Mirrowdothack wrote:Usually the cursor should change into a loupe when you're able to invetigate stuff. Doesn't it work? Or wasn't its to obvoius?
It's pretty obvious, but giving some indication of WHAT you're hovering over on would make it even clearer.
Mirrowdothack wrote:I did a change right now:
You can solve the puzze from the very beginning, but when you about to leave, Yin will say that there are still some areas to investigate (if you haven't investigate the drawer) and (if you have notice that it is locked) she will say that there might be something useful inside of it. Do you think that this is a better solution?
Loads better!
Mirrowdothack wrote:I'm currently trying to let the mouse cursor change like it was in the click-version, but it seems that the current renpy build doesn't allow me to use a mouse or a hover statement for draggroups. I also tried to simply drag imagebuttons, but its hover/mouse function was totally ignore when i put in in the drag-child of the drag group. Also it does not seem to be able to highlight the drop-areas while dragging. I put an imagemap below the draggroup but that soluation did not work either. I could only highlight thoses areas while I was not dragging stuff. Know I have no idea how I could change this
I'm not sure. It's not quite such a big issue now, there's a couple of animals with slightly odd hitboxes but not enough to be a huge problem so I wouldn't worry.
That's massively clearer! I think that brings the difficulty down to the level of the other puzzles.
Interestingly the old arrow actually kinda showed the numerical operation you were doing so this hides that a little while also not looking like an existing operator. As for the :, I've never seen it without the line in the middle, so if I was writing it in a school room I'd probably write '÷' (and 'x' for multiply), but if you're writing it in code, it's '/'... which goes with using '*' for multiply.
Mirrowdothack wrote:Hmm...
I hope Keith's sentence at the start of that trial would make it obvious:
keith "First, we should make sure Charon can't counter with her old theses so let's negate them once and for all."
keith "Charon, you said Yin is a lonely person and treated as an outsider. But I'm not with you so it's time for a counterattack."
keith "In order to show that Yin is no outsider we will prove those theses.
But maybe that's not enough. I'll think about it^^
His dialogue makes it sort of clear, but it's the bit in the menu for picking evidence that throws you: iirc the 'I can't disprove this' button is still there, so either phrase the argument in the bottom left to be something to disprove, or change the button to say 'I can't prove' this and the confusion should be gone. Because it breaks the pattern you're used to, you want to make sure it's extra clear in the game interface as well as the preceding dialogue.
Mirrowdothack wrote:That ... would ... totally ... be awesome *__*. I love the music of lighthouse so much ♥ So there is no way I'm gonna say no. I would totally love that *thank u so much for the offering *_______*
I'm not really good at doing music, so I took some piece from freesound.org
Cool, I might not be able to work on it till next month cause I need to get The Lighthouse as done as I can first, but it's good to get more practice (other than a few WIP bits for TK's other VN project, 'echo', The Lighthouse is my first time soundtracking anything properly). I was chatting to TK as she was playing through and she suggested
It would be really good to have 3 themes (or intensity versions of the themes) for each trial, like in PW, so they can grow in intensity as the trial goes on. I'd like to do that.
I don't want to hold up you releasing the game too much though and I do have to fit this in around my job etc, so how much music I do for it depends on how much you can wait on before you want to get this out there. I could always do it in stages for you
So like, replace a basic loop for trial 2 and 3 first, then if there's time do trios of intensity for all 3 trials, then if there's time do some stuff for any other bits you'd like some replacement music for
. If you want vox on any, let me know as well, especially if you have lyrics you'd like me to work in.
Mirrowdothack wrote:buttdumpling, USA, was incredible kind and read over the text, but I guess it's simply pretty much and so she may have missed some stuff.
About her "Eck". I looked it up in dict.cc Maybe this is something the differs between UK-English and US-English? When I put "Eek" in dict.cc the website doesn't even know it XD
I don't really know nattaive speakers. I asked buttdumpling right after she had played the beta, but before that I didn't even know her *still touched *____*, that she did it ♥
It's always different if you're playing intentionally looking for stuff (because you posted the beta for feedback I had my critical head on while I was playing). Another pass should get the rest of them. Re: Eek vs Eck, Eek isn't a 'real word' but it's kind of how you would write a short, not that serious squeal. 'Eck' reads as much shorter sound, like 'check' without the ch. (If you were going for the more chokey kind of sound, you'd often use 'ack' rather than 'eck' for it.
Out of interest, where is the game meant to be set? Yin has a Japanese name, but then Keith is a very western name.
But then he has a Japanese 'real' name...
Mirrowdothack wrote:Two more Endings (The P.-End is the True Ending btw). Either you have mised to talk with Keith *you need to talk to him about each topic, or you havenÄt found at least 16/17 green letters. There is an ending guide:
http://mirrowdothack.vnovel.com/yn_endingguide
Oh! I better go replay it because I've missed the true ending! :O
Mirrowdothack wrote:Thank you again so much for your feedback ♥ It was totally helpful and once again: I'm really happy that you enjoyed my first game^^
I'll try to put in the changes I mentioned and upload the current version to.
You're welcome, thanks for sharing such a cool game
*Stops turning the thread into a CIA censored document and runs off to get the endings she missed*