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Post by limith on Jun 13, 2017 1:24:44 GMT -8
Carp
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Post by limith on Jun 12, 2017 20:01:19 GMT -8
Kira Carsen: 1041 Siri Tachi: 1247 (+3) Shira Brie: 106 Asajj Ventress: 330 Aayla Secura: 1685 (-5) Dorme: Dead Satele Shan: 1057 Nadia Grell: 1151
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Post by limith on Jun 11, 2017 22:31:03 GMT -8
I had some troubles filling in some characters.
Nice Holystone: 1041 Miria Harvent: 1241 Lua Klein: 121 (-5) Claudia Walken: 345 Chané Laforet: 1684 Monica Campanella: Eliminated Ennis: 1057 (+3) Sylvie Lumiere: 1142
I got 5 more fandoms I can think of to do.
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Post by limith on Jun 10, 2017 20:55:08 GMT -8
I tried to go with lesser known characters this time.
Katara: 1041 Jin: 1235 On Ji: 153 (+3) Smellerbee: 363 Jinora: 1675 Suki: Imprisoned Izumi: 1054 Yue: 1133 (-5)
Maybe could have gone with goodwitch instead. I had her since Pyrrha is the spartan character who sort've fits the 'one in charge' theme. ___ Side topic: should be Pyrrha's season 3 theme song.
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Post by limith on Jun 10, 2017 20:42:59 GMT -8
Caily. Yes it's a name.
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Crash
Jun 10, 2017 2:19:43 GMT -8
Post by limith on Jun 10, 2017 2:19:43 GMT -8
On the topic of memory leaks, python in general tends to do a very poor job of memory management. It actually will never free up memory once it has used allocated memory even if it is no longer using it (eg a process uses 1MB at time A, then uses 1 GB at time B, then uses 1MB at time C, python will 'keep' 1GB of system memory). The only way to fix this is to restart python or have another process (no, calling gc.collect() doesn't make a difference). This is why for memory intensive jobs at work we tend to use subprocesses with a very lean master process, so once the intensive task is done the child process will go away and actually free up memory. Something to consider. Not sure if you can have each battle be spawned in a subprocess to avoid memory problems if a new Sunrider is ever made.
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Post by limith on Jun 9, 2017 16:09:12 GMT -8
I'm afraid that reference went over my head. Thank you google search. Is Re:Zero any good? These names(indicating Crusch is best bro), and the "I love Emilia" meme are the only things I really know about it. It has space whales, elves, and demon-maid (best girl) in it. I liked the show. ___ Pyrrha: 1041 Ruby: 1232 Neo: 165 Cinder: 378 Weiss: 1672 (-5) Nora: Eliminated Winter: 1051 (+3) Velvet: 1129 _____ Not until I run out of material to use as references
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Post by limith on Jun 9, 2017 16:05:46 GMT -8
Sally
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Post by limith on Jun 8, 2017 19:45:50 GMT -8
Ram: 1041 Thearesia van Astrea: 1229 (+3) Echidna: 165 Felt: 398 Priscilla Barielle: 1668 (-5) Elsa Granhiert: Eliminated Crusch Karsten: 1048 Beatrice: 1120
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Post by limith on Jun 8, 2017 19:35:42 GMT -8
Hilt
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Post by limith on Jun 7, 2017 20:27:04 GMT -8
Marimo: 1041 0 Unit: 1223 (+3) Kasumi: 180 Yuuko: 420 (-5) Ayamine: 1667 Sumika: Dead Meiya: 1045 Kasumi: 1111
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Post by limith on Jun 7, 2017 20:20:12 GMT -8
Till
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Post by limith on Jun 7, 2017 1:24:03 GMT -8
Bell
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Post by limith on Jun 7, 2017 1:18:36 GMT -8
Escort NPC: 1041 Energy pew-pew: 1214 Support: 205 : 435 Ryder-slayer: 1661 KIA: KIA Blue Escort NPC: 1045 (-5) Boss-slayer: 1102 (+3)
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Post by limith on Jun 6, 2017 11:56:24 GMT -8
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Post by limith on Jun 4, 2017 14:41:53 GMT -8
So I'm playing Sunrider Academy and I have some thoughts on why the sim management in that game got bad reviews. The TL;DR is too much clicking on meaningless choices. There are simply too many days/months in Sunrider Academy's time management part. I basically solved the management part of the game by week 3. Everything after was a rinse and repeat of the same things. Stress over 17? Take a walk in the park. Stress under 15, luck over 21? Work at the shopping center. Work on homework during lunch. Luck near 21? Pray and donate 5 coin. I'm in month 4 and basically have nothing meaningful to buy except gifts. It's a problem that the Endless Space/Legend (as well as Civilization) series suffers from which is players ending up doing what should be automated. This isn't saying that sim management aspects are bad. Rather it's an issue with implementation. There are two I can think of to solve this problem. 1) Instead of decisions at the small/micro level the decisions should be at a higher level like how the current decisions in each Starnova route are 'major' decisions. Eg M&T mod for EU4 focuses on decisions at higher levels rather than the player spam clicking mana on development. 2) Provide change and uncertainty while ending the management before it gets 'boring'. A great example of this is the game Black Closet. That VN has unpredictable elements and adds new challenges mid-way through the various weeks. Special events also add new challenges that are not expected. They also cut off the game around the time you get too powerful as the same simulations get boring once you 'solve' them. Consider UI improvements and automation (eg www.kongregate.com/games/sadpandastudios/crush-crush), sliders, toggles, etc to reduce clicking required. Just some thoughts to keep in mind if gameplay ever gets into Starnova (unlikely imo) or if the team ever revisits this again. Again I don't hate time management or resource management games and I think many people are interested in them (eg see 3 million players for crush crush). It was mostly an issue with the execution.
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Post by limith on Jun 4, 2017 14:23:56 GMT -8
Honestly the Mariya route gave me everything I wanted out of a Mariya route. Any gripes I might have with it are minor and not really worth dwelling on. I agree with this statement very much. Despite my very long feedback post I really enjoyed the route as a whole. Everyone at LiS should be proud of the hard work they have done for over a year.
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Post by limith on Jun 3, 2017 23:25:06 GMT -8
Would it be possible for you guys to insert an auto-save prior to the choice screen popping up? There is one that is made after the choice. Don't know what you are referring to with rollback.
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Post by limith on Jun 3, 2017 10:11:09 GMT -8
Valkyria Chronicles was a good game. Shame the spinoff game got bad reviews.
Wesnoth is a good tbs. I highly recommend it.
RNG in Fire Emblem can be really annoying ya. On the other hand in Kamidori (FE like game) I had 2 friendly units with base 40% evasion, Prevail III (def/res +50% and 50% more atk when HP < 80%?, Evasion III (33% separate roll on evasion), Counterattack III (extra counterattack and evade enemy attack) + Lethal (10%?) and Lifesteal from weapons. The RNG gods had to really hate you to lose a unit with all of that.
Pair up in awakening allowed similar stuff as well, Aether was so op in that game.
With regards to Starnova and Sunrider I would say the team is really trying with Starnova to make it good beyond just the fanservice. Fanservice sells.
I was surprised by the quality of it and used to be in the camp of 'will never like starnova'. You can just skip past the fanservice parts, the rest of the plot is pretty serious. Hoping the game will be a success so there will be more Sunriders in the future.
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Post by limith on Jun 2, 2017 20:57:56 GMT -8
EU4. I haven't been able to play many games for months now due to an injured left hand (which is healing super slowly, can infrequently type with it again recently). I'm afraid Stellaris would give me carpel tunnel syndrome in my right hand even with my vertical mouse.
I play Fire Emblem Heroes on my commute to/from work. Mostly auto-battling though since there isn't much to do anymore. I didn't like Endless Legend due to fake alternative win conditions/lack of playing 'tall'.
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Post by limith on Jun 2, 2017 20:49:10 GMT -8
Nemjen where is chapter 4 feedback thread? xD (I know you are sleeping in UK) Okay here's my feedback for chapter 4 proper: Retirement scene: In general I think the start of this route went well with not jumping immediately to success like Nemu's route did, I wonder if Nemu's route got changes House scene: I like the small change in script here remarking on challenges. The producer talks about Mariya's smoking and drinking as issues for the tabloid and a major concern. I can't recall if this was mentioned in Nemu's route (it would still be relevant over there) or if this is only the case since she's the center. Nattan scene: Interesting scene overall, I liked the way you used a 'common' route scene but made it play out differently and how many other scenes after had similar differences. Really makes for a great reading experience. I like the character's portrayal in the route, everyone was very much in character ___ I would like to know why rival-producer's characterization is so different in this route compared to Nemu's. In Nemu's he turned out to 'not be that evil' but in this route it he is very much the antagonist. It doesn't really fit consistently. ___ Overall I really liked her route except for one thing, which was even mentioned in the post-game section. I feel like Shiro's turnaround in the end didn't make sense. I didn't get the impression that Shiro was forced into acting like what she was based on the flashback segment. Especially not with the way she talked with others in private. Especially given how much the idols of Qwaser were abused from Mariya's background after Shiro took over. I honestly thought it would be resolved via something like one of the Qwaser (non Shiro) girls quitting and voting Starnova to protest the way they were treated. Or you could have the ex-Qwaser center show up and cast the winning vote (or even a tying vote). I think there were two reasons for tfeeling Shiro's behavior was illogical. First in the last 1-1 private talk between Shiro and Mariya prior to the performance she didn't show hesitation about her behavior or regrets, rather making her seem to really believe what she said. Unlike the previous 1-1 secret talks. Given the talk was in private you can hint some more about it being an act. The second part is the "final inspection" scene. The way it is worded implied to me that their producer didn't do anything and Shiro pretended to come out savaged, rather than actually implying he had something worse in mind. I think if these two parts are slightly revised then Shiro's about face in the end would make more sense. Alternatively if the goal is to make her actions not that clear (but still not seem to come out of left field) I think just adding more uncertainty to the final private talk between Shiro and Mariya would work, instead of having Shiro be so gung-ho about Golden Calf's policies. ____ I liked the graduation scene merged with the credits. Mika and Aki's reaction in the post section was great too. Aki seems to have matured afterwards as well. ____ Bug: Artist Integration Coder name in the credits is too long and is cut off on screen ____ I like how you explained Nemu coming to terms with not being the center in the route, which helps explain why the crisis doesn't occur. Although the transfer to Starnova of another girl not happening seems odd. Maybe it was something Nemu's mother cut a deal with Golden Calf to help Starnova in secret and I missed the implication? I was under the impression from Nemu's route that the scenes of her mother with the golden calf producer was all a hallucination.
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Post by limith on Jun 2, 2017 17:29:34 GMT -8
* In the center selection scene I can't exit out to menu to create a save game here. * In the center selection scene when I press left/right keys it seems to be hardcoded to toggle between only 3 of the people instead of all 7.
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Post by limith on Jun 2, 2017 17:22:58 GMT -8
Beta 0.4. If you enter the beach scene section while holding ctrl for skip forward. (In the settings I had skip all text). Somehow it marked Nattan's scene as already viewed when you enter the dvd selection scene (make sure to hold ctrl through into the scene). I then released ctrl and clicked on Julie's scene and skipped through Julie's scene (hold ctrl). When I got back to the DVD Beach Menu Aki's scene got locked automatically even though I didn't click/see it. Although this could be some issue with where I place the mouse cursor or something odd with the touchscreen laptop I'm on autoselecting a scene since I can't reproduce it.
Although in the grand scheme of things skipping it was what I wanted to do so not much lost.
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Post by limith on Jun 2, 2017 17:19:28 GMT -8
Alright well, given there isn't a feedback thread for 4 yet:
I'm skipping through the beginning of the common route right now and a thought that came to mind is that there is a section in the common route (both in the center battle chapter and the first chapter) where the issues each girl faces is hinted at. However in the Nemu specific route we didn't really see any resolution or events from those issues (clearly since they weren't done yet). I'm wondering if the final version will at least tie some resolutions or events for the issues from other routes or if the routes will be completely separate. Making them separate avoids repeating sections (which can be annoying). Anyway I haven't actually gotten to the new route yet, still in common, so will hold off feedback on this until I get there.
Other thoughts: when you view the promo beach dvds you basically had to view all of them. This is different from sunrider where on their beach section you only met with a few people out of the many. I think the view a few of them is actually better since it gives you something new to view on starting again. It's also more realistic since I thought the shoots were supposed to happen in parallel? Although being able to view all of them is a convenience thing that prevents requiring a save. Maybe make an autosave for players. ___ Edit: I read the beach scene post selecting a center and the section seems better. I'm not sure if something has changed or maybe it's just me. That said, I still think if Mariya is picked the producer should give a different pep talk on the beach the next day (during day) before announcing the winner is Mariya. Usually the pep talk is for if the player picked another girl as center (telling Mariya to always look after her youngers). However since she will be the center shouldn't the pep talk be for the other girls before the announcement?
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Post by limith on Jun 2, 2017 16:52:01 GMT -8
This isn't a major issue given linux users are power users, but it's somewhat annoying to get permissions issues on every beta release of starnova and having to chmod everything. Other renpy releases somehow manage to not require this after unarchiving the archive. Specifically the following file is called via the .sh (actually I assume everything in the lib folder should probably be given +x permissions. If linux will be an officially supported platform on commercial release then this should be fixed.
/ShiningSongStarnova-4.0-pc/lib/linux-x86_64/ShiningSongStarnova: Permission denied
You can probably insert this into the .sh file (what I do on the command line, didn't test if this works in the .sh)
chmod -R +x ./lib
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Post by limith on May 11, 2017 19:35:02 GMT -8
planguy I think the story's good for someone who doesn't read VNs much....I think the only VN I've read that counts is Muv Luv. I guess Sunrider and Seinarakana are VN? ____ I wanted to comment that the art quality of Starnova is amazing compared to other Patreon projects I'm browsing on the site for the amount of content per release. ____ An update on the animations being being slightly blurry I've discovered this is a side effect of the laptop I was on having no graphics card nor a graphics driver (it's running linux), so you can ignore the comment. It runs fine given how little power the laptop I was on has (given I can't view youtube or twitch videos without video corruption, parts of the screen flashing white, and frame loss) so you can ignore my comment on it. I just started using it around when beta 3 came out in place of my usual laptop and didn't realize it.
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Post by limith on Apr 15, 2017 1:19:49 GMT -8
I finished edits to my feedback post.
How do you get Nemu bad end???
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Post by limith on Apr 15, 2017 0:10:07 GMT -8
[code] I'm sorry, but an uncaught exception occurred.
While running game code: File "game/common.rpy", line 46, in script call "A vast sea of neon glow sticks continued on to infinity." File "renpy/common/00console.rpy", line 656, in script call python in _console: File "game/nemuroute.rpy", line 4961, in script jul "Haa? Oy, did you break or something?!" File "renpy/common/00action_data.rpy", line 168, in get_selected rv = getattr(self.object, self.field) TypeError: getattr(): attribute name must be string
-- Full Traceback ------------------------------------------------------------
Full traceback: File "game/common.rpy", line 46, in script call "A vast sea of neon glow sticks continued on to infinity." File "renpy/common/00console.rpy", line 656, in script call python in _console: File "game/nemuroute.rpy", line 4961, in script jul "Haa? Oy, did you break or something?!" File "/ShiningSongStarnova-3.0-pc/renpy/ast.py", line 613, in execute renpy.exports.say(who, what, interact=self.interact) File "/ShiningSongStarnova-3.0-pc/renpy/exports.py", line 1147, in say who(what, interact=interact) File "/ShiningSongStarnova-3.0-pc/renpy/character.py", line 877, in __call__ self.do_display(who, what, cb_args=self.cb_args, **display_args) File "/ShiningSongStarnova-3.0-pc/renpy/character.py", line 716, in do_display **display_args) File "/ShiningSongStarnova-3.0-pc/renpy/character.py", line 508, in display_say rv = renpy.ui.interact(mouse='say', type=type, roll_forward=roll_forward) File "/ShiningSongStarnova-3.0-pc/renpy/ui.py", line 285, in interact rv = renpy.game.interface.interact(roll_forward=roll_forward, **kwargs) File "/ShiningSongStarnova-3.0-pc/renpy/display/core.py", line 2507, in interact repeat, rv = self.interact_core(preloads=preloads, trans_pause=trans_pause, **kwargs) File "/ShiningSongStarnova-3.0-pc/renpy/display/core.py", line 2774, in interact_core root_widget.visit_all(lambda i : i.per_interact()) File "/ShiningSongStarnova-3.0-pc/renpy/display/core.py", line 495, in visit_all d.visit_all(callback) File "/ShiningSongStarnova-3.0-pc/renpy/display/core.py", line 495, in visit_all d.visit_all(callback) File "/ShiningSongStarnova-3.0-pc/renpy/display/core.py", line 495, in visit_all d.visit_all(callback) File "/ShiningSongStarnova-3.0-pc/renpy/display/core.py", line 495, in visit_all d.visit_all(callback) File "/ShiningSongStarnova-3.0-pc/renpy/display/screen.py", line 403, in visit_all self.child.visit_all(callback) File "/ShiningSongStarnova-3.0-pc/renpy/display/core.py", line 495, in visit_all d.visit_all(callback) File "/ShiningSongStarnova-3.0-pc/renpy/display/core.py", line 495, in visit_all d.visit_all(callback) File "/ShiningSongStarnova-3.0-pc/renpy/display/core.py", line 495, in visit_all d.visit_all(callback) File "/ShiningSongStarnova-3.0-pc/renpy/display/core.py", line 495, in visit_all d.visit_all(callback) File "/ShiningSongStarnova-3.0-pc/renpy/display/core.py", line 495, in visit_all d.visit_all(callback) File "/ShiningSongStarnova-3.0-pc/renpy/display/core.py", line 497, in visit_all callback(self) File "/ShiningSongStarnova-3.0-pc/renpy/display/core.py", line 2774, in <lambda> root_widget.visit_all(lambda i : i.per_interact()) File "/ShiningSongStarnova-3.0-pc/renpy/display/behavior.py", line 788, in per_interact if self.is_selected(): File "/ShiningSongStarnova-3.0-pc/renpy/display/behavior.py", line 778, in is_selected return is_selected(self.action) File "/ShiningSongStarnova-3.0-pc/renpy/display/behavior.py", line 356, in is_selected return any(is_selected(i) for i in action) File "/ShiningSongStarnova-3.0-pc/renpy/display/behavior.py", line 356, in <genexpr> return any(is_selected(i) for i in action) File "/ShiningSongStarnova-3.0-pc/renpy/display/behavior.py", line 359, in is_selected return action.get_selected() File "renpy/common/00action_data.rpy", line 168, in get_selected rv = getattr(self.object, self.field) TypeError: getattr(): attribute name must be string
Linux-4.4.0-72-generic-x86_64-with-debian-stretch-sid Ren'Py 6.99.12.3.2114 ShiningSongStarnova 0.3
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Post by limith on Apr 14, 2017 23:19:55 GMT -8
Ubuntu 14.04 LTS Beta 0.3 Settings menu in game, click audio tab, click on any character portrait leads to traceback about getattr name must be a string.
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Post by limith on Apr 14, 2017 23:09:55 GMT -8
Will be editing this post with thoughts as I go through Beta 3 The time jump between NEMUFEB102018 and where we left off in the end of Beta 3 is kind of...really large. The beginning we get a really fast summary of all the new deals the girls of Starnova gets and then bam we move to an upscale place apartment and talking about her background. I don't know. It feels kind of disconnected. Maybe this is my fault for using jump NEMUFEB102018? I feel like having some more intermediate scenes (if there aren't any) would be good (Mariya is on TV? All those promotions? What happened?). Time skips are okay, but sort of more details (you can show the date fast forwarding or something with little snippets of text, I don't know). ____ I didn't find it that believable Producer san would be able to afford an upscale apartment so soon, maybe due to the time skip. I can see him affording it maybe if someone (*cough* Nemu) pulled some strings as she's rich. ____ Nemu's antenna is entertaining. The small details really livens up the mood. ____ Mariya's character really became much more optimistic in chapter 3 at the beginning of the practice scene. She's saying positive things now while Aki is thinking the worst of producer-san. But then she makes a 180 in the same day at the end. Sasami comes in and then Mariya makes another 180. Some more consistent portrayal of her view of the producer in the scene would be good. ____ False choices, lol. And the fourth wall breaks. Nicely done. ____ Wondering if the events in this route will be common or not in other routes. ____ Animations seem to be running fine on my laptop with no graphics driver (it's Ubuntu and has no graphics card). ____ Overall really liked how things turned out. ____ After the credits producer-san makes an offhand remark about Sena's producer. I'm under the impression this is Nemu's father (current as well). Unless I'm mistaken. ____ What is the format of the animations? I feel like there is a blur/minor color pixelation from encode probably compared to the static images.
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