shushed by the class representative (and maybe move the anecdote somewhere else). You don't need to spend so much time describing how boring the principal's speech is; we got that it was boring the first time Yusuke started whispering to Souta. Do all of that, and Yusuke's morning is shorter and less dense without actually missing anything interesting.Sorry but you lost me here. There is a story to be told from Yusuke POV. Establishing his daily routines, background story, character type and friends, seems all too important for me to disregard it. It's a slice of life.
Hm, I see where you are getting at and they are very valid points, thanks for the advice.apricotorange wrote: Hmm... that didn't come out right. I didn't mean to suggest you should cut the material completely, just that you're introducing it in a way that's too dense. You're spending too much time describing things, when you should be introducing them in other ways. Yusuke spends a bunch of time describing his part-time job; bring it up when it starts to matter, during the interaction with Souta about money. Yusuke spends a bunch of time describing his morning routine; describe each morning as it comes, and the reader will get the idea after a few days. Yusuke spends a bunch of time describing Souta; it seems like it would flow better if you cut everything between the end of Souta's description of the encounter with Aikawa and getting shushed by the class representative (and maybe move the anecdote somewhere else). You don't need to spend so much time describing how boring the principal's speech is; we got that it was boring the first time Yusuke started whispering to Souta. Do all of that, and Yusuke's morning is shorter and less dense without actually missing anything interesting.
(What I was trying to get at originally was: what if you started Day 1 the second time Yusuke wakes up, and shuffled around the other material to compensate? Once things are happening, it's much harder to fall into the trap of spending too much time in descriptions.)
Oh, thanks! My perception was that you had disliked it for the most part, I'm glad that it is not the case then.apricotorange wrote: Also, I think the tone of my comments came out a bit more negative than I meant; you're doing pretty well. Both sequences involving Yusuke's sister are shaping up well, and the cafeteria description was amusing. I just wish you hadn't decided to center your story around a Japanese high-schooler living in a suburban neighborhood, because it's been done to death.
I'm sorry about that, I'll try rebuilding it with Ren'Py 6.13. On the weekend I'll release a patched version of the game with some fixes and I'll release the mac version on 6.13.wakagana wrote:No luck on my end in being able to get it into windowed mode :\ Grr.
Thanks for the compliments!!!Samu-kun wrote:Fabulous work.
The art quality is stunning. The story is engaging and I found the girls so far to be likable, at least from a visual standpoint. The criticism I have is that the characters in the backgrounds look nothing like the character sprites. I would also really appreciate it if the message box didn't disappear after every three lines, since the constant clicking in annoying.
Please keep in the Japanese honorifics. I actually advise adding more Japanese terminology for this game, since certain lines make more sense in Japanese than in English. "I'm home" is somewhat of a crude translation of "tadaima." "I'm home" in English is a way of announcing to family members you've returned. Tadaima is somewhat more of a religious rite which is followed just because you have been trained to say it since birth by tradition - at least that's what I imagine occurred with the protagonist's family. I don't think the protagonist would say tadaima after entering an empty room unless saying it has been religiously enforced since his birth. "I'm home" just doesn't convey that same contextual meaning, since no sane Westerner would say "I'm home" upon entering a house he knows to be empty. However, I imagine a Japanese person may say "tadaima" simply out of tradition and honor for his parents' teachings. The fact that the protagonist says "tadaima" alone is a snippet of the protag's back story.
If you use Japanese terminology well, it really adds a lot of meaning which would otherwise take entire paragraphs of English to explain. That's the great thing about the Japanese language.
Overall, the work was visually fabulous. I'm kind of sad that the final work will be commercial and that will limit the potential audience. But alas, I guess art like that isn't cheap. My biggest complaint was that I wanted more! The demo was too damned short. :3
Who's your favorite ? * intense gaze *Samu-kun wrote:I found the girls so far to be likable, at least from a visual standpoint.
Hmm... it could be done, it would just need extra care. You're probably going to hate me for saying this again but it's all about balance ^^'Takanashi wrote:I wonder if having an option in the beginning to turn them ON/OFF would be too silly lol. Since there are people who like them and people who don't, it might actually be a good solution
Oh! I'll be waiting for feedbackNimu-chan wrote:I don't even know how I missed it, shame on me, shame!
I'll play it ASAP.
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