#mostly ui improvements
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some more updates to my stupid lil thing
#heart beats!#i do want to make actual characters at some point. but for now they are parts with stupid pngs i found in the toolbox#mostly ui improvements#and also a cpecial bonus feature (stealing someone's pronouns)#the description for she i like that because i showed my husband a sneak peak and he said wheres she. so there she is.#i have the overwhelming need to rewrite the entirety of the collection code (because as it is rn it's a bit of a mess and definetly not goo#but it WORKS and that's an achivement for me#i wanna figure out how to make it so you can fast forward text. but for now i've just hidden the next button while the text is playing.#anywaysss uhhh byeeee
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both WoW and GW2 currently run laps around FFXIV in terms of housing design and that's wild for so many reasons. though admittedly simply not recreating the real-world housing market crisis isn't that hard to do
#yin-thoughts#WoW's design reminds me a lot of gw2's design actually. which according to a lot of people is based on what wildstar used to have?#i don't mind that actually. i think that's awesome. i approve of the mmo industry (ESPECIALLY WoW of all games) taking notes from each other#if anything WoW's design looks slightly improved over gw2 atm. though only very very slightly. mostly in terms of ui#and being able to swap between simple/advanced decorating modes#though it all really comes down to what the economy surrounding WoW housing will look like. bc gw2 decor can get hella expensive#if they balance it well though. if they balance it well.#goddammit world of warcraft stop being good you make it so hard to stay mad at you
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I hate people telling me my stuff won't work properly if I don't update them since I tend to have MORE ISSUES with my apps, tech, softwares, whatever aFTER updating them.
Using discord on my oldest ass phone with the old ass version where you couldnt even reply to things yet? Worked just fine aside from not being able to react with emojis. Using updated discord on both the old phone (it eventually forced me to update it) AND current "new" phone? Yeah if you switch from one channel/messages to the next without refreshing the app the messages won't load!
Using tumblr on my older phone? Well you cant see the polls since you didnt update it but it works just fine!!! Using tumblr on my current phone which i just updated? Yeah so i know you could do so when you first installed the app but after updating we're just not going to let you upload posts with photos anymore even though you're an artist! We'll just say it's an internet issue even though it's not since you aren't even able to do so with data or when connected to someone else's stronger internet!!!! Sorry, shouldn't have updated us but at least you get to see 700000000 SHEIN and AI app ads!!!
#rant#mini rant#i hate updating my tech#i know the sentiment that nothing new is supposed to last anymore is mostly with actual appliances and devices#but like i hate how so called improvement updates for apps and such only cause me further headache (beyond the awful ui and changes)#and worse bugs than before
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others who mod bg3 on pc, which mods have you needed to update for patch 8?
#i've heard improved ui needs to be updated but not sure about other ones#mostly i have cosmetic and armor mods
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Music Replacement (Volume 1)
TL;DR
this mod replaces all soundtracks for Build-, Buy- and CAS-mode as well as Map-view, Loading and Main-Menu
included are 126 soft, happy and whimsical soundtracks mostly from movie composers
Installation: just put the files in your packages-folder, you can merge all files
Each package file requires a different expansion pack. The required expansion is part of the filename.
Conflicts: with any other music replacement mod
Compatible: with Sims 4 UI Sounds Replacement
Patch: v1.67/v1.69
Download
ModTheSims | Simblr | SimFileShare
Hey Simmers, it's time for my 13th Mod. You love the Sims, but got sick of the ever repeating music while playing? This mod gives you 126 new soundtracks mostly from movie composers, all in a soft, happy and whimsical manner. It's the result of two years of research into movie soundtracks, to find many great musics to replace the in-game tunes with.
Installation
Just put the files in your packages-folder, the usual way, nothing special required. Each package file requires a different expansion pack. The required expansion is part of the filename.
Technical Details
Conflicts: with any other mod that replaces in game music
Compatible: with Sims 4 UI Sounds Replacement
Music used in the Mod
🪑 Buy Mod Music
Maurizio Malagnini - Sam Is Innocent
Benjamin Wallfisch - The Starling
Michael Price - The Lake Scene
Alexandre Desplat - Elisa's Theme
Mikolai Stroinski - Right Above the Honey Park
The Chamber Orchestra Of London - Fashion
Laura Rossi - Into Battle
Abel Korzeniowski - Road
Mikolai Stroinski - Let's Get Some Pollen
Alexandre Desplat - Landing in USA
Maurizio Malagnini - The Portrait
Craig Armstrong - Time Moves On
Steven Price - More From Less
Craig Armstrong - Far from the Madding Crowd Love Theme
Rael Jones - A Proper Angel
Steven Price - Shall We Have a Tour
Alexandre Desplat - It's Romance
Alexandre Desplat - Snow in the Garden
Craig Armstrong - Rush To Hospital
Rachel Portman - Carmen And Ian Rehearse
Rael Jones - From All Your Friends
Alexandre Desplat - Terry's Theme
Mikolai Stroinski - Taking Off
Alexandre Desplat - Seasons Go By
Rachel Portman - Catrin Rewrites The Ending
Samuel Sim - Only People We Like
Rachel Portman - We Had Today
Benjamin Monday - Telegram
David Schweitzer - The King's Illness
Sam Clunie - Rise and Shine
Bruno Le Roux - Autumn Leaves
🏡 Build Mode Music
Gregor F. Narholz - Kindness
Johannes Bornlöf - The Paper Birch
Alexandra Harwood - Written For You
Maurizio Malagnini - The Hope for Love
Jóhann Jóhannsson - Viva Voce
Rachel Portman - To the Cottages
Adrian Johnston - Rose Garden
Samuel Sim - The Affair
Rachel Portman - Burying Fuzzy (From The Cider House Rules Score)
Guy Farley - Reynaldo
Michael Lang - Popsicles
Abel Korzeniowski - Most Beautiful Day
Mychael Danna - Epilogue
Nicola Piovani - Hungry Hearts
Patrick Doyle - Letter To Papa
Rael Jones - Lovely, But Not Real
Rachel Portman - Cold Cream
Gregor F. Narholz - Enlighten
Alexandre Desplat - Farewell
Maurizio Malagnini - Denise and Moray
Cavendish Music - Dreamscapes
Mikolai Stroinski - Entomologist
Alexandra Harwood - Juliet And Kit
Mark Isham - Max Is Molly
Trevor Kowalski - Second Chances
Rob Simonsen - The One That Didn’t Run Away
Patrick Doyle - There is Nothing Lost - Instrumental
Adrian Johnston - Twenty Years Later
Maurizio Malagnini - Tom and Barbara's Engagement
Alexandre Desplat - Amy
Steven Price - Within Our Power
Laurent Dury - Graceful Little Prince
Laurent Dury - Perfect Wind
Nicklas Schmidt - Becoming a Reporter
Alexandre Desplat - The Royal Household
Trevor Kowalski - Christmas Away From Home
👕 Create A Sim (CAS) Mode Music
Yehezkel Raz - Ballerina
Austin Farwell - Once Upon a Time
Imaginary Poet - Joy Of Reading
Chad Lawson - She Dreams of Time
Emile Pandolfi - They Were You
Stacey Bassetti - Photograph (From Her)
Chad Lawson - Rain
Trevor Kowalski - Improv on an Impulse
Chad Lawson - As Only Yesterday
Gavin Greenaway - A Conversation
Stephan Moccio - Le Jardin de Monsieur Monet
Gavin Greenaway - We Travelled Far
Rachel Portman - Life Is Sweet
Nicola Piovani - Hungry Piano
Emile Pandolfi - Ciao For Now
Patrick Doyle - La Valse De L'Amour - From Cinderella
Gavin Greenaway - The Sun Rose
Trevor Kowalski - Prelude
Alexandre Desplat - The Engagement
Michael Nyman - Big My Secret
Chad Lawson - Prelude in D Major
Chad Lawson - Preludium in C Major (Variation) - J.S. Bach
CRi - Signal - Jean-Michel Blais Piano Version
🌎 Map View Music
Rachel Portman - Cements The Deal
Daniel Pemberton - New Things
Alexandre Desplat - Daisy's Ballet Career
Rachel Portman - Growing Up
Martyn Corbet - Waltzing on Air
Alexandre Desplat - The Beach
Rachel Portman - She Was Gorgeous
Jóhann Jóhannsson - The Wedding
Alexandre Desplat - Birth Waltz
Alexandre Desplat - Casino De Deauville
Alexandre Desplat - Julia's Theme
Thomas Adès - Arrival at the Theatre
Guy Farley - That Good Night
Rachel Portman - Bon Appetit
Alexandre Desplat - Leaving Paris
Alexandre Desplat - Love in Murmansk
Rachel Portman - Celebrations
🔁 Loading Music
Daniel Pemberton - Amsterdam (Opening)
Mikolai Stroinski - House of Busy Bees
Carlos Rafael Rivera - Sygrayem (Let's Play)
John Lunn - Gleam And Sparkle - From Downton Abbey
Nicklas Schmidt - Land Ahoy
David Schweitzer - A Father Crowned
Fernando Velázquez - Home Alone / Dad Arrives
Mark Isham - Max Is Molly
Christophe Beck - I Broke My Heart In San Francisco
Daniel Pemberton - Amsterdam (Ending)
Mychael Danna - I Want to Get Her Back
Franco Piersanti - La pallavolo
William Ross - The Drive To Immaculata (The Mighty Macs Main Title)
⚙ Main Menu Music
Daniel Pemberton - I Got The Part
Jon Brion - Esther Williams
Laura Rossi - End Credits
Maurizio Malagnini - Breakfast With Mum
Randy Newman - Trick or Treat
Christopher Willis - Mr. Dick and the Kite
Where can I find …
the headphones from the thumbnail Link, alternative Link
the photo backdrop from thumbnail Link
I dearly hope you enjoy your new born in game soundtracks. :luff:
Additional Credits:
SpotDL - for downloading songs from spotify
Sims 3 SoundTool - for creating music mods
Audicity - for cutting soundtracks
MP3Gain - for set the same sound volume for all soundtracks
MP3Tag - for editing the metadata of MP3 files
MP3 Quality Modifier - for editing the mode and sampling rate of MP3 files
S3PE - for creating and editing package files
Pixlr.com - for Photo Editing
@you-will-never-find-me-anymore for letting me use her Bonehilda for my awesome profile picture
AND to this awesome and still alive community of simmers ^^
#cc#mod#sims 3#the sims 3#ts3#ts3 mod#ts3cc#custom content#sims 3 cc#the sims 3 cc#music#music replacement#ts3 download#download#mycc#default replacement#the sims 3 download#sims 3 download#sims
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Update. — 3rd October 2024
Well, helloo. If you're following me and reading this then...you must really hate me for my lack of activity on this blog. I apologise for that. Doing a masters degree really kicks my ass, and leaves me with no time to write. But Golden has never been dead or abandoned, it's very much always at the forefront of my mind.
And, for that pure reason, I know it's a story I haven't been 1,000% happy with so the story is going through some major changes. Probably, the first is that it's being rewritten. A (somewhat) new plot written with whole new software—we're making the move to Twine.
My reasoning; I've spent over a year learning the coding which makes me want to rip my hair out. I get to have a lot more ownership over my work, the customisation options are stellar, and you guys will get to read it for free.
The reasons for rewriting has been because I want to fix the cringey writing from when the story's first demo was released. It's mostly from the earlier chapters, but then the thought of plot changes came to me and I wanted to implement those. Realistically, the majority of what's being rewritten is what I had planned for book two—so I'm just bringing that forward. I'll update the synopsis closer to the release of this rewrite.
The changes (which can be subject to change): I'm getting rid of the university idea (though you can still choose careers that are related to those degrees from the options that'll be given) (e.g., if you liked the nursing student option, then your MC can work as a nurse). I'm thinking that the MC will already know about the supernatural world to some extent—there'll still be a lot of suspense and mystery and things to unravel, that was always going to remain. And, in this rewrite, my thought is that the MC and the gang will be working at a multi-agency organisation — called The Everbrook — where the aim is to bridge the gap between humans and supernaturals. To make the world run smoothly, so to speak.
The ROs are the exact same! No changes to that—the only change is that them and the mc will somewhat know of each other already. The genre is the same. MC is still as they are, a Lehsian socialite with a pretty (yet peculiar) birthmark. The parents will have much, much less of a role, but they'll still be mentioned here and there.
This seems like a load of word vomit, but I feel like these changes will improve the story. I'm hoping that it'll make MC less of a spare part in the story, allowing them to have more autonomy in the supernatural universe, especially with their enhanced skillset.
I've done the customisation in terms of the UI layout for Twine already, and it should be mobile friendly too. With that done, I've started writing and I'm a few thousand words in. A lot of what I've written in the ChoiceScript version can still be used, but also getting back into writing a story from scratch is something I'm looking forward to.
I feel like this is a bittersweet thing because yay to a new and better story, but also the time it's going to take to get it out. I'll debate whether to release the whole ten chapters, or do a few chapters at a time, like splitting it up into chunks (releasing three chapters now, and three chapters later on).
Another reason as to why I've taken so long to mention this, other than learning code and the rewrite, is just the whole process of this being a little nerve-wracking. The whole thought of a rewrite of something I've put so much effort into is scary, but it'll be worth it.
I'll accept any questions you've got, and I'll create an FAQ regarding all of this too. But, most importantly, you're in the loop of how this is progressing. I really appreciate everyone's kind words about this story: loving the ros, re-reading it, still sticking by my writing—it means a lot. So, thank you and I hope the future of this story is what you want and more.
PLANS.
Finish introductory scenes.
Finish chapter one.
WORD COUNT.
2.2k (rewrite)
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If you create CC for TS2 you probably avoid using DXT1 format, because it often looks really bad, right? Well, I've got news for you😐
‣ SimPe texture viewer can't correctly decode DXT1 textures. It often displays artifacts not visible in the game.
Up until now it was not possible to extract such texture from a package without 'glitches'. @chieltbest recently shared their revolutionary YaPe package editor. It's an experimental version, for now - it's still being developed - but I've already edited 180+ CC textures with no issues. YaPe is very easy to use. It allows you to reconvert textures inside a package to different format, remove or add mipmaps with one click, replace textures with drag and drop method - supports JPEG, TIFF, DDS and more! You can get it here.
YaPe editor is also the only app I know, that allows you to extract DXT1 texture from the package file without glitches. Below the cut you'll find a little tutorial on that. I also included a detailed comparison of DXT textures built with various plugins:
Note: YaPe is a huge time saver, however I still recommend SimPe for textures with smooth gradients, where quality is very important - such as skintones, and especially dark ones (also for removing mipmaps from such content, current version of YaPe rebuilds textures in the process fixed).
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*DXT1 format has gained a bad reputation amongst TS2 creators, mostly because of borked SimPe DXT1 texture preview/export.
But the fact is - DDS plugins (aside from SimPe DDS Builder) create DXT1 that looks quite similar or identical to flat DXT3 / DXT5.
Important thing about DXT1 format: file size is around half smaller than DXT3/5.
‣ What's wrong with SimPe DXT1 textures?
Nothing, really. SimPe /Nvidia tools DDS builder is using special settings for DXT1. It saves textures as DXT1a format.
Unlike ordinary DXT1 (DXT1c) that doesn't support transparency at all, DXT1a format has basic 1-bit transparency switch. DDS builder 'hides' black pixels from compression by enabling transparency - this trick is actually meant to reduce artifacts in some areas /thanks @chieltbest for explaining this/.
Transparent parts of DXT1a texture are displayed as black in the game, as long as TXMT doesn't have transparency enabled.
Below: DXT1a previewed in YaPe. Left pic features transparent pixels (hard to notice if you enable dark UI mode). Please note that, unlike SimPe, it displays colors and grays correctly.

‣ Extracting DXT1 texture without 'glitches' in YaPe:
Open package in YaPe editor. Preview TXTR resource, pick AltRGB24 (Raw24Bit) from dropdown menu.
AltRGB24 preview displays flattened version of the texture (texture background is exposed)
'Export DDS' button creates .dds file out of the previewed texture
/optional: If you save the changes, then you can reload the package and convert from Raw to DXT format/
exported DDS texture can be opened in apps with DDS plugin - GIMP, Paint.NET etc.
if you don't have apps with DDS plugin, you can use SimPe (click on texture in SimPe, pick 'import DDS..', choose dds exported in YaPe, then export as PNG.

Pic above: Yet Another Package Editor v0.4.0, light UI mode. My sample DXT1a texture in Alpha preview - transparent pixels are clearly visible.
⚠️ Editing original SimPe DXT1a texture with YaPe (removing or adding mipmaps - for example) and saving as DXT1 again, will most likely increase the number of 'false artifacts'
..however, the texture will still look decent in game. I edit CC with DXT1a for my own use that way - because reconverting to other formats doesn't improve texture quality, might even make it a little worse in some cases.
BUT if you're going to share such content, it might be best to reconvert it. Because if it looks very glitchy in SimPe, it also looks glitchy in Sims2Pack Clean Installer. And people might just delete it.
Alternatively, if you use DXT1 for your CC, you could inform people that "glitches" in SimPe / Clean Installer preview are not visible in the game.
DXT1 vs flat DXT 3/ 5:
(YaPe allowed me to extract SimPe DXT1a texture without glitches)
*Yes, flat DXT1 and DXT3 / DXT5 created in GIMP really looked exactly the same.
GIMP had 'perceptual error metric' option on, it slightly improves some details.
so, who won?
You be the judge. Overall, I think YaPe (v0.4.0) did really good in this particular case.
SimPe DTX3 shows more artifacts in the blue/ turquoise /black dots area but dark gradients are smoother than others. GIMP DXT had issues with black dots over the pink - red tones seep into black.
SimPe DXT1 is not bad, but has some issues - a few artifacts appeared over thin black & white stripes. Also, blurred colors in the middle became a bit crunchy. /Dark brown gradients are better than GIMP DXT tho/.
‣ DXT5 Alpha-channel quality
The difference between DXT3 and DXT5 lies only in the way transparency is handled. DXT5 can store more alpha-channel grayscale information and offers much smoother transparency.
Pic above: alpha-channels extracted from DXT5 (white = opaque parts, pure black = 100% transparent). These looked basically the same so I did another test using more demanding texture - darker alpha gradients plus thin lines:

YaPe has produced very nice alpha channel without much artifacts, the gradient looks almost as the source. SimPe DXT5 - also clean details, but surprisingly, darkest parts of the gradient are a little bit choppy. GIMP DXT5 and the other two show tiny pixel artifacts around light lines.
Last pic above is DXT3 alpha-channel for comparison - crisp details are clean, but gradients are very choppy. I've compared various plugins, all produced identical DXT3 alpha. DXT3 format is OK for stuff that's using alpha-test transparency (not smooth, not see-through) - leafy plants etc.
*Please note that's exactly why transparent clothing looks so bad when created with Bodyshop - it doesn't use DXT5, only DXT3.

GIMP DDS exporter allows you to improve transparent mipmaps for plant textures etc, you need to select 'Preserve alpha test coverage' and increase the threshold if required - it will make very thin details a bit more thick on zoom-out and reduce details disappearing.
YaPe editor also has an option to tune transparent mipmaps (increase the value with "preserve transparency" slider). YaPe lets you preview each mipmap, which is very convenient. Here's a detailed tutorial by Chieltbest.
‣ Color gradient: DXT3 /DXT5

Paint.NET (DDSFileTypePlus 1.12.13.0) did best in this case, thanks to agressive error-diffusion dithering. SimPe DDS Builder DXT 3/5 did really good and you probably won't find better DDS plugin for building clothing or skintone DXT textures, especially dark skins.
Next goes YaPe editor - gradient is quite smooth, aside from the darkest tones - quite choppy. GIMP DXT and Intel Texture Works are so-so.
*I already posted one DXT formats test here, it features darker gradients. I still need to compare how textures look as actual SimSkin or overlays in game. The TS2 game is not great at displaying grey / dark color gradations, especially on Sims...
Above, uncompressed png texture for reference.
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(Updated post)
Hello there!
Been a while, hasn't it?
New fans have grown up, old fans have passed on (and away), and our project team has not only expanded in recent months - with the help of the Yakuza Modding Community (full credits will be included in the mod) - but has also undergone a change in management.
Today, we finally have something to show you.
Keep in mind that the translation is still undergoing proofreading and polish, and both the UI and fonts will be improved. If it currently looks like Google Translate to some, rest assured - it isn’t. A member of the previous team was not proficient in English, but this, along with the text’s style, is being addressed.
Our goal as a mostly new team is to ensure that the game is not only playable but also stylistically consistent with the series and its historical period. References to 1600s Japan are carefully preserved and adapted to maintain immersion. No offensive language has been used, no content has been cut, and there may even be a few optional mods included.
Kenzan is getting closer to release - right now, we are reworking the UI using proper techniques we’ve learned along the way.
Soon, we will publish gameplay footage of the translation from our tests and refine everything to ensure it looks and works as well as possible.
See you soon - this time for real.
Sincerely, The Kenzan Translation Team
P.S. You may ask what took us so long? Real life and troubles with the previous "team". Now things go as smooth as possible. Stay tuned!
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Folks... *clap*.
I'm all done with the Nightbringer story. And for whatever reason, I feel the need to share my opinions on it as a whole. So, to simplify the churning spaghetti mess of thoughts in my brain, I'll be following a Great, Good, Bad, Ugly sort of format.
Disclaimer: I'm not a professional game designer or writer or...anything really. I just write a lot and play a lot of games. This is purely my opinion after being hooked on Obey Me for... five years? Jeez....
Is this really analytical? Not really. This is quite literally me just saying what I did and did not like in such a way that I hope makes me sound somewhat smart.
Let's get into it!
Warning: Spoilers for Nightbringer ahead!
Music Design:
The Great- Some of the songs are so good unironically! Most of them fit the characters so well. I remember when they first were coming out, so many people wanted Satan to have a heavy metal song, and when his song was one of the softest ones, I remember the entire fandom cried. "We also judged him based on just his anger when he's so much more!" the people wailed. I know, I was there, I was one of them. Do not cite the deep magic to me, witch.
The Good- Some cringe and heavy autotune aside, I can tell they all improved every time a new song was released. They are just so fun, and I can tell that most of them had fun singing them. It's just a good vibe all around. There's something especially fun about the holiday ones... If only it had been around long enough to maybe do a Valentines....
The Bad- This one and the Ugly opinion kind of tie into each other, but I feel like there's a lot of missed potential here. I've played a few rhythm games here and there, so I wouldn't call myself the most knowledgeable about them, but I'm so surprised they only relied on new songs. Meaning character songs and the like. Some of the OST slaps! I don't understand why they didn't take some of the already existing songs and remix them into playable levels? Maybe the songs just couldn't transform into something catchy enough? And mentioning that, I'm going to immediately lean into the Ugly.
The Ugly- Oh....my god...it gets so repetitive after a while. Not even a while, it gets repetitive FAST. And maybe this is mostly just a 'Me' issue, because even with other rhythm games, I usually only have about an hour in me before I have to move onto something else. There's no way to pick the song you'd rather listen to, and like I said before, they ONLY use the character songs, nothing else. Some lessons have three or four of the same song... I love them, and I often have my songs I listen to on repeat for hours, but even I have my limits. I've played each song so much, I kid you not sometimes I can play with NO music on, and be able to tell which song is playing just based on the level.
Overall: The songs? So cute, even if a little cringe. And for something that used to literally just be tapping game sprites after a few seconds to "battle", making a whole rhythm game is such a step up. And for the VAs to not only work on voice lines for the game, but also work on podcasts and songs at the same time? I can only hope they are paid better than... most VAs here at the moment. And because for some reason I love ranking things? Obey Me Nightbringer's music gets a 6/10. I subtracted one point because I CAN'T FIND the OST for that very specific one music box background song!
Game Design:
The Great- I thought the UI looked so much nicer in Nightbringer! Moving around, even just basic swiping felt a lot more fluid. They added a lot more shortcuts to get to places faster. The chats looked better. The little details and the backgrounds were so cute! (Although my one stipulation is that for a while I thought the Ruri-Chan backgrounds correlated what was happening in the lessons and I was very disappointed when that was... not the case). I loved that some of the cards had moving wallpapers for the app. The moving background for Akuzon? Mwah, love. Aesthetic is very important to me, and they pulled off demonic but modern well in my opinion. The design team, may your pillows stay cold.
The Good- If I remember the first game compared to this one, I think Nightbringer had more chats and phone calls in total? Which I enjoy (let's not talk about the 30 dollar one). I love little flavor texts, it makes the world feel a bit more alive, and helps add to characterization. The addition of the occasional audio message? So good! I wish there were more chats that we as MC could participate in, but that's just a personal preference. The new emojis/stickers are also so cute! It's just a damn shame they came out shortly before the game wasn't going to have anything new. I wanted to see and use so much more of those...
The Bad- Now, some of these complaints of mine are based on my experiences with other otome games. Which, I realize, is quite like comparing apples to oranges. But....seeing that it's all I have since I've never played any of the other Solomare games, we'll have to make do. The Gatcha aspect is SO expensive, in my opinion. I'm used to other games where there's some kind of pity system for pulls? To my knowledge, there's no eventual guarantee for the one you want? Well, until they added in the ticket system, but that came so late in the game... If I recall, 100 tickets allows you to pick the card you want. 100 feels like SO much in Nightbringer. A lot of the best bundles are hidden behind VIP, you don't get a lot of bang for your buck, and a lot of times 50 bucks only really gets you like 30 pulls (don't quote me on that). Yes, that's part of the gambling, and I recognize that, but other games seem a little more forgiving. Even if only by a little. And if I'm totally wrong with the pity thing, that's my bad. I don't ever really see anyone talking about it, only ever if they got the character card they wanted or not.
The Ugly- Now, this might sound spoiled of me. But... there's just... not a lot to do? Yes, it's a rhythm game, so most of it is music levels, but like I mentioned before, it doesn't feel like a full rhythm game. Farming the hard levels is... sometimes torture. So, then they added that minigame for farming for card materials. It was cute the first five times I played it, and then I never touched it again... The Fab Snap videos? Cute for the first few days, and then I haven't touched it since, and I haven't even seen anyone else talk about it. The Wanderer Whatever (I forget the name) cute for a while and then hardly touched it. At some point too I think the game just...stopped adding those as well. I haven't seen a notification for it for ages. Not to mention most of the events/interactions are locked behind a paywall. Normally like...four to five American dollars for a 45 second scene. Extra calls and chats and 3D model scenes are stuck in cards behind skill levels, and with chats especially, they don't even always talk to you! If I spend extra Grimm and materials leveling up the skill just to get to a chat and it's one I can't even make a chat option in?? What are we doing here, am I not the Main Character? Sometimes it feels that way. Although that particular take is nuanced, and one I will dive deeper into with this next one... my white whale...
Oh, but rating first, I give the overall Game Design a 4/10. Looks super nice, lacks a bit of substance. I could've given it a 5, but based off of other games I've played, it needed some more substance to keep me around more as a player.
Writing Design:
This one is gonna be a doozy, folks.
The Great- I'm gonna be honest here. Most- if not all- of my praise is directed towards the first season. Was the writing perfect? No, of course not. Was it revolutionary? I would not say so. Did it keep me engaged? OH yeah. I sat there every week or so waiting for the new lesson to launch like I was waiting on the next episode of my favorite anime. It had me kicking my feet and giggling. It had drama, it had love, it had curses, magic shenanigans, goofs, gaffs, but most of all- what do we say, class? It had, yep, that's right, commitment. I'll explain that more in detail when we descend into the ugly, but just to give you my favorite examples. Lesson 12, when MC was affected by the curse of the reapers cave or wherever that was, after Lucifer attacked us because of the grimoire. That whole scenario was SO good. Finding out we were human, Belphie and Solomon being angry at each other, running away, all of it! And then again when Lucifer was taken prisoner and brought down into Cocytus, bound in chains away from his family. That is what I came here to see!
The Good- I love that a few characters had very distinct differences being that far back in time. Satan being so new and sounding so... clumsy and confused. Barbatos just having some absolute vitriol towards Solomon. Seeing Solomon having a lot more jealousy and anger and vulnerability than we had seen before. Diavolo needing much more validation and guidance than usual. Wonderful, I love it, it's not very often in media that we get to see character development devolve. I only wish they would've played around with that a liiittle more, and maybe for all the characters. But what we got was good! Good delicious characterization soup.
The Bad- Alright... let's start to crack this bad boy open a little, huh? This is just the bad and not the ugly yet, so we'll just go over my surface level complaints, along with some acknowledgement of why I assume most things are the way they are. I get that translation might be an issue. I get that censorship might also be an issue. Even sheer workload, pumping out lessons and cards and events oh my. Which is what I will be covering in The Bad... the events. Now, don't get me wrong, I know there was a lot to fully be desired in the first game when it came to the events. I remember the Paw Panic and the Halloween Mask event really sticking out to me, and then the rest... I doubt I could even pick one out and describe it. When you have SO many events to make, ideas start to sometimes run low. Some of Obey Me's events sounded like some sort of plot a Mad Lib would come up with. (YET WE STILL NEVER GOT A MERMAID EVENT). So, unfortunately, a lot of events fell short. Just a little pause of entertainment we got to have while we tried to grind for those beautiful cards.
The Ugly- Quickly moving into the ugly category, it's time to get into the meat and potatoes of what I'm really here to talk about. That's right. All of what you probably skimmed through before was just the last minute free ramble I put together to essentially throw a bit of spackle and glitter on this rant I'm about to go on. Why am I so keyed up about this? I don't know, life has been hard lately and it feels good to channel some irritation and anger into something I'm passionate about. Because clearly I love Obey Me, right? The characters feel like old time friends and even after my many hiatuses (hiatai? Hiatusees?) opening the game feels like coming to a comfortable old home.
That being said, there seems to be plenty of cracks in this old home that no amount of caulk will fix.
Let's start with my first problem. The length get your mind out of the gutter. It felt as if every event got shorter and more pointless. I would do one, sometimes two, rhythm courses, only to get five or so lines of dialogue before it ended. Let's play a game. One of these two scenarios is from an actual in game event that workers got paid for, while the other I came up with in two minutes. Guess which one is which, okay?
A)
Leviathan: Wait, you can't sing?
Belphegor: Sounds like a cry for attention if you ask me.
Mammon: I swear! Why would I lie about somethin' like this?!
MC: >Are you okay, Mammon?
Because you lie about everything.
Mammon: MC is the only one who cares! Take notes, ya jerks!
Lucifer: I'm assuming this must have been something to do with the light we saw earlier.
Leviathan: His throat started to glow when he wrote down his song on the form, right?
Which means...
(End Scene)
B)
Satan: This is...
Asmodeus: A boutique! I get to sit down and buy outfits?! This must be the hidden paradise after all!
Satan: Hold on, we don't know if it's safe yet. He's already gone...
Simeon: Ahaha!
MC: We were scammed!
>What are you laughing at?
Simeon: No matter what my expectations are, the Devildom continues to catch me by surprise.
The map leading us to a secret store is so simple, I can't help but laugh a little. Ahaha!
Satan: I'm not so sure we can write this off as simple just yet...
???: Eeeeeeeek!
(End Scene)
Place your bets, folks! Put in your entries now for the scenario you think is the real deal? Ready for the answer?
The correct answer is A!
Scenario A is from the Marine event, while B I came up with on my own.
For the record I reeeeally wanted to pull a B99 "they're both your locker" on everyone, but then I was curious to see if I had what it takes to come up with something so similar it might fool people. Well, did you win? If you picked my scenario B, you are tasked with letting me know in the reblogs or replies that I would make a good Obey Me writer, thank you /j
I also spent a well earned LD Ticket to find that scene, thank you very much.
Anyway, I hope that helps emphasize my point. It can take up to sometimes 4 minutes to get to a scene like that! And then it ends! And you have to play more rhythm levels! I think honestly this particular problem exacerbates the feeling of repetitiveness that I mentioned earlier. It takes longer to wait to skip an ad on YouTube than some of these scenes last. Nightbringer is a rhythm game, yes, but it's supposed to predominately be a visual novel. So when you have what feels like only part of a rhythm game and only part of a visual novel, you get overall a game that feels incomplete as a whole.
I didn't feel that way in season 1. Only with the events, which I ended up mostly skipping or skimming anyway. I didn't really notice it.
But then when Season 2 came?...
Boy howdy...
What is the best way I can describe my feelings towards Season 2 of Nightbringer?
Season 2 of Nightbringer was some of the worst padded infuriating nonsensical filler I've seen from a game in a long time.
And with the announcement of Nightbringer ending, I can tell from Season 2 that they've been planning on ending the game for a while now. It's the written equivalent of "we lock the doors in five minutes, start closing now!"
I got over the brothers not knowing that MC had disappeared to the past. I sighed but shrugged my shoulders when they started the Science Fair Festival thing. I had a twinge of hope when it seemed focused on Simeon turning into a demon.
And then the lessons kept going.... and going.... and going... and... nothing was really happening.
And I started to notice a pattern. One that really- UGH. Sorry... I am zen, I swear.
Let me ask you this? How many times did you notice the lesson ending on a cliffhanger, only for it to immediately be resolved by the beginning of the next lesson? Some of the time we didn't even get to experience it happening, the game had to tell us. Because I noticed it. And it happened A LOT. One of these that I noticed made me so frustrated, I had to put my phone down for a bit. It's the very end of lesson 56 going into 57.
We're supposed to be at some real juicy story. Raphael can't handle that Simeon is turning into a demon. He disappears. Everyone gets sucked into Babel. We find him, and he starts having such a mental breakdown, Babel is collapsing. Lucifer calls out MC's name frantically!... Then to wait for lesson 57.
Yes! Lesson 57 is here! Time to get back into the action! A small recap. Everything is about to crumble. We call out Raphael's name. We reach out!
Then get sucked into a vision? One of Raphael and everyone in the Celestial Realm, leaving one by one till he is all alone. In the back of our mind, we hear someone trying to call out our name...
"MC, thank goodness you are awake. Do you not remember what happened? You fell out of the tower as it collapsed."
Then wacky music starts playing as the brothers with wings complain about carrying everyone else.
Huh?
The action and drama? Over in an instant. Flattened.
Raphael isn't freaking out anymore and I think we find him standing off alone somewhere away from the group and convince him he isn't alone. I can't remember, it didn't feel very meaningful or memorable.
And that right there is my biggest issue! Remember what I said before? What was the word? Commitment. It felt like every single plot that was created had no satisfying follow through, if it even had a follow through at all! Nightbringer? Who is he?! Why did we get sucked back into the past? I don't know! Simeon turning into a demon? He decided for himself he wasn't ready to leave the Celestial Realm yet so Levi helped make a potion that drew out some sort of chromosome so he could become fully human again so maybe he could be an angel again in the future. And that's really how Season 2 ended!
And something about the moon crashing down but us trying to stop it and shield the whole Devildom but it didn't work and one of the brothers of our choosing falls into a coma but suddenly he wakes up again and the moon is fine and the exchange program is ending hurray!
All in like two lessons, just so you all know. It was so random and quick it made my head spin, and was over with so fast I didn't even have time to maybe be upset that my favorite brother was in a coma.
My biggest issue with Obey Me is the lack of follow through, and even in the first game I've always felt like we are more observers than like an actual character in the game? The first and second season of the last game and the first season of this one felt involved. This other one? We didn't really do a whole lot. And I know that's a personal preference. I know people in this fandom can get really upset when something happens to MC because they don't like that. Me? I want to be in the action! I want things in the world to happen to ME too. Even in the events, it's always like, "oh no, I guess because I'm a human, the curse only affected you guys? And Solomon? Well because he's a unique human, it affected him too". That's why lesson 12 stuck with me so much. We were finally affected by the world! Instead of having some sort of godly plot armor.
I don't even know what else to say, really. Only that I hope they end up making another game? Maybe the rhythm game aspect couldn't be sustainable for too much longer and so they're setting something else up? If they aren't working on this particular story anymore, it's very unfulfilling. And I understand that sometimes circumstances force things like this to end before they would like to? Maybe if I'm filled with enough stifled rage, I'll write an alternative ending to this like when I wrote The Reunion we Deserved?
Closing Remarks?
My biggest pet peeve I see in bad writing is commitment. The "it happened in your head", "it was a dream", "do you not remember", "they didn't actually die" (revival or fake deaths can be done properly, but it's difficult to pull off) loophole is so cheap, and it makes me so sad. Because then it softens the blow of what you just spent time to build up.
Nightbringer season 2 had good moments, it's just that the good moments were so abrupt, cut off by ending a scene really quick or interrupting it with something wacky. And trust me, I love wacky shenanigans, but there's a time and a place! I loved Diavolo catching MC when they fell off the train, but nearly as soon as he caught them, the scene ended! I loved Simeon getting mad at Lucifer, Solomon, and Diavolo. It only lasted for three little scenes, and the three of them doing something so dangerous for something with very little threat felt very out of character.
Somehow the story went in about a hundred different directions, and then ended up really going nowhere.
Again, these are my personal rants. If I were smarter, I'd probably be able to critique this in a much more clever and enlightened manner, but I'm just a fanfic writer writing all of this at 2 am running on fumes and a weird amount of spite.
Writing rating? Season One gets a 7/10. Docked one point for denying us hugs and tears when we got back to our own timeline. "oh, it'll destroy the timelin--" ITS FICTION. Get that out of my face and give me my hurt/comfort!
Season two: 3/10. Maybe harsh, I know. I struggled getting through it, especially when the first season had set those really good expectations.
I still love the characters. Love the world. Love this fandom. The brainrot is still real, who knows if it will ever let me go.
If you read this whole thing, wow! Why?... Genuinely impressed. Take a Happy Mammon as your gold star!
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Pre-alpha Lancer Tactics changelog
(cross-posting the full gif changelog here because folks seemed to like it last time I did)
We're aiming for getting the first public alpha for backers by the end of this month! Carpenter and I scoped out mechanics that can wait until after the alpha (e.g. grappling, hiding) in favor of tying up the hundred loose threads that are needed for something that approaches a playable game. So this is mostly a big ol changelog of an update from doing that.
But I also gave a talent talk at a local Portland Indie Game Squad event about engine architecture! It'll sound familiar if you've been reading these updates; I laid out the basic idea for this talk almost a year ago, back in the June 2023 update.
youtube
We've also signed contracts & had a kickoff meeting with our writers to start on the campaigns. While I've enjoyed like a year of engine-work, it'll be so so nice to start getting to tell stories. Data structures don't mean anything beyond how they affect humans & other life.
New Content
Implemented flying as a status; unit counts as +3 spaces above the current ground level and ignores terrain and elevation extra movement costs. Added hover + takeoff/land animations.
Gave deployables the ability to have 3D meshes instead of 2D sprites; we'll probably use this mostly when the deployable in question is climbable.
Related, I fixed a bug where after terrain destruction, all units recheck the ground height under them so they'll move down if the ground is shot out from under them. When the Jerichos do that, they say "oh heck, the ground is taller! I better move up to stand on it!" — not realizing that the taller ground they're seeing came from themselves.
Fixed by locking some units' rendering to the ground level; this means no stacking climbable things, which is a call I'm comfortable making. We ain't making minecraft here (I whisper to myself, gazing at the bottom of my tea mug).
Block sizes are currently 1x1x0.5 — half as tall as they are wide. Since that was a size I pulled out of nowhere for convenience, we did some art tests for different block heights and camera angles. TLDR that size works great and we're leaving it.
Added Cone AOE pattern, courtesy of an algorithm NMcCoy sent me that guarantees the correct number of tiles are picked at the correct distance from the origin.
pick your aim angle
for each distance step N of your cone, make a list ("ring") of all the cells at that distance from your origin
sort those cells by angular distance from your aim angle, and include the N closest cells in that ring in the cone's area
Here's a gif they made of it in Bitsy:
Units face where you're planning on moving/targeting them.
Got Walking Armory's Shock option working. Added subtle (too subtle, now that I look at it) electricity effect.
Other things we've added but I don't have gifs for or failed to upload. You'll have to trust me. :)
disengage action
overcharge action
Improved Armament core bonus
basic mine explosion fx
explosion fx on character dying
Increase map elevation cap to 10. It's nice but definitely is risky with increasing the voxel space, gonna have to keep an eye on performance.
Added Structured + Stress event and the associated popups. Also added meltdown status (and hidden countdown), but there's not animation for this yet so your guy just abruptly disappears and leaves huge crater.
UI Improvements
Rearranged the portrait maker. Auto-expand the color picker so you don't have to keep clicking into a submenu.
Added topdown camera mode by pressing R for handling getting mechs out of tight spaces.
The action tooltips have been bothering me for a while; they extend up and cover prime play-area real estate in the center of the screen. So I redesigned them to be shorter and have a max height by putting long descriptions in a scrollable box. This sounds simple, but the redesign, pulling in all the correct data for the tags, and wiring up the tooltips took like seven hours. Game dev is hard, yo.
Put the unit inspect popups in lockable tooltips + added a bunch of tooltips to them.
Implemented the rest of Carpenter's cool hex-y action and end turn readout. I'm a big fan of whenever we can make the game look more like a game and less like a website (though he balances out my impulse for that for the sake of legibility).
Added a JANKY talent/frame picker. I swear we have designs for a better one, but sometimes you gotta just get it working. Also seen briefly here are basic level up/down and HASE buttons.
Other no-picture things:
Negated the map-scaling effect that happens when the window resizes to prevent bad pixel scaling of mechs at different resolutions; making the window bigger now just lets you see more play area instead of making things bigger.
WIP Objectives Bullets panel to give the current sitrep info
Wired up a buncha tooltips throughout the character sheet.
Under the Hood
Serialization: can save/load games! This is the payoff for sticking with that engine architecture I've been going on about. I had to add a serialization function to everything in the center layer which took a while, but it was fairly straightforward work with few curveballs.
Finished replacement of the kit/unit/reinforcement group/sitrep pickers with a new standardized system that can pull from stock data and user-saved data.
Updated to Godot 4.2.2; the game (and editor) has been crashing on exit for a LONG time and for the life of me I couldn't track down why, but this minor update in Godot completely fixed the bug. I still have no idea what was happening, but it's so cool to be working in an engine that's this active bugfixing-wise!
Other Bugfixes
Pulled straight from the internal changelog, no edits for public parseability:
calculate cover for fliers correctly
no overwatch when outside of vertical threat
fixed skirmisher triggering for each attack in an AOE
fixed jumpjets boost-available detection
fixed mines not triggering when you step right on top of them // at a different elevation but still adjacent
weapon mods not a valid target for destruction
made camera pan less jumpy and adjust to the terrain height
better Buff name/desc localization
Fixed compcon planner letting you both boost and attack with one quick action.
Fix displayed movement points not updating
Prevent wrecks from going prone
fix berserkers not moving if they were exactly one tile away
hex mine uses deployer's save target instead of 0
restrict weapon mod selection if you don't have the SP to pay
fix deployable previews not going away
fix impaired not showing up in the unit inspector (its status code is 0 so there was a check that was like "looks like there's no status here")
fix skirmisher letting you move to a tile that should cost two movement if it's only one space away
fix hit percent calculation
fix rangefinder grid shader corner issues (this was like a full day to rewrite the shader to be better)
Teleporting costs the max(spaces traveled, elevation change) instead of always 1
So um, yeah, that's my talk, any questions? (I had a professor once tell us to never end a talk like this, so now of course it's the phrase that first comes to mind whenever I end a talk)
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I picked up Settlemoon in the sale. I’ve been a fan of idle games for at least a decade by this point (AI:TG is still #1 tho lol) and I think the game is pretty good, though something I am conflicted about is learning what does what.
I realize it’s likely intentional that the game is obtuse about this info, and light on text in general, but I find it frustrating that I can’t figure out what some information means. Lamp posts, for example, have a green radius and what looks like a speed multiplier, but without the ability to test extensively I can’t say for certain, and this feels like something I should know. Intuition tells me that it makes characters within the radius move faster, but I don’t know for sure.
Am curious to see what your take on it is, and why you did it this way. Also hope this ask doesn’t come across as rude! I’m just trying to share feedback on the game.
I like when games convey things without text; it gives it more of a logical throughline. Conveying something just through text gives off a sort of "trust me bro" thing that can make up for something just not being conveyed at all.
For Settlemoon specifically, I also chose to go mostly-wordless to add to the overall air of mystery to it. I love me a good weird otherworldly place that feels like you're piecing together some arcane puzzle to dig into the world more.
As it turns out though, conveying abstract mechanics without words is VERY hard. I didn't stick the landing on Settlemoon's tutorialization on release and pretty much every update since then has involved some sort of improvement to it. (Pretty much all of the hint and tutorial cards were post-release to varying degrees, in addition to a bunch of added UI.)
I think it's in a much better spot now, but obviously there'll always be more improvements to make based on feedback I get.
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(mostly) complete nabatean family tree
this is an improved version of a post i've made before
1 - rhea states that she 'called [herself] Seiros' (teaspoon translations says the same), which implies that it isn't her first (i.e. the first non-dragon-title (i.e. not the immaculate one) name that she went by), but it's also not stated whether rhea is another alias or not
2 - going by both this reddit comment and teaspoon translations, rhea's statement that she is sothis' 'last child' means that she was the youngest nabatean to be born directly from sothis, rather than just the last surviving one
3 - while flayn calls both indech (also in three hopes) and macuil her uncles, they aren't necessarily brothers of seteth or each other; if flayn's mother was a nabatean, they could either both be her maternal uncles or one of them a paternal uncle and the other maternal
4 - as far as i am aware, nothing in three houses, three hopes or heroes states whether indech, macuil & seteth were direct children of sothis or not; the term 'children of the goddess' (which seteth uses to refer to himself and flayn; teaspoon translations translates it as 'kin of the goddess') refers to nabateans as a whole rather than just sothis' direct children, and none of them (indech, macuil or seteth) ever refer to sothis as their mother or to rhea as their sister
5 - as far as i am aware, the species of flayn's mother isn't stated anywhere; all that's stated is that she was flayn's mother, seteth's wife, she met seteth in enbarr, that she liked fishing and the rhodos coast (which is where she was buried), and that she died in a battle (presumably during the war of heroes). i've seen quite a few people say or suggest that she was human, but there doesn't seem to be anything significantly supporting this. it may be implied that she was a nabatean in both the english and japanese versions of flayn and seteth's a support, but it's still not explicitly stated anywhere, and if she is a nabatean her relation to seteth would still be unknown
6 - while rhea does explicitly state that she created sitri and that sitri saw her as a maternal figure, the method by which she created sitri (and her other 11 sothis homunculi, which i probably should've added but oh well) is not specified beyond the fact that she put the crest stone of flames in a body that she created. it is likely that sitri (and, by extension, the other 11) was something of an artificial nabatean going by her green hair and eyes, lack of decay (explicitly stated for sitri, implied as a general nabatean thing by the heroes' relics still existing after 1000+ years and some of them twitching as if they're alive) , and consistently hidden ears (nabatean ears are pointed, as shown in sothis' appearance as well as rhea, seteth and flayn's concept art)
image sourcing:
generic/placeholder portrait from the cutting room floor
rhea, seteth, flayn, jeralt, female byleth and male byleth's three hopes portraits from the fire emblem wiki
indech and macuil's three houses portraits from the fire emblem wiki
sothis artwork from serenesforest
three houses dialogue ui and cutscene artwork ripped by dakress on the spriter's resource, sitri's portrait taken from the image of her with aelfric then edited by me because of the original image's filter
font used is plantin
the 'markers' used for each character (the circles before the lines) are from a three hopes playthrough (didn't pay much attention to who uploaded it, since it was kind of annoying to find a video that showed the between chapter map screens)
#things i've contributed to#fe3h#sothis#rhea fire emblem#saint macuil#saint indech#seteth fire emblem#flayn#jeralt reus eisner#sitri eisner#byleth
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Hello, Encyclopedia Exandria readers! We the administrators requested to have the wiki included in stress testing for CirrusSearch as it is being rolled out to Miraheze. As the name implies, it is an extension that enhances the search bar and search page. We don't necessarily have all of its features (yet?), but a lot of nifty things are already available to us!
What does that mean for readers? The mechanics of searching still works the same from the search bar, so things mostly appear the same and your normal searching habits should not be disrupted.
CirrusSearch indexes articles faster, meaning that changes made to articles are reflected in the search results page much sooner. It also improves page weighting in the suggestions as you type, attempting to list articles by relevancy using a number of factors (pageviews, number of matches, length) rather than displaying results in strict alphabetical order. It also expands templates and wiki-markup in the search suggestions, meaning that all rendered text is now properly included in search results.
The advanced search page also uses a new UI. This includes some new filters that allow you to search for articles with certain phrases in the title or belong to specific categories. We can now search for, for example, articles containing "de Rolo" in the title. The "deepcat" filter isn't enabled, so you will run into issues if you attempt to use it; however, using the "incategory" filter, we can find articles that are in both the Lycanthropes and Gnomes categories.
If you're interested in what else CirrusSearch has to offer or in looking into its more technical details, you can check out its help page on MediaWiki. We hope that it makes it easier for you to find what you're looking for on Encyclopedia Exandria.
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Do you plan to return to Bitter/Sweet from 2023 and add in Blue Blythes route? I love how you wrote them, but wish I could see more :’)
Firstly, thanks for this question & allow me to apologise for how insanely long it's taken me to answer >.<
Unfortunately, I've been caught in a bit of a bad luck spiral lately, haha. I was already burned out and unable to get on my PC much for most of 2025 so far, so it was a bad few months with my mental health, and cos of that, I was behind on everything, including responding to stuff in general :(
But then, to make matters worse, I broke my arm again at the start of April (same one that's been broken multiple times before >.<), then caught a bad case of the flu, which also led to a chest infection, and I'm only just finally starting to recover from that x3
Most of the really nasty flu symptoms have cleared up now, thankfully, but I'm still stuck with a persistent cough and crazy fatigue (plus one currently largely useless arm xD)
All that is why I'm still extremely behind on stuff and slow to respond >.<
Anyways, I'm so glad you liked what's currently available in Bitter/Sweet and interested in seeing what's in store for Blue Blythe :3
The good news is, the main story is essentially complete with Orange Blythe, so you're not missing out on toooo much since my plans for Blue Blythe's route are more along the sorta lines of fluff and filth xD
To actually answer your question though, there's a short answer, and a long answer x3
The short answer is simply, yes, at some point I certainly hope to add Blue's route! :3
The long (and arguably more boring) answer is, while I absolutely hope to add Blue's route still sometime, it's not gonna be anytime soon, and it's gonna be a royal pain in the butt to actually do it >.<
For starters, I haven't actually written it fully yet, it's just stuck in summary form in a document still x3
But writing it out properly isn't really the hard part. The hard part is that in order to eventually implement it in the game, I'm gonna have to go back and basically redo most of the code for the already released content due to some big changes made to Naninovel since I released the original version of Bitter/Sweet >.<
They're mostly good changes that fixed a lot of stuff + improved lots of other things, but it means every single version of Nani released after the version I used for B/S is incompatible :(
There's just a lot of boring code and UI stuff that I'd need to redo in order to make it all work in a more recent version of Naninovel, and that's quite a big job.
On top of all that, there's the fact that I'm planning to finish and release all versions of Lovestarved before anything else (and I'm already super behind on that T_T)
So while I do still want to release Blue's route sometime, I can't really say when that might end up being because my current plans are all about finishing Lovestarved, which is likely to take me up to the end of 2025 now, possibly even into 2026 before I can work on any other projects. I also still haven't decided what to prioritise after I eventually finish Lovestarved >.<
With any luck, Blue's route will make it into the game eventually :3
Thanks again, and I hope you have an awesome April! 🧡🐰💙
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List of programs and stuff I use
[pt: List of programs and stuff I use ./end pt]
Disclaimer: This is in no way trying to say I have the best setup of all time or anything. The point of this post is mostly to introduce people to cool things they may not know about, or a place to point to when someone asks what I use!
(Last updated: 6/28/24)
Browser
[pt: browser ./end pt]
Firefox (Windows/Linux/MacOS/Android/IOS) - Obviously I recommend Firefox above all else, especially with chromium-based browsers moving onto manifest V3.
Bitwarden (Windows/Linux/MacOS/Android/IOS) - Good password manager! Used it for years with no complaints!
AdNauseam (Firefox/Chrome) - My adblocker. It's built upon uBlock Origin and has all the same features, but it actively clicks on the ads to waste advertiser money. If that's not up your alley, uBlock Origin is fantastic too!
Wayback Machine extension (Firefox/Chrome/Safari) - Allows you to make snapshots of pages, or view old snapshots if a page isn't loading correctly!
XKit ReWritten (Firefox/Chrome) - Pretty much a must-have for Tumblr. Has a ton of features to make navigating this site much better. Full feature list here!
Discord
[pt: Discord ./end pt]
Vencord (Windows/Linux/MacOS) - A modified Discord client that adds support for plugins and themes. Basically allows you to install plugins from a massive list that improves Discord. (Technically against ToS. Basically, don't post that you're using it in big servers, and turn off your themes before sharing screenshots.)
Bunny (Android/IOS) - If you miss Vendetta for Discord, Bunny is an actively maintained fork of Vendetta! Basically the same as above, but for Android/IOS instead of desktop. Same warnings about ToS apply.
Aliucord (Android) - Miss the old Android app feel, and still want to have plugins/themes? Pretty cool but has a less impressive theme/plugin selection. Same warnings about ToS apply.
Bluecord (Android) - Another Discord modification without the new Discord UI!
Youtube
[pt: Youtube ./end pt]
Freetube (Windows/Linux/MacOS) - A desktop Youtube client with adblock and sponsorblock built in. Still in beta, but very good.
Sponsorblock (Firefox/Chrome) - Pretty much a must-have for watching Youtube these days. Automatically skips over sponsors, self-promos, interaction bait, outros, intros, etc. Highly configurable!
Dearrow (Firefox/Chrome) - Haven't used this very long but I love it. Gets rid of vague or clickbait titles/thumbnails and replaces it with descriptive and more accurate thumbnails. Also built into Freetube now!
Newpipe (Android) - Lightweight Youtube client. I haven't used it myself much but people swear by it!
ReVanced (Android) - Modded Youtube client with Sponsorblock, Return Youtube Dislike, and Youtube Premium features. Doesn't support Dearrow as of 6/25/24 :( (PLEASE BE CAREFUL INSTALLING THIS. If you don't know what you're doing, you can cause some damage!)
Spotify
[pt: spotify ./end pt]
Spicetify (Windows/Linux/MacOS) - Spotify modded client. Has adblock, themes, etc! Think Vencord, but for Spotify.
Misc.
[pt: Misc ./End pt]
Obsidian (Windows/Linux/MacOS/Android/IOS) - Basically a personal wiki for notetaking! A bit of a learning curve. Fanfic writers and worldbuilders... go feral.
Notepad++ (Windows) - A must-have text editor. Might be on more platforms but can't confirm?
Mullvad VPN (Windows/Android) - The only VPN I can 100% recommend. Cheap, fast, and really cares about your privacy. It's a little under $6 USD a month!
NVDA (Windows) - A free screenreader I use for reading large blocks of text. (Notice: I am not visually impaired to the point I rely on a screenreader to navigate my PC. I use it on occasion to read text to me because I have a hard time reading. If you're looking for advice on screenreaders for the visually impaired unfortunately I'm not a good source! Maybe check out the #visually impaired, #blind, or #accessibility?)
Syncthing (Windows/Linux/MacOS/Android) - Lets you sync folders across devices. It's especially good with Obsidian.
"Tequito, I didn't find what I wanted!"
[pt: "Tequito, I didn't find what I wanted!" ./end pt]
I'm sorry. :( If you're looking for a program I have personally mentioned using in the past, feel free to shoot me an ask or DM! Or hey... maybe try searching the letters "FMHY" and having a look around? *wink*
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Development Update - July 2024
Hi everyone, hope you're having a great summer!
The July 2024 update showcases some extended gameplay footage! In our April 2024 update we showed a clip of a building in 3D space and a player character speaking briefly to Pollis. In just a few short months, Koa and Sark have totally crushed it on the backend development and UI/UX. Plese read on for more info!
We also cover the winners for the Summer Quarter rewards on Ko-fi and Mythauran astrology for the month of August.
Don't forget, we've got a Custom Color Contest! More details below.
Gameplay Demo
youtube
We're very excited to share a 3-minute video demo of some gameplay and UI!!
Hopefully you enjoy this brief demonstration of lots of features we've been working on. We'll go into more detail on each feature below!
Please note that these are WIP and not necessarily representative of final gameplay.
New Game Screen

Whether you're starting your first, second, or third playthrough of Mythaura's storyline, you will always begin at the starter screen, where you will be able to customize your starter Beast. Each run you will pick:
Base, Top, Bottom, and Eye colors
Up to 3 Special markings ( up to 1 in first playthrough, 2 in second, 3 in third)
Species (Tier 1 in first playthrough, Tier 2 in second, Tier 3 in third)
Class
Birth element
A Beast's Element and Class will impact its stat distribution, with each one modifying one of a Beast's stats--improving Speed, Hit Points, Attack, Defense, Barrier, or Focus. Additionally, players will have a certain amount of skill points to allocate as they would like to their Beasts' stats. Whether you're opting for more of a roleplay focus or trying to build a more "optimized" build, the character creation system allows players to create the exact Beast that they would like.
New Game +3 and onward will not feature the character creation screen. Instead, players choosing to play through additional times will gain access to a different reward pool. Please stay tuned for that in a future update!
Party Screen/Codex


The party screen will functionally act as the player's home screen. From here, you can check out the Beasts in both your party and Abode, your inventory, the Codex, and more. Your Beast's stats will also show up on the right-hand side of the screen.
The Codex houses pretty much all a player's in-game information. Active and completed (and maybe failed...) quests, player achievements, lore gathered from around the world, and info on all the characters, places, and enemies you encounter in Mythaura are all documented in the Codex.
The base Codex will be a simple, elegant book. Different Codex themes can be earned through various quests, achievements, seasonal rewards, both in-game and premium currency purchase, and other opportunities.
NPC Dialogue
There will be many, many NPCs in Mythaura. Some may not have much to say--a stranger you cross paths with at an open-air market, a merchant's busy apprentice, a parent at a park with their children--but some NPCs have full, fleshed-out storylines of their own. Maybe your character would prefer to keep mostly to themselves, but you will find that engaging with NPCs will uncover information about the world, rumors about other characters, quests, gifts, and more.
Skill Tree Screen

Skill Trees will determine the abilities and moves that a Beast can utilize in battle. Each Beast will have either two or three different Skill Trees that they can invest in, dependent upon their Elements and their Class. Beasts who have the same Element twice--when its species Element matches up with its birth Element--a Beast will have access to a Mastery Tree, which will feature a branch that borrows from other thematically relevant Elements, demonstrating the Beast's complete mastery of their Element.
If a Beast with a Mastery Tree changes to a Species that would give it two separate Elements, all Elements-related Skill Points will be reset in order for the player to reallocate them between the two new trees. The same applies for Beasts that change their Class.

Mythauran Astrology: August
The month of August is referred to as Ghostlight's Pall, representing a pale, ghostly green aurora that stretches across the Northern sky at this time each year--supposedly attributed to the souls stranded by a war that came to a decisive, bloody, and treacherous end during an August many, many lifetimes ago. This month is also associated with the constellation of the Widow and the lepidolite stone.
Those born under the sign of the Widow are resilient, compassionate, enigmatic individuals. There may not be a sign more dedicated to self-discovery and growth. They radiate a quiet strength and boundless compassion that uplifts those fortunate enough to share their journey.
At their best, Widows are soothing, magnanimous, and generous. At their worst, they can be withdrawn, excessively melancholy, and reproachful.

Ko-fi Summer Quarter 2024 Winners
Thank you to all the Ko-fi sponsors who voted for the Summer Quarter 2024 rewards. Next month we will show the finalized artwork for the Venomous Stalker Companion and the Corona Dragon Glamour. Stay tuned!

Custom Color Contest Reminder
In honor of the new color change that we made to a Beast's tongue/mouth, we're opening another Custom Color Contest. We want to offer the opportunity for you to make a permanent impact on Mythaura's color wheel!
This contest is free to enter, and only has the following parameters:
Only one entry allowed
Fill out Google Form by Friday, August 23, 2024 at 11:59pm PST
The dev team will reach out to the winner on September 1 to begin the color design process. Winner will have until September 23, 2024 to complete their color design. Please feel free to use our PSD file, if you'd like!
Winner will also receive 3x copies of the Empemeral Ink that matches their color's base hue (Red, Orange, Yellow, Blue, Green, or Violet).
We're so excited to see what you come up with!

Mythaura v0.30
Over ten new query conditions were added to support dialog and quest complexity.
An interact endpoint was added, allowing players to interact with NPCs using the query builder to power dialog selection.
The game state was refactored to be global, allowing things like "current health" to be maintained outside wild areas.
Query actions have been added, which allow things like dialog to trigger actions in-game.
Various bug fixes made to beast party, beast creation, and beast stats.
Voice types were added to NPCs and beasts.
Beast expression generation was implemented.
NPC tools were added to allow the generation of NPCs from beast codes.
Beast backgrounds have been added.

Thank You!
Thanks for sticking through to the end of the post, we always look forward to sharing our month's work with all of you--thank you for taking the time to read. We'll see you around the Discord!
#mythaura#indie game dev#game development#development update#unicorn#dragon#griffin#peryton#ryu#basilisk#quetzal#hippogriff#kirin#petsite#pet site#virtual pet site#Youtube
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