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File 13726514766.png - (314.95KB , 852x480 , redlogo5.png )
12220 No. 12220 edit
Alright alright, I suppose it's about time. THIS IS NOT A FINAL, FINISHED THING. It's basically meant to be "The YouTube Version: The VN Version." You can find a big list of concerns to note over at http://whabroad.wordpress.com/ where I explain all the stuff that's still broken. But it is readable, for a certain subset of readable, and doesn't appear to crash. Unless it does. Then tell me about that.

Direct Link: https://www.dropbox.com/s/m5ui2bwcxlll0aq/redaction-1.0-all.zip

NOTE THAT THIS IS NOT AN ONSCRIPTER RELEASE! You can download and run the whole thing all by its lonesome. I've archived and encrypted all the files (all of 'em, pictures and music and scripts alike; you can't find a dang thing loose in the folder as far as I know), but Lord knows if that'll do me any good.

System requirements may be slightly higher for this than for ONscripter. It's running in OpenGL. Oh, and "S" takes screenshots.
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>> No. 12222 edit
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12222
Dang it, looks like your dropbox is down.

Could you perhaps upload it to Mediafire, or something else?
>> No. 12228 edit
You bet. I've got somebody mirroring it to Mediafire right now (I'm at work). I'll let you know when that gets up.
>> No. 12242 edit
Could somebody try http://www.mediafire.com/download/c0jq8qrqkcxjcyv/redaction-1.0-all.zip ?

I think this is right. Somebody is rehosting it for me.
>> No. 12243 edit
>>12242
>seacats.exe

Well anyway it seems it works. Thanks for the reupload.
>> No. 12244 edit
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12244
>>12242
Yeah, I was having trouble downloading it last night. Got it working now, though.
>> No. 12245 edit
Also just a general /seacats/ and /gameboard/-specific warning: Don't go into this looking for a standard puzzle. That wasn't my objective. There are mysteries, but there aren't things like locked rooms or red truth alibi wrangling or impossible crimes or whatever. There's barely any red at all before the Tea Parties.

There ARE questions and there ARE answers, and certainly you're meant to think about them, but this is a story more about parallels and themes than it is about solving a specific case. That said, 1986 has a full answer and then some.

If I were to compare this to an episode I'd compare it to the more meta parts of 3 and 5, as well as to 7 and [a certain segment of] 8. That should give you some idea of tone and intent. Also just to reiterate: It's set in-canon between End and Dawn (the second scene should make that obvious, I hope, but I don't state it specifically too often).

If I do another Umineko-related project I want to shamelessly rip off Kinjo's ep3 and do an Erika-centric playable adventure (albeit probably slightly more irreverent and a whole lot of joke endings). But for now I'm gonna take a break.
>> No. 12267 edit
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12267
So are we supposed to post theories or something or is this a bug?

...

Checking your youtube page it seems there is a video made just for questions so I'll assume the answer is yes. I think I must have skipped the credit scroll due to clicking to much.
>> No. 12271 edit
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12271
>>12267
I'm not sure exactly what you're asking, but are you saying that you reached the end of the main game and aren't sure what to do next? If so, the next thing to do after completing the main part is to choose "Start from beginning", access the scene selection, and go to the Andromalius Extra TIP, followed by the three postgame sections (Tea Party, Coffee Break, ????).

Of course, you can feel free to theorise about the main game as much as you want before you view those.

Last edited at 13/07/02(Tue)12:13:19
>> No. 12273 edit
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12273
>>12271
That answers my question. I'm too used to the teaparty option appearing after finishing the main game.
>> No. 12276 edit
The blog post does explain that, sorry if I forgot to mention it here. I'm working on the UI and will have the usual "Tea Party shows up when you finish" thing as well as a scene select locked by flagged completion of each scene, but I simply didn't want to go to the trouble of coding that now.

If you'd like I can post the endscrolls to the thread in case you missed them. I'm still looking for a way to disable player input, which I'm sure is possible with a particular Python setting, but again I just didn't bother with it right out.

The entire thing should be in there. And yes, view the first half of the ???? on YouTube if possible because the version I put in the download is a pale imitation. That too should eventually get fixed once I figure out a way to not have constantly pixellating resized sprites.
>> No. 12277 edit
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12277
So I finished it earlier today and I guess I might as well make a follow up.
Mind you I have never liked to go into depth so I'll just keep it point form.

http://pastebin.com/TXhv6cbJ

And of course there are spoilers in the link.
>> No. 12279 edit
>>12277
Thanks for the comments. I figured of all people you'd probably be the one to pick up on Battler's odd behavior, since you take careful notes and are good at noticing statements and actions which are out of place.

Otherwise, I understand everything you're saying. I agree it's not too much like a /gameboard/ game, but that wasn't of course my intent and hopefully I made that clear. As to the characters (or at least one of them) being "like a puzzle," I think that's a good way to put it and probably the true mystery I was angling for.

Hopefully it was worth the time at least!
>> No. 12280 edit
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12280
I have been quite busy lately, hopefully I can give it a read next week.
>> No. 12290 edit
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12290
Ozaki, could I trouble you to check a couple spots if you've still got it installed? Someone is reporting missing music but I can't replicate it at all on my end. It's all consistently related to a secondary BGM channel, but I can't reproduce it.

Specifically, one of the problems he pointed out was here (this is the screenshot he included). There's supposed to be music here (it's a vocal version so it should be REALLY obvious), and in both versions I've checked there definitely is music there. Is that the case for you as well?

It's in Chapter 3.5, toward the end.
>> No. 12291 edit
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12291
>>12290
Yep works for me. I noticed in some parts of the game if you scroll into the backlog the music will stop and won't trigger again.

None the less the BGM in that particular scene works fine.
>> No. 12292 edit
>>12291
Same for you, huh? I can't figure it out then. It appears to work fine.

The music thing you might be mentioning is probably related to when it fades out. If you scroll back but not far enough back you might be at a point after a stop music line but before the new music starts. I might need to reexamine the way music transitions generally.

Only other thing I can think of is that it might be related to system language, although I can't see how as I removed all Japanese characters from any BGM file names and everywhere in the script (although it's entirely supported, as it's used a few times in dialogue).
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