The idea is that it is an old W95 desktop whatever icon fits. the important thing is that you connect to the internet and access the photo folders
Oh no, I loved the Win95 aesthetic. Especially the blue screen of death from the beginning lol
Thanks for clarifying the use for it beyond the look of the PC!
The entire game is made in RPG maker VX Ace, if that helps.
Also, all the PC stuff are images rather than actual text boxes, so the best I could do in translating them is use an photoshop or something like that to change them, though I don’t know how good that would look.
It does! Thank you.
And I won’t press on the likely photoshop/images portion, especially since I can’t claim any skill with it that I know of. I’ll leave that at your discretion, I just wanted to throw it out there in any event.
Thanks again!
Let me know if this needs to go to PMs. My copy is in English native, and I know scripting likes to change a lot of things despite default wording.
Here’s what I found:
Currency name is in the database wording, unless another script was ran to move it? Wording here is purposeful:
Time played is a script plug-in, and I’d honestly need to know which one was plugged in to find where you can change the wording, without looking at the project directly. I don’t want to presume I can ask. But if you have the name for it, I’ll be happy to look into it.
Status results/effect wording is in the Vocab (typically first listed item) in the Scripts menu (F11 shortcut)
I’m a very visual and audio learning person, so I’m using screenshots, in case they’ll be helpful for you, too.
Interesting. The funny thing is that on my Version the “Currency Unit” is already changed, but maybe that’s just janky data being janky, I’ll try to just delete and rewrite it in, maybe that will help.
Regarding the Time played: I really don’t know where that is located, as I just went through the entire editable script and couldn’t find it anywhere, the only non-base Script is the one for crafting things as far as I can see, so no idea there.
Also, already knew about the Vocab category, since I had to change the wording there already. It just seems that the spacing is a bit weird, so I went back in and added some more Spaces in between the names and such, so maybe that will work.
Thanks again for the detailed report, I should get all the stuff done sometime today, so expect and update very soon.
New update has been released, this one mainly deals with some grammatical weirdness and adds translated versions of the PC screens!
My Photoshop work isn’t particularly great, but it shouldn’t look too terrible, so I put it in for completion’s sake.
Also, I still haven’t found a way to change the Money and Time windows, so they will stay the way they are for the foreseeable future, unless I manage to find the right parts of the code and change them, which is rather unlikely.
Anyway, hope y’all like the new Update!
I’ve been playing the new update for a bit and I think I found something weird with fight against babbs, battie, and the guardian where once Babbs and Battie are defeated and it’s only the Guardian left, the background disappears like this:
Ok, found the issue here.
I have no idea why, but the screen is set to fade out once they are defeated. As for why, I can only assume that Juan meant for them to be defeated after the Guardian.
Anyway, I fixed the Issue, so expect the new version relatively soon.
New update has been released, this one fixes the guardian fight.
The 6 (3 on each side) events for to prompt to use the car still have the old typo.
Also, the attacks by the enemy is missing a space:
I looked closer in RPG Maker VX Ace, the Skills tab has a space behind the action call out. So instead of “Attacks!” You’d type " Attacks!", since the enemy names don’t have spaces after them. The actor statuses were fine, in the scripting.
J. Alfredo is George? Opening scenes call him J. Alfredo. Fight with the succubus has no spacing between J and Alfredo, too.
Still standing on notes to read. Makes more sense to make the even "Same as
Thanks for the Enemy name thing, I’ll get on that.
As for the notes, I always thought that the Succubus ripped them off so they’re on the ground, which is why it makes more sense to me to walk “on top of” them to kinda picke them up. I can make them on the same level of course, it’s just something I don’t see as much of a bug.
Sure, but think of it this way: Would you step on them, and then pick them up from under your feet?
90s-style RPGs like to use the “it’s in front of you” perspective, even for stuff on the ground, and so prevents stepping on them unless it’s on purpose to look at something else. Breaks immersion less often.
Something I learned in making games myself, and makes sense from playing games from that time. I won’t go on about it, though, just offering it up.
I appreciate the hard work you and Juan have put into this game, sorry if I’ve made a different impression at all.
Nono, I wasn’t trying to accuse you of anything, I was just giving a reason for why I hadn’t fixed it sooner.
Also, J. Alfredo and George are two different old men. George is the guy that used to live in the Lake house, J. Alfredo is the guy who used to live in the Forest.
Ahh. Okay, so I was just confused. lol
Minor update/fix released, this one fixes spelling and should solve the weirdness with enemy attack messages.
Also, no more stepping on papers.
XD the idea was to be stepped on as I was going to knock on the door
but don’t bother changing it, it’s a very minor detail
Too late, it’s done.
- “the’yre” at George’s house.
Followed by “telepronter”, which is spelled “teleprompter.”
“shoppig”
“hundrets”
“Juan” shows up in the elven girls’ house after the forest, when mentioning the jewel.