4.00 star(s) 6 Votes

Gildan

Member
Game Developer
Oct 2, 2017
253
616
I don't think the dev's first language is english. @ dev: i would strongly recommend passing all dialogue through something like chatgpt before releases. its too distracting for me to enjoy, especially in a text msging game

1740934940861.png
 

kikomascado

Active Member
May 20, 2017
804
1,217
Okay, I went through all three main branches (pizza split), checked the beach/house, went to both branches on the "this is what your real fantasy" fork (or something like that), but five photos still fell through somewhere. Anyone in the thread with any ideas on this? These are definitely not stories.
View attachment 4605200
You did all flowchart cells to the end? Just by clicking on them, it stays green already, so if you click on it and then click on other you wouldn't be able to tell the previous one is unfinished.
I have all pictures on all girls just by playing a branch until the end, and then jumping to a new one after it is done.
Open your "%userprofile%\AppData\Roaming\Godot\app_userdata\My NTR girlfriend\userData\v0.5.0\girls\Catherine.tres" in a text editor (if you play on PC. On Android it's probably possible as well, but never played it) and see which images are missing under the variable "photosUnlocked".
The full gallery consists of story images photo 1 through 15 and 17 through 89, and snap images 1 through 13.
If you tell me which ones are the 5 you don't have, I can try and see on which branches they are unlocked.

I don't think the dev's first language is english. @ dev: i would strongly recommend passing all dialogue through something like chatgpt before releases. its too distracting for me to enjoy, especially in a text msging game

View attachment 4605254
I've seen some "he" and "she" pronouns swapped, but since I don't think the dev come here, I didn't bother to write it down.
 
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player two

Member
Dec 4, 2022
151
164
Each new version creates a new folder on the AppData folder in the computer (didn't try the .apk, but maybe it is similar, creating a new one on the Android data folder), but since 0.3.0 I've been just copying and renaming and it works fine. Don't know why the fuck the dev did this.


I don't really understood what you said, but I'm on Windows and the emojis got fucked up as well.
Examining NTR Phone's script, the emojis are written as actual emoji characters on the text itself, but it uses something called , which I don't know how it works but apparently embeds the emoji's .svg file on fonts itself.
I have done more testing. The missing emoji effect surfaces on Linux using:
  • Classic WINE (v9.0)usage
  • Bottles (via Flatpak) with default WINE
  • Heroic Launcher (via Flatpak) using Latest Proton - Hotfix
  • Lutris (via Flatpak) using WINE (v9.0) and Latest Proton - Hotfix
Having the lead that "twemoji" may be used, I've found the following:
  • All Godot assets for emojis is literally provided by one developer project: Rakugo Team ( ) submitted by Jebedaia ( ). They've created a Ren'Py like VN Dialogue libraries (including Emoji)
  • That developer has deprecated their practically all their previous Emoji (based on twemoji - Twitter Emoji) and VN Dialogue assets
  • Per their , they bring up the point having to leverage Emoji as images, not fonts (which appears to be why they deprecated the others). Plus the challenges of exports to other platforms than genuine Windows (like Web, etc.) having a lack of fonts.
There's other google search showing challenges with using emojis in various ways within Godot. I don't think it specific to Godot either. There's much discussion regarding using Google's Noto emoji and Microsoft's Segoe UI emoji -- displaying, if even installed on a target system, etc.

Looking at vendor github repos (google, microsoft) where they post their emoji font libraries. their "TTF" fonts are distilled from SVG and PNGs. The Rakugo Team solves that problem by using Google's open source font NOTO graphic assets, NOT a True Type Font.

It appears there's no Universal way built into Godot to handle Emojis so they appear properly regardless of export (i.e. Universally). It may be those Godot game developers using (deprecated) may need to test if Godot-Icons-Fonts ( , ) will work them and refactor - a requirement of the trade.

NOTE: If a Godot game developer ever plans on releasing their game on Steam, they will want to make sure there is no Emoji breakage on a Steam deck. If broken, it will harm sales and the developer will be railed on by their player base. And that's not good for anyone's mental health.

This was as good deep dive for me to learn about the emoji challenge as I'm starting to return to development practice via Godot. Especially since I planned on leaning on emoji heavily for icons, placeholders, & "cheap" graphic elements vs. custom assets.
 

O1duvai

Member
Jan 5, 2022
139
176
The full gallery consists of story images photo 1 through 15 and 17 through 89, and snap images 1 through 13.
If you tell me which ones are the 5 you don't have, I can try and see on which branches they are unlocked.
My eyes.
Okay.
13,14,15,17,18.
And... does the author have a personal score to settle with the number 16? Just a funny question, maybe you have some ideas.
 

kikomascado

Active Member
May 20, 2017
804
1,217
I have done more testing. The missing emoji effect surfaces on Linux using:
  • Classic WINE (v9.0)usage
  • Bottles (via Flatpak) with default WINE
  • Heroic Launcher (via Flatpak) using Latest Proton - Hotfix
  • Lutris (via Flatpak) using WINE (v9.0) and Latest Proton - Hotfix
Having the lead that "twemoji" may be used, I've found the following:
  • All Godot assets for emojis is literally provided by one developer project: Rakugo Team ( ) submitted by Jebedaia ( ). They've created a Ren'Py like VN Dialogue libraries (including Emoji)
  • That developer has deprecated their practically all their previous Emoji (based on twemoji - Twitter Emoji) and VN Dialogue assets
  • Per their , they bring up the point having to leverage Emoji as images, not fonts (which appears to be why they deprecated the others). Plus the challenges of exports to other platforms than genuine Windows (like Web, etc.) having a lack of fonts.
There's other google search showing challenges with using emojis in various ways within Godot. I don't think it specific to Godot either. There's much discussion regarding using Google's Noto emoji and Microsoft's Segoe UI emoji -- displaying, if even installed on a target system, etc.

Looking at vendor github repos (google, microsoft) where they post their emoji font libraries. their "TTF" fonts are distilled from SVG and PNGs. The Rakugo Team solves that problem by using Google's open source font NOTO graphic assets, NOT a True Type Font.

It appears there's no Universal way built into Godot to handle Emojis so they appear properly regardless of export (i.e. Universally). It may be those Godot game developers using (deprecated) may need to test if Godot-Icons-Fonts ( , ) will work them and refactor - a requirement of the trade.

NOTE: If a Godot game developer ever plans on releasing their game on Steam, they will want to make sure there is no Emoji breakage on a Steam deck. If broken, it will harm sales and the developer will be railed on by their player base. And that's not good for anyone's mental health.

This was as good deep dive for me to learn about the emoji challenge as I'm starting to return to development practice via Godot. Especially since I planned on leaning on emoji heavily for icons, placeholders, & "cheap" graphic elements vs. custom assets.
I've read it all, but like I said before, still didn't understand much. Hahaha
But I don't think there's much NTR Phone uses, just this Twemoji thing. It got an TwitterColorEmoji-SVGinOT.ttf on it's files, which I guess it's the .svg emojis embeded in a TrueType Font format.
My guess is the game just parse the text, and when detecting emojis, change the font for it to be displayed correctly, keeping the text as the default font (on this case, Google Noto Sans, but I don't think it makes a difference).
The game is officialy distributed on Windows, Mac and Android versions, and I played the Windows and Android ones, which shows emoji just fine.
There's an unofficial Linux version, which, along the official Mac one, I never saw people complaining about emoji errors, and this is one of the few games I actively follow development and discussion.
 

kikomascado

Active Member
May 20, 2017
804
1,217
My eyes.
Okay.
13,14,15,17,18.
And... does the author have a personal score to settle with the number 16? Just a funny question, maybe you have some ideas.
They're all on the same flowchart cell, the "We need to talk" one (7th row, 3rd column).
My guess is the dev had an image ready, but decided to cut it for whatever reason, and just didn't bother changing the other names. Hahaha
 
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kikomascado

Active Member
May 20, 2017
804
1,217
possibly spanish or brazilian/portuguese then.. seen that few times..
It's spanish, as the only languages of the game are english and spanish.
But it's funny since spanish and portuguese both have lots of gendered words, even objects have gender (like a chair is a she, as objects uses the same pronouns as people) and it's like one of the very first things we learn, together with the verb to be. Hahaha
 
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QuiteQuiet

Member
May 2, 2023
251
404
You did all flowchart cells to the end? Just by clicking on them, it stays green already, so if you click on it and then click on other you wouldn't be able to tell the previous one is unfinished.
I have all pictures on all girls just by playing a branch until the end, and then jumping to a new one after it is done.
Open your "%userprofile%\AppData\Roaming\Godot\app_userdata\My NTR girlfriend\userData\v0.5.0\girls\Catherine.tres" in a text editor (if you play on PC. On Android it's probably possible as well, but never played it) and see which images are missing under the variable "photosUnlocked".
The full gallery consists of story images photo 1 through 15 and 17 through 89, and snap images 1 through 13.
If you tell me which ones are the 5 you don't have, I can try and see on which branches they are unlocked.
It would be better if the dev would just organize the gallery in order and show which ones we're missing.
 
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QuiteQuiet

Member
May 2, 2023
251
404
what is the file location of the game where I can see the pictures?
They're stored in the compiled .exe. There are ways to decrypt and extract, but passing through the content to unlock everything doesn't take that long. Just enable fast mode and use the flowchart (open a chat and click on the girl's image at the top).

Proof that it's possible.
1741041567060.png
 
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4.00 star(s) 6 Votes