Skeltom

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Oct 9, 2017
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This game has high praise but I have to ask how are you people even reading this thing without wanting to tear your eyes out? I can't even get past the first scene. The white font on white background (how does a VN even get made without a black outline in the font) is making this simply unplayable.

Does this get fixed at some point? There's just no reality where this font is actually used the whole game, surely?

Edit: Found Mr Benny's patch to make the game actually readable. One can only wonder how many people gave this a try and dropped it immediately because of this utterly baffling font choice. Thanks to Mr Benny, it was at least one less than it could have been.
I guess ace didn't add them for some reason. It's easy enough. I never noticed because I have a simple mod I made that I use for every renpy game so they all have an outline and no punches when I play. Also, acewinz, your preferences screen has two entries for display for me.

Python:
init python:
    vpunch = ""
    hpunch = ""

define gui.dialogue_text_outlines = [(3, "#000")]
define gui.name_text_outlines = [(3, "#000")]
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acewinz

Developer of "The Call of Darkness"
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Oct 15, 2018
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This game has high praise but I have to ask how are you people even reading this thing without wanting to tear your eyes out? I can't even get past the first scene. The white font on white background (how does a VN even get made without a black outline in the font) is making this simply unplayable.

Does this get fixed at some point? There's just no reality where this font is actually used the whole game, surely?

Edit: Found Mr Benny's patch to make the game actually readable. One can only wonder how many people gave this a try and dropped it immediately because of this utterly baffling font choice. Thanks to Mr Benny, it was at least one less than it could have been.
The font and the black background is default as I recall, but the opacity you can change from your preferences. Why it wasn't changed by me is I guess because your the first to mention it being an issue. I am aware there some shots where the light reflecting off an object is too bright when the text overlays on it, which is why I generally play/recommend light opacity.
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Skeltom Thanks, fixed for next version.
 

Skeltom

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The font and the black background is default as I recall, but the opacity you can change from your preferences. Why it wasn't changed by me is I guess because your the first to mention it being an issue. I am aware there some shots where the light reflecting off an object is too bright when the text overlays on it, which is why I generally play/recommend light opacity.
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Skeltom Thanks, fixed for next version.
No problem. As for the dialogue box opacity, your persistent.dialogueBoxOpacity is defaulted to 0.0 so any new player will start with a completely transparent textbox. Adding those two lines to your gui rpy will set the outline no matter what so if someone doesn't want the background the outline will already be there. It doesn't have to be three pixels, you can use whatever you want. Not important at all but you could show the percentage for the box as well.

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acewinz

Developer of "The Call of Darkness"
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No problem. As for the dialogue box opacity, your persistent.dialogueBoxOpacity is defaulted to 0.0 so any new player will start with a completely transparent textbox. Adding those two lines to your gui rpy will set the outline no matter what so if someone doesn't want the background the outline will already be there. It doesn't have to be three pixels, you can use whatever you want. Not important at all but you could show the percentage for the box as well.

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Thanks again! I honestly did plan for a text outline early on, and forgot about it. lol
Going to add your touches to the next version along with a slightly higher than 0 default opacity just in case.

For those who might like the general text outline now though, here is an updated gui.rpy you can toss in your game folder (backups recommended as usual)
 
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Skeltom

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Thanks again! I honestly did plan for a text outline early on, and forgot about it. lol
Going to add your touches to the next version along with a slightly higher than 0 default opacity just in case.

For those who might like the text outline now though, here is an updated gui.rpy you can toss in your game folder (backups recommended as usual)
Another heads up and a small suggestion if I may. You have two of the original choice screens in your screens rpy and the outline for the style right_choice_button: don't need to be there, they need to be on the style right_choice_button_text:. It was set to black for the button which was pointless as the text was black as well and that is only for a title. I added a four pixel grey outline because it was hard for me to read. I don't know which one you used so I just changed all three styles. Again it doesn't have to be four or grey.

Python:
style choice_button_text:
    color "#000000"  # Black text color
    outlines [(4, "#808080", 0, 0)]
    xalign 0.5
   
style right_choice_button_text:
    color "#000000"  # Black text color
    outlines [(4, "#808080", 0, 0)]
    xalign 0.5
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acewinz

Developer of "The Call of Darkness"
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Another heads up and a small suggestion if I may. You have two of the original choice screens in your screens rpy and the outline for the style right_choice_button: don't need to be there, they need to be on the style right_choice_button_text:. It was set to black for the button which was pointless as the text was black as well and that is only for a title. I added a four pixel grey outline because it was hard for me to read. I don't know which one you used so I just changed all three styles. Again it doesn't have to be four or grey.

Python:
style choice_button_text:
    color "#000000"  # Black text color
    outlines [(4, "#808080", 0, 0)]
    xalign 0.5

style right_choice_button_text:
    color "#000000"  # Black text color
    outlines [(4, "#808080", 0, 0)]
    xalign 0.5
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Haha, thanks! Copy enough code you going to dupe some!
As for the black outline on black text, I got a good laugh because I totally forgot I did that! I initially was doing what we are doing now and setting up to tweak a highlighting outline, but it ended up just making it bolder when I didn't change the default and I kind of liked it on the grey background and left it. Can definitely clean this up now.

Also, I'm all for suggestions! I honestly don't get as much feedback on the technical side of things as I could use.
I do actually have a harder time reading your grey outlines on grey background, but that could just be because I have some slight blurring when it comes to that kind of detail. What do you think of this?
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Here I did a proper bold and the white outline seemed more readable to me after trying a few others.
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Also attached the updated screens.rpy for anyone who likes the above for choicebox.
 
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Skeltom

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Haha, thanks! Copy enough code you going to dupe some!
As for the black outline on black text, I got a good laugh because I totally forgot I did that! I initially was doing what we are doing now and setting up to tweak a highlighting outline, but it ended up just making it bolder when I didn't change the default and I kind of liked it on the grey background and left it. Can definitely clean this up now.

Also, I'm all for suggestions! I honestly don't get as much feedback on the technical side of things as I could use.
I do actually have a harder time reading your grey outlines on grey background, but that could just be because I have some slight blurring when it comes to that kind of detail. What do you think of this?
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Here I did a proper bold and the white outline seemed more readable to me after trying a few others.
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Also attached the updated screens.rpy for anyone who likes the above.
It is easier to see, but for whatever reason, my color scheme perhaps, the choice box for me are much whiter compared to the screenshot taken. Not sure why though. And you could also add a opacity to the choice box like the dialogue instead of just hard coding an alpha. It would take a little tweaking on your end, but something to think about I guess. This is what I set up for a project I'm working on as an example. Note I'm still working on the UI.

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acewinz

Developer of "The Call of Darkness"
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It is easier to see, but for whatever reason, my color scheme perhaps, the choice box for me are much whiter compared to the screenshot taken. Not sure why though. And you could also add a opacity to the choice box like the dialogue instead of just hard coding an alpha. It would take a little tweaking on your end, but something to think about I guess. This is what I set up for a project I'm working on as an example. Note I'm still working on the UI.

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Could it be whiter for you because your gamma is set higher? I'm using the default there, (which is actually 33% if using the new percentage scale)

And yeah, I'll probably provide a choice for preferences or game start to personalize the settings at some point if I get more input.
 
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Skeltom

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Could it be whiter for you because your gamma is set higher? I'm using the default there, (which is actually 33% if using the new percentage scale)

And yeah, I'll probably provide a choice for preferences or game start to personalize the settings at some point if I get more input.
I don't have the gamma slider, never downloaded the attachment. It could be my contrast and backlight settings, brighter whites, you know?
 
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jbmurphdog

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Aug 2, 2018
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This game has high praise but I have to ask how are you people even reading this thing without wanting to tear your eyes out? I can't even get past the first scene. The white font on white background (how does a VN even get made without a black outline in the font) is making this simply unplayable.
Another quick fix for reading dialog without much effort is 'Shift + A'
It pulls up a quick menu that usually has a 'High Contrast Text' Enable option. Just enable, hit return in bottom left. Use as long as needed then you can go back and disable to go back to default with out interrupting the game too much.
Seems to be in all Ren'py games without a Mod or URM...etc. It is handy in a pinch.
 
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acewinz

Developer of "The Call of Darkness"
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v2.9 is up on subscribestar for all tiers. Two more chapters and now with full music and a bit more of everything else, including gamma slider, and some other technical upgrades.
 

acewinz

Developer of "The Call of Darkness"
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v 2.95b is up on subscribestar for top tier testing. Now with working gallery, and the majority of Episode 3's ending, been pushing hard to finish up this arc, which will be done this month if all goes well. Just 2 more scenes...
 
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acewinz

Developer of "The Call of Darkness"
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Do you intend to add sex sound effects like moaning, sucking and fucking?
I tested the waters with the first blow job scene (that does have sounds) and my supporters didn't really seem to care and given the extra complexity I would probably try maintain to keep similar sounding moans for each girl... i honestly hadn't planned on it, aside from possibly adding sucking, gagging, and some wet slapping sounds.
 
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Marvoch

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Aug 24, 2023
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I’m honestly torn on this one. On the one hand, this game has tremendous potential, with its truly unique blend of sci-fi and Lovecraftian horror, animations that, when they work, are spectacular and really well-directed (that long scene with Lilly was amazing), and fascinating moral themes with a central story that’s nothing short of captivating. On the other hand, though, the lows are many and drag the whole work down quite a bit.

First and foremost, the writing, which more often than not creates situations that are completely out of place within the narrative context. The scene with Umi after her liberation is the perfect example of the problems the game has: a mother who, until a moment before, was worried for her daughter (though in my opinion, that concern wasn’t conveyed very well from the start), held prisoner by creatures she knows are lethally dangerous, once freed, completely forgets her daughter’s existence just to flirt with the protagonist until the daughter herself reminds her she’s still imprisoned. There are many scenes like this, where the characters act completely out of place, breaking both the plausibility of the scenes and the narrative flow, whether because of what they say or how they say it. Overall, I noticed that the problems arise in the tension-heavy sections, where there’s a failure to maintain a tone appropriate to the situation. I don’t know if it’s because the author fears making the story too heavy or not giving enough sexual quota to the players, but if that’s the case, in my opinion, it’s counterproductive.

The other issues are smaller, though frequent: typos, dated graphics, and the absence of sounds in most parts (although it seems they’re being added retroactively, which is great) and a font that's not very readable, particularly on white backgrounds.

In short, I think there’s still some work to be done, but the foundations for something great are there, and despite a somewhat shaky start, it can definitely be steered back on track.
 

acewinz

Developer of "The Call of Darkness"
Game Developer
Oct 15, 2018
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I’m honestly torn on this one. On the one hand, this game has tremendous potential, with its truly unique blend of sci-fi and Lovecraftian horror, animations that, when they work, are spectacular and really well-directed (that long scene with Lilly was amazing), and fascinating moral themes with a central story that’s nothing short of captivating. On the other hand, though, the lows are many and drag the whole work down quite a bit.

First and foremost, the writing, which more often than not creates situations that are completely out of place within the narrative context. The scene with Umi after her liberation is the perfect example of the problems the game has: a mother who, until a moment before, was worried for her daughter (though in my opinion, that concern wasn’t conveyed very well from the start), held prisoner by creatures she knows are lethally dangerous, once freed, completely forgets her daughter’s existence just to flirt with the protagonist until the daughter herself reminds her she’s still imprisoned. There are many scenes like this, where the characters act completely out of place, breaking both the plausibility of the scenes and the narrative flow, whether because of what they say or how they say it. Overall, I noticed that the problems arise in the tension-heavy sections, where there’s a failure to maintain a tone appropriate to the situation. I don’t know if it’s because the author fears making the story too heavy or not giving enough sexual quota to the players, but if that’s the case, in my opinion, it’s counterproductive.

The other issues are smaller, though frequent: typos, dated graphics, and the absence of sounds in most parts (although it seems they’re being added retroactively, which is great) and a font that's not very readable, particularly on white backgrounds.

In short, I think there’s still some work to be done, but the foundations for something great are there, and despite a somewhat shaky start, it can definitely be steered back on track.
Thanks for the feedback! The newer version you haven't played yet has full music, and more sounds added, the font has been updated to be more readable (has outlines now also so you can play any opacity without worry), gamma slider for anything that is too dark (usually a monitor by monitor thing with HDR being a pita) along with other technical updates, new gallery, etc.

I also did revisit the dialog in some places (and probably will continue to), including the exact scene you mentioned to try and make it convey a little more urgency in the most recent update,
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, but when it comes down to it, i'm afraid my writing style while trying to maintain a sense of actual danger and seriousness, still prefers to contrast that with some humor and inappropriate sexual situations. It is an AVN after all and I enjoy that sort of humor. I'm pushing hard to have the finale of this episode finished, and i'm only 1.5 scenes away. As for the typo's... I figure my punctuation could use a lot of work here and there, and if you find any spelling errors please point them out here or in our discord (I lean toward my native US English as the standard for the game, but I could easily slip back into UK spellings as that was my standard in VN's for years working on AVN's).

After this Ep when the arc will be complete, and depending on how VAM2 (the engine I'm using to create the images) is, I may update the overall graphics engine, but it will depend highly on how much the tools and assets I have can be imported.
 
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Skeltom

Engaged Member
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I’m honestly torn on this one. On the one hand, this game has tremendous potential, with its truly unique blend of sci-fi and Lovecraftian horror, animations that, when they work, are spectacular and really well-directed (that long scene with Lilly was amazing), and fascinating moral themes with a central story that’s nothing short of captivating. On the other hand, though, the lows are many and drag the whole work down quite a bit.

First and foremost, the writing, which more often than not creates situations that are completely out of place within the narrative context. The scene with Umi after her liberation is the perfect example of the problems the game has: a mother who, until a moment before, was worried for her daughter (though in my opinion, that concern wasn’t conveyed very well from the start), held prisoner by creatures she knows are lethally dangerous, once freed, completely forgets her daughter’s existence just to flirt with the protagonist until the daughter herself reminds her she’s still imprisoned. There are many scenes like this, where the characters act completely out of place, breaking both the plausibility of the scenes and the narrative flow, whether because of what they say or how they say it. Overall, I noticed that the problems arise in the tension-heavy sections, where there’s a failure to maintain a tone appropriate to the situation. I don’t know if it’s because the author fears making the story too heavy or not giving enough sexual quota to the players, but if that’s the case, in my opinion, it’s counterproductive.

The other issues are smaller, though frequent: typos, dated graphics, and the absence of sounds in most parts (although it seems they’re being added retroactively, which is great) and a font that's not very readable, particularly on white backgrounds.

In short, I think there’s still some work to be done, but the foundations for something great are there, and despite a somewhat shaky start, it can definitely be steered back on track.
I do agree overall, but the narrative on it's own takes over too much I think. The story is good and the characters are likable but as a VN it is very illusion of choice. It make you think your actions are having an impact but very few of them "do" something. There are a lot of choices to role play as it were, but that's all it is. Flirting with the AI, doting over Kess, being professional or casual etc., doesn't matter. Those actions won't be brought up again or remembered by anyone because they only change the next block of text. They aren't "all" like that but a hard 90% are.

I do like the game and will stick with it for a while yet, but I can see that really starting to bug me. It's the reason I don't do KNs. We'll see.
 

acewinz

Developer of "The Call of Darkness"
Game Developer
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I do agree overall, but the narrative on it's own takes over too much I think. The story is good and the characters are likable but as a VN it is very illusion of choice. It make you think your actions are having an impact but very few of them "do" something. There are a lot of choices to role play as it were, but that's all it is. Flirting with the AI, doting over Kess, being professional or casual etc., doesn't matter. Those actions won't be brought up again or remembered by anyone because they only change the next block of text. They aren't "all" like that but a hard 90% are.

I do like the game and will stick with it for a while yet, but I can see that really starting to bug me. It's the reason I don't do KNs. We'll see.
This is fairly accurate percentage wise. I'll admit, most of the choices are flavor (coming from WTHI, I've learned a valuable lesson about just how much story divergence real choice can cause and end up killing overall progress), but there are small instances where I make pains to have the important choices remembered. Like who you are intimate with obviously, but not just to keep track, but how the characters react to the MC in future dialog.

For instance.
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