CREATE YOUR AI CUM SLUT ON CANDY.AI TRY FOR FREE
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2.30 star(s) 26 Votes

Lysergic

Well-Known Member
Aug 18, 2018
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you mean go back to the wrong choice? I think that's a good idea.

That but also one for the correct choice, right after the final screen just a blac screen that says something like, "The next click will return you to the main menu, back up to save"
 

Shelscott50

Well-Known Member
Sep 6, 2019
1,449
944
I haven't played this game yet, BUT
It sounds like a Mix of "Dating My Daughter" & "Life with Mary"
(MC's Best friend asks MC to allow his daughter "Mary" to stay with him
while she at attends Music school. Mary & MC develop a relationship,...)
 

Sycho

Conversation Conqueror
Respected User
May 9, 2018
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I've been seeing this a lot throughout the game. After looking at the day 5 script, it's because the Russian language wasn't translated to English.

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VanderGames

Game Writer & Dev.
Game Developer
Jun 21, 2017
103
174
I've been seeing this a lot throughout the game. After looking at the day 5 script, it's because the Russian language wasn't translated to English.

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The language in which the code is written is selected. You need to choose English.
 

Sycho

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Respected User
May 9, 2018
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That's how fickle I am.:)
Well, I'm fixing it now so I can at least play it without seeing missing text (due to a translation issue). So it's no big deal to me. Just thought I'd point out the error.
 

VanderGames

Game Writer & Dev.
Game Developer
Jun 21, 2017
103
174
Well, I'm fixing it now so I can at least play it without seeing missing text (due to a translation issue). So it's no big deal to me. Just thought I'd point out the error.
The problem is not with the translation at all.
 

Sycho

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May 9, 2018
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The problem is not with the translation at all.
Well, thing is, in games like these, the player shouldn't have to select their preferred language every time they load up a new update. Once that language has been selected in their first playthrough, it should technically carry-over with newer builds via their saves. In your earlier builds, I've never had to select English each time. So this is the first build I've had this issue with.
 
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VanderGames

Game Writer & Dev.
Game Developer
Jun 21, 2017
103
174
Well, thing is, in games like these, the player shouldn't have to select their preferred language every time they load up a new update. Once that language has been selected in their first playthrough, it should technically carry-over with newer builds via their saves. In your earlier builds, I've never had to select English each time. So this is the first build I've had this issue with.
Previously, there were only 2 languages. (None and Russian) I added English in version 0.4.0b. So now there are three of them. Russian, English and None. In the 0.4.0b version, this was not noticed, since I compiled the game in Russian, and when opening it, everyone had to choose English at once.
 

Sycho

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May 9, 2018
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Previously, there were only 2 languages. (None and Russian) I added English in version 0.4.0b. So now there are three of them. Russian, English and None. In the 0.4.0b version, this was not noticed, since I compiled the game in Russian, and when opening it, everyone had to choose English at once.
For the first initial playthrough, yes (meaning they haven't played the VN before). But subsequent playthroughs are a different matter though, unless there was a major overhaul to the UI at some point. In which case, I could see the player having to not only start over (since there's a chance that older saves would be incompatible), but also have to go through the process of having to select their language of choice.

The dev I work with has had to do that after a major UI/hint system overhaul. Some of the players weren't too happy about having to start over, as you can imagine. But most understand that it's part of the game's development.

That, of course, doesn't apply here though as it seems there were no major changes to the VN, such as the UI.

Point being is that your code should have a checksum that would "look" at the language they selected in their first playthrough and continue on in the same language until the end of the game (meaning a completed version).

At any rate, this is currently how the day 5 script looks. As you can see, it's mixed with English and Russian. Which tells me that they were not translated to English before release. So selecting either language from the main menu wouldn't make a difference (with exception to Russian, perhaps).
 
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Jack-ish

Active Member
Jul 12, 2018
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No sex tags? Is that a mistake? This game has been in development for 3 years and has no sexual content? Is this even a porn game?
 
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szabon

Member
Jun 16, 2019
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Previously, there were only 2 languages. (None and Russian) I added English in version 0.4.0b. So now there are three of them. Russian, English and None. In the 0.4.0b version, this was not noticed, since I compiled the game in Russian, and when opening it, everyone had to choose English at once.
i guess previously there were only 2 OS as well (None and Windows)?
Can you share a mac version? Cheers
 

KingWeWuz

Well-Known Member
Mar 8, 2019
1,197
3,671
So if I'm correct after looking through the pages and reading some positive/negative reviews regarding the content this is about a submissive voyeuristic guy and his nympho daughter?
 

Dimitri57

Oldest Dev on F95
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Game Developer
Dec 12, 2017
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For the first initial playthrough, yes (meaning they haven't played the VN before). But subsequent playthroughs are a different matter though, unless there was a major overhaul to the UI at some point. In which case, I could see the player having to not only start over (since there's a chance that older saves would be incompatible), but also have to go through the process of having to select their language of choice.

The dev I work with has had to do that after a major UI/hint system overhaul. Some of the players weren't too happy about having to start over, as you can imagine. But most understand that it's part of the game's development.

That, of course, doesn't apply here though as it seems there were no major changes to the VN, such as the UI.

Point being is that your code should have a checksum that would "look" at the language they selected in their first playthrough and continue on in the same language until the end of the game (meaning a completed version).

At any rate, this is currently how the day 5 script looks. As you can see, it's mixed with English and Russian. Which tells me that they were not translated to English before release. So selecting either language from the main menu wouldn't make a difference (with exception to Russian, perhaps).
Try choosing English. I was seeing the same thing. When I chose English, the scambled text was gone and it was in English. I looked at the day 5 script that was in Russian too. Not sure how it works, but it did for me.

edit: Looks like the dev is using Python to translate Russian in-game. The command is at the top of the options file
 
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Sycho

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May 9, 2018
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Try choosing English. I was seeing the same thing. When I chose English, the scambled text was gone and it was in English. I looked at the day 5 script that was in Russian too. Not sure how it works, but it did for me.

edit: Looks like the dev is using Python to translate Russian in-game. The command is at the top of the options file
As I've already explained before, I did during my first gameplay. Subsequent updates were perfectly fine with exception to THIS build. I shouldn't have to select English every-single-time a new update gets released. That's a coding problem that the dev should look into.

At the very least, add an additional line for translations:

Ex:
line 200 Russian translation
line 201 English translation of the above dialog

etc..

Or use two completely different scripts; one in English, one in Russian.

In either method, once the language has been chosen from the main menu, the script should read the language based on the selection, then placed in the saves so that each time you start a new update, the game "reads" the language script based on the selection from the last playthrough and carries over with each new build.

Either method is doable and realistically, eliminates issues like this later down the road.
 
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2.30 star(s) 26 Votes