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Post by Samu-kun on Apr 13, 2016 12:57:20 GMT -8
It's as Magpie says unfortunately. Patreon works as a subscription model, so the people who code Patreon assume that if someone cancels, they no longer pay and also no longer receive Patreon awards. There's no great way around the way the system's been coded. We can't individually ask people to submit secondary evidence because hundreds of people have canceled by this point and that number will only grow larger, meaning a potential disaster when my inbox gets bombed by hundreds of people submitting evidence that I need to spend time individually verifying. So to avoid any further misunderstandings, we have adopted a bright line rule that if you cancel, you don't get awards now.
I hope your job situation improves. Good luck...
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Post by Samu-kun on Apr 10, 2016 13:33:59 GMT -8
You could just hack a solution to the choices using just flags. Love in Space permits fan Tls if it is released for free, but at the same time, we cannot provide active assistance to any fan TL project aside from just advising you read the relevant renpy documentation.
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Post by Samu-kun on Apr 10, 2016 13:29:12 GMT -8
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Post by Samu-kun on Apr 6, 2016 12:51:47 GMT -8
Looks like this thread got reported. I see that you gentlemen are entertaining yourselves again. Have this annoyed Ava. Eh by the way, in case you missed it on twitter, we're going to release a free DLC for the game soonish. Look forward to the new story content... emoticon_kayto_small
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Post by Samu-kun on Mar 22, 2016 14:30:43 GMT -8
Sorry that I ask it here but kind of cant find any good topic to post it elsewhere and since I have a version from Denpasoft store... 1 I have version 2.02 As I see there is some update planed since version 2.1 is "experimental" How I will be able to download update when/if it will be ready ? (Denpasoft store allows max 3 downloads of purchased app) 2 Is there some problem with voice acting in content after a part when Kayto should die after Sunrider being hit ? Suddenly there is no voices for next scenes.. or it's just lack of resources to finish it fully voiced ? And if that's the case will it be added later ? You know I wouldn't even consider asking if this was free game but since we paid for it ... 1. You can download future updates for Liberation Day from Denpasoft by pressing "account" on the denpasoft website. A new download url will be added for any additional content and it will have a separate download counter. If for some legitimate reason you still run out of download counts, you can contact denpasoft support at denpasoft.com/contact/2. There's no bug with the voice acting, we just didn't know that the V2.0 content was going to be in the game so had no preparations down for voicing it. Uhh... consider V2.0 content bonus content... An exclusive preview of coming attractions...
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Post by Samu-kun on Mar 19, 2016 13:33:25 GMT -8
The patch has now been mirrored.
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Post by Samu-kun on Mar 18, 2016 1:02:52 GMT -8
Game Maker's more or less out because the license says no 18+ games can be made on it and GM's owners can effectively bar any game from being released on it based on what they feel like. So it's not a viable solution.
Unity will only make our problems worse because we'd have to start from scratch on an engine multiple orders of magnitude more complex than renpy.
The engine's not really the biggest issue anyways. Maybe the TRPG segments took about half of the development time of the game. It's not really the engine which causes the huge development hours. Balancing, creating assets, and debugging a TRPG takes months of work on pretty much any game engine. Basically, we spent I think about 5 months making TRPG segments which a substantial portion of the player base chose to skip. I think the VN segments could easily have been 4 to 8 times longer had those 5 months not been used to make the battles. But I guess I don't really know for sure, it's just all guess work.
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Post by Samu-kun on Mar 17, 2016 3:10:57 GMT -8
Dang it's probably the wrong version, gotta fix it...
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Post by Samu-kun on Mar 16, 2016 14:03:42 GMT -8
In the credits:
Maray - Nakase Hina
So same VA as Sola.
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Post by Samu-kun on Mar 14, 2016 19:43:19 GMT -8
From V1.00 on, you can now only use the wishall to save Cosette, so the other issue is not a bug.
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Post by Samu-kun on Mar 14, 2016 19:41:31 GMT -8
Steam must have deleted the patch on update, all you have to do is just reapply the patch.
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Post by Samu-kun on Mar 14, 2016 14:39:40 GMT -8
Should be fixed now.
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Post by Samu-kun on Mar 14, 2016 1:11:05 GMT -8
Don't worry, it'll be on Denpasoft very soon.
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Post by Samu-kun on Mar 12, 2016 23:02:52 GMT -8
The mirror for SA should still be working, but the main one is temporarily down.
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Post by Samu-kun on Mar 12, 2016 22:03:26 GMT -8
Did you hack the game into dev mode? As long as dev mode is turned off by default on Steam, I don't think it's a problem since the auto place should not be active.
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Post by Samu-kun on Mar 12, 2016 2:38:53 GMT -8
Uhh someone reported this thread so here I am.
I can't really tell what the bottom line is, and a lot of it seems off topic since it's about Bioware from what I can tell?
I dunno why people are shouting over the internet. Please conduct your business in regular voices.
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Post by Samu-kun on Mar 10, 2016 17:08:00 GMT -8
I tried fixing some of the typos, but it's a bit trickier with the V1.00 content because of the coding to get the JP and VA files to synch... The V2.00 typos have been fixed.
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Post by Samu-kun on Mar 10, 2016 16:00:15 GMT -8
Oops, bug.
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Post by Samu-kun on Mar 10, 2016 15:59:50 GMT -8
At this point I might start thinking Ritchan is actually a pro-haxor.
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Post by Samu-kun on Mar 10, 2016 5:13:29 GMT -8
I stupidly copy pasta-ed something from the renpy manual and fixed it in V2.0
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Post by Samu-kun on Mar 10, 2016 4:51:53 GMT -8
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Post by Samu-kun on Mar 8, 2016 22:31:27 GMT -8
- Later (after the decision about repairing/scrapping Cosette's Ryder)when a scene transitions (i'm assuming to the map screen) I get this error: File "game/ship_map.rpy", line 5, in script if captaindeck == 0: File "game/ship_map.rpy", line 5, in <module> if captaindeck == 0: NameError: name 'captaindeck' is not defined It repeats at several points during the story Still playing with it for now That's actually a separate bug from what Magpie reported earlier, plz test with this thanks. (replace script.rpy) =w= app.box.com/shared/static/xks2e3p18ow8kwm266xc.rpy
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Post by Samu-kun on Mar 7, 2016 23:46:55 GMT -8
Yes it can happen if you don't have a supervising audio engineer during the recording.
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Post by Samu-kun on Mar 7, 2016 23:43:37 GMT -8
Actually, you need the renamed JP voice files now thanks to the shipmap or else they won't play. Crap... we might have to get an entire build for that.
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Post by Samu-kun on Mar 7, 2016 23:41:33 GMT -8
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Post by Samu-kun on Mar 7, 2016 15:02:49 GMT -8
Well, for what matters, we're working hard to fix the most glaring issues. 1) Yes, I agree that the ending rubbed people the wrong way, which is why we're all working overtime to create what was planned as the beginning of the fourth installment to add into the game for free. 2) Yes, MoA voices certainly can be added to the game and Vaendryl planned to code this in eventually after the release anyways, we just had too many other things to do. We are adding them back. 3) I'm not so sure we can make more story by cutting the voices. The voices were actually contracted out to an agency, and in reality, I personally only had to spend 4 days directing to get all of them. So even if I cut then, I only get 4 days of my time back to add more story, whereas with less gameplay, I get months back to write hundreds of pages of story. I really don't know why the voices are being treated as the scapegoat. I mean, I need to allocate my time since there's only so many hours in a day so I can't draw hundreds of mecha CGs, design and balance dozens of battles, and write a thousand page story, I gotta decide what to focus on.
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Post by Samu-kun on Mar 7, 2016 5:09:38 GMT -8
Sorry, I didn't really mean to come off as blaming the testers or anything. I realized after I posted that it may be interpreted that way. We actually greatly appreciated the detailed feedback and got a lot of fun out of reading them. Uhh yeah, obviously we could have added more story content if we had focused less on the battles. It felt like that everyone was talking about the battles though, so we naturally gravitated towards just making the battles bigger and bigger and figured people wouldn't want a long, wordy story detracting from the action. Well, what do you know now it seems like a lot people wanted the opposite. I wouldn't have been able to tell from the beta... I don't really have a problem either way though, if more romance is what people want, of course I can provide more of it. Liberation Day is already out so it's a bit late, but it won't be the last game we make. I definitely agree that the ending did not have the effect I thought it would have, which is why we think we need to rectify it as soon as possible. I thought everyone would have seen enough mecha animes to just say "lol this is stupidly entertaining and over the top." I don't think you should take Sunrider *too* seriously, parts of it are just meant to be a parody of the genre, and it pokes the fourth wall a lot, while other parts are more serious. I guess my taste might be weird though, because I thought Cross Ange was hysterical while a lot of other people hated it. ._.; Yes Amber was great to work with, I definitely trust her at least and she did good work. I don't think it'd be fair to insist that the VAs to all get thousand dollar microphones and software... Studio grade equipment is very expensive. I would feel like an ass insisting on even hundred dollar equipment, unless I was the one paying for all their stuff. Anime VA work really doesn't pay anything livable unless you're a hot shot in the top 0.0001% in both the US and Japan.
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Post by Samu-kun on Mar 7, 2016 1:35:22 GMT -8
Well, honestly I think one of the things that did us in was a huge misunderstanding during our beta test process. I legitimately thought all this time that we were making an indie Japanese tactics RPG game with some VN elements. Basically, we spent the majority of our time analyzing the huge game play analysis write ups that our beta testers provided, and devising new units, strategies, items, and balance which will appeal to them. We didn't receive much feedback regarding the story during the beta test, certainly nothing on the level of Drath's gameplay analysis posts, so it never even occurred to us there were issues with the story. We heard some vague comments and grumblings from Marx, but we couldn't really figure out what he was alluding to. We all liked J tactics games, so we thought this was cool, and put a lot of effort into making larger and larger battles with more and more unit types since that seemed to be what the testers cared about. I was actually concerned there was too much story, because all the tactics RPGs I've played never took the player away from the game play as much as Liberation Day and made sure to breeze through the plot so that you could get back to the gameplay soon. I was also not really concerned about Kayto temporarily getting hitched with Chigara, since most of the JRPGs I've played have had forced romance, and everyone on the dev team already know that this wasn't really a real romance route anyways, just some plot development. Likewise, I wasn't really concerned with the lack of choices, since most of the JRPGs I've played didn't have many meaningful choices and mostly had linear story lines. I was shocked to discover on release day that people actually skipped most of the gameplay by playing on waifu mode, and breezed through the story in just 3-4 hours. Well, yeah, it's to be expected that the game would be short then, because you essentially took a tactics RPG, skipped all the tactics RPG, and just read the story. It's a pretty stupid reason in hindsight, but this time I think it was just a dumb misunderstanding caused by a bad feedback loop between the developers and the beta testers where the testers talked 80% about the game play, and then the developers thought that people want 80% of the game to be about the battles and figured the story should just be short and to the point so that they can just go back to the battles. It was a pretty costly mistake too because the game flopped, but I think we can survive. I really hope that next time, an entire product doesn't collapse just because of some dumb misunderstanding.
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Post by Samu-kun on Mar 7, 2016 0:30:54 GMT -8
I really liked the JP voices too. I don't really understand why people have a problem with them. I don't really think they broke the budget, it was actually a very slick production. People are completely off base about the JP voices being more expensive than the ENG voices. There's pretty much only one place in the USA you can record anime voices: Dallas, Texas. Maybe Los Angeles. How much money would it cost to fly every single Eng VA in MoA to Dallas? Sure, a small number of the VAs already live there, but others live in Canada, Australia, and other parts of the United States. Plus, we would have to fly the core Love in Space team to Dallas to oversee the production. So we're talking about buying about roughly 3 international plane tickets, 4 domestic tickets, and about 7 hotel rooms for a week, on top of paying everyone, hiring an audio engineer, and renting a studio. (Not happening with our budget) But there are other studios you can record at instead of Dallas, right? Well, yes. But that doesn't change the situation that everyone's spread out across the world, and still Dallas would be best because that's where the majority of anime ENG voice actors live. Well then, why not hire multiple studios for each VA? Well, that would be expensive as hell, and the core team would then have to fly across the globe to oversee multiple recording sessions, so that's obviously not possible. Then why not just do what you did in MoA and get the VAs to record at home and then email it over? This has multiple problems. Then you basically have to digitally clean up and normalize everything because everyone's recording with different microphones, in different rooms, with different software. Sure, if it's just a few hundred lines for just the battle voices, this is feasible, but when it's over 2000 lines, that's just impossible unless you hire a full time audio engineer. (And almost nobody will do this cheaply because this is essentially the definition of hell from a recording stand point.) Also, is the core development team going to go on a world tour to visit everyone at their homes to direct the recording session? Or we could just hire Japanese voices. All eroge seiyuus live in Tokyo and can reach any recording studio we rent by public transit. Rent one studio. Fly the core team to Tokyo for a few days, come back with all the recordings, all cleaned up, mixed, and just ready to be dropped into the game folder to automatically work. (Yes, it was literally amazing.) It took us just 10 days to get the JP voices running for the ENTIRE game, while it took over 4 months to get just the MoA ENG battle voices working because of the huge number of issues caused by contracting people across the world to record at home and not being there to direct. The only other realistic alternative was to recast the entire ENG cast by selecting only VAs who lived in Dallas to record, but I'm sure this would have pissed off the fans anyways. Also, ENG VAs generally have less experience with eroge than Japanese seiyuu, so if we were going to start fresh and stick with the cast for the rest of the franchise, we obviously wanted VAs with experience. Given only those two options, I decided recasting an entirely JP cast was the superior choice. The real situation with ENG voices is actually worse than that, because the VAs sometimes don't even deliver the voices. If you haven't noticed, a lot of other VN Kickstarters through 2015 have disclosed contract disputes with ENG "recording agencies." From what I can gather, these "agencies" aren't really real... which honestly makes me cautious about approaching them. Another big head scratcher for me is why the hell anyone thinks I was trying to sell Liberation Day in Japan? Why would the Japanese buy Liberation Day when the first two games aren't in Japanese? I got a JP cast because the MoA VAs couldn't come back so we were going to have to completely recast anyways, not because I wanted to sell the game in Japan lol. The real things which contributed to the time crunch were actually conventions and Kickstarter deadlines. AX is the biggest trade show for visual novels, so you need to align your product release dates so that you can make the biggest announcements when AX hits. Second, if you have a Kickstarter, you have to deliver when promised or else your backers get angry real quick. In any matter, I don't think the production of Liberation Day was rushed or that we ran out of time. Sure, there's a time crunch, but all games have time crunches... It wasn't any worse than any of our other games, and a lot better than MoA.
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Post by Samu-kun on Mar 6, 2016 1:16:23 GMT -8
Wow we have a professional. I'm probably forgetting a lot
Gundam 00, Seed, Destiny, Wing, Iron Orphans Code Geass (possibly I think the greatest anime ever made) Knights of Sidonia Majestic Prince (highly underrated go see it) Evangelion & Rebuilds Cross Ange (I dunno what everyone's problem with it is, I thought it was a masterpiece. It made me laugh a lot.) Linebarrels of Iron (Code Geass's little brother that tries to be as cool as its older brother while failing at it alot) Macross Frontier AKB0048 Gurren Lagenn ...and now I can't remember lol
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