Aesouh

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Btw guys working on fan translation support, so those that would like to fan-translate our game to various languages please let me know what language you potentially could translate with, and of course it needs to be good quality.

I hope to be done with it for next release, it's quite a big ordeal right now because I am working on allow translation of all menu elements as well, all labels almost in the entire game.

/A
 

cold_arctus

Devoted Member
Sep 25, 2018
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Btw guys working on fan translation support, so those that would like to fan-translate our game to various languages please let me know what language you potentially could translate with, and of course it needs to be good quality.

I hope to be done with it for next release, it's quite a big ordeal right now because I am working on allow translation of all menu elements as well, all labels almost in the entire game.

/A
Would this mean that the incest content could be activate by a code from inside the game (no longer stupid question about pw for incest patch XD??) or do we still need a separate incest patch for every single language? o_O
 

Aesouh

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Would this mean that the incest content could be activate by a code from inside the game (no longer stupid question about pw for incest patch XD??) or do we still need a separate incest patch for every single language? o_O
We can't associate ourselves with the fan patch due to patreon rules. In essence it's a full separate setup of the game dialogues only, but it's a very rudimentary patch that only contains dialogue compared to what would be possible if i do a full translation support as i will describe below.

The idea is to have a file containing all the dialogue translations, UI translation mappings, character names mappings and language flag as well as font files, so you can use custom fonts to support languages not supported by the current game font.

Once the game is launched it would auto detect this translation file and place the flag in the main menu as a button, once you click the button it will hotswap the language for the entire game. It's up to the translators really what they decide to translate, the fan patched version or the original, i would say hopefully both? And hopefully the quality will be good. We would like to officially support some languages down the line but I think we will have to go this way first due to time constraints.

I think this is quite a revolutionary step in game translations as it will not have require overwriting any existing game files or meddling with the game core itself, just very simple standalone file containing everything necessary that will override the default game stuff. :)

/A
 

Pif paf

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Feb 5, 2018
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We can't associate ourselves with the fan patch due to patreon rules. In essence it's a full separate setup of the game dialogues only, but it's a very rudimentary patch that only contains dialogue compared to what would be possible if i do a full translation support as i will describe below.

The idea is to have a file containing all the dialogue translations, UI translation mappings, character names mappings and language flag as well as font files, so you can use custom fonts to support languages not supported by the current game font.

Once the game is launched it would auto detect this translation file and place the flag in the main menu as a button, once you click the button it will hotswap the language for the entire game. It's up to the translators really what they decide to translate, the fan patched version or the original, i would say hopefully both? And hopefully the quality will be good. We would like to officially support some languages down the line but I think we will have to go this way first due to time constraints.

I think this is quite a revolutionary step in game translations as it will not have require overwriting any existing game files or meddling with the game core itself, just very simple standalone file containing everything necessary that will override the default game stuff. :)

/A
Awesome idea!
BTW you don't have such a file with English version, maybe?

Edit: so I could use it for my translation ?
 

vts

New Member
Jul 8, 2017
9
4
Can't play the game. I start it, i put in my name after the "Do you ever make a mistake.. etc" things comes up it just remains as a black screen with music.. It seems I have an issue with my laptop and Unity games, anyone knows a solution? Can't seem to fix the damn thing..
 

Aesouh

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Sep 16, 2017
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Awesome idea!
BTW you don't have such a file with English version, maybe?

Edit: so I could use it for my translation ?
When the translation support is completed i will provide base mapping of everything and some instructions, due to the fact that the dialogue files are structurally integral some wrong changes in the syntax could cause the game to not function properly, that's why i haven't opened up things in the first place until I have improved the support a bit more.

I haven't decided exactly how I want to deal with the dialogue translations, if i want to try to exclude all the syntax or not it would mean a lot of work. Right now i'm doing all the UI mappings and loading mappings from files.

Probably best to just stay put for now :)

/A
 
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Motkeyz

TIMESTAMPS
Game Developer
Oct 21, 2017
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You did a great job. That skin texture has so much detail in the genital area. It's hard to find textures like that.
Haha, nah, that's more made by the props used than me on this, i cannot take credits for that! But thanks!
 

lokoper

Newbie
Oct 4, 2017
45
266
A little off topic, but why games with "incest" theme try to overcome the patreon rules by making them unrelated like "landlords" or for example in this game "dad's friend"? Wouldn't be easier if you make them step-related? Wouldn't actually be better if instead of having a boy try to fuck all his blood related women in his life, just wanting to fuck his step-mom/daughter/sister/whatever? Or are step-relationships are also forbidden in the patreon so it wouldn't make a difference?
 

Aesouh

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Sep 16, 2017
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So very good news, I'm on a very good way of already finalizing the translation support. So it's going to be ready for next release :) The game already auto-detects translation files. shows it as a fancy lil flag, and once you click on it, BAM, instant translation. I have successfully tried now with some russian, Once all the things are in place and tested I will be able to provide the translation packs.
 
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Aesouh

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Just played through most of 0.5.0 and couldn't stop myself from immediately popping in and writing up a review. This game is amazing. Thank you so much Motkeyz and Aesouh!
Thank you for your kind words and your review :D And thank you for liking my UI work as well ;). I too, am in love with Mot's render work. Absolutely amazing. And your comments on the writing, thank you! I appreciate it, we also know it's our weakest point, and it's something we will improve on as we go forward :) We're not afraid of going back and correcting things that might be a bit iffy, and that goes with animations too. We will revise some of the older ones that are a bit stiff eventually.

/A
 
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kkai

Member
Dec 21, 2016
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Thank you for your kind words and your review :D And thank you for liking my UI work as well ;). I too, am in love with Mot's render work. Absolutely amazing. And your comments on the writing, thank you! I appreciate it, we also know it's our weakest point, and it's something we will improve on as we go forward :) We're not afraid of going back and correcting things that might be a bit iffy, and that goes with animations too. We will revise some of the older ones that are a bit stiff eventually./A
I was a bit tongue in cheek in my review. But the engine surprised me. Typically, as I'm sure you know, when people use Unity for VNs the results are clunky at best. So when I saw Timestamps using it I sighed a bit inside but trudged forward.

Then I played it and and learned the error of my ways. It just feels so damn polished. I said to myself, this needs to be bundled up as middleware for others to use! Next time I ran the game I saw the VNgine name and realized I was a little slow to the party. :) In summary, very nice work.

I have noticed a couple little quirks, but I generally don't like to report things until I search to see if they are already reported. But I"ll be lazy and mention them quickly. Sometimes, usually after a scene/location change, I need to click twice instead of once to advance the text (if relevant, typewriter-mode off). I also sometimes found the animation bits a little unintuitive. Some seem to advance on their own and some seem to need to click on one of the GUI buttons (either or both are fine, but I didn't feel like the interface was letting me know). That could have just been me, though. Also, I had weird results with the "Last Decision" (or something like that, game not running atm) command. It would take me back to the decision, I'd pick the one I wanted, but then it would rewind all the way back to the beginning of the scene anyways.

I know throwing all that at you isn't super useful, but I'm guessing this is known stuff. If you need me to be more specific or try to make it reproducible, let me know.
 
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Aesouh

Master Chief VNGineer
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Sep 16, 2017
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I was a bit tongue in cheek in my review. But the engine surprised me. Typically, as I'm sure you know, when people use Unity for VNs the results are clunky at best. So when I saw Timestamps using it I sighed a bit inside but trudged forward.

Then I played it and and learned the error of my ways. It just feels so damn polished. I said to myself, this needs to be bundled up as middleware for others to use! Next time I ran the game I saw the VNgine name and realized I was a little slow to the party. :) In summary, very nice work.

I have noticed a couple little quirks, but I generally don't like to report things until I search to see if they are already reported. But I"ll be lazy and mention them quickly. Sometimes, usually after a scene/location change, I need to click twice instead of once to advance the text (if relevant, typewriter-mode off). I also sometimes found the animation bits a little unintuitive. Some seem to advance on their own and some seem to need to click on one of the GUI buttons (either or both are fine, but I didn't feel like the interface was letting me know). That could have just been me, though. Also, I had weird results with the "Last Decision" (or something like that, game not running atm) command. It would take me back to the decision, I'd pick the one I wanted, but then it would rewind all the way back to the beginning of the scene anyways.

I know throwing all that at you isn't super useful, but I'm guessing this is known stuff. If you need me to be more specific or try to make it reproducible, let me know.
Thanks for the info :) Some of the things regarding having to click twice for example, in room navigation if a message shows up, this was requested by a lot of people to be more "ren'py style" click to dismiss message before you can do anything else. Before that it was actually just working to navigate with dialogue up.

Which animation stuff is unintuitive? The button controls in animation playback? or the UI elements?

Regarding the last choice, please if you could PM me your save file from where this happened I can investigate, but that shouldn't be happening.

/A
 
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