No
Re: Katawa Shoujo DS (Video)
Seriously, if you want to make a lot of people happy, write an engine that can read Ren'Py's script and file formats, at least in a basic way for starters. This won't help KS right away (because KS is a pretty complicated Ren'Py game and I am not willing to compromise on features), but other projects will kiss your feet.

Re: Katawa Shoujo DS (Video)
No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No.
Last edited by RikuDawn on Fri Mar 31, 2017 7:22 pm, edited 1 time in total.
Later, losers.
- neumanproductions
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Re: Katawa Shoujo DS (Video)
Especially if it's on the PSPGo. Honestly a screen can only get so small and I feel like i'm going to break that damn thing.RikuDawn wrote:I'm actually kinda surprised by the positive feedback. And the want for a PSP port. I feel that a PSP port wouldn't feel right at all.
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- kapparomeo
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Re: Katawa Shoujo DS (Video)
I like the idea of a DS port, certainly - getting the game onto as many formats as possible and broadening its audience to its furthest extent is inherently a good thing.
My only concern would be the size of the text - I noticed that a number of lines were split into two. That's not your fault - given the resolution of the DS screen you can only make things so small - but by putting in additional breaks I wonder if it might interrupt the drama of certain lines later on in the game.
I don't think that the text should be shifted down onto the lower screen, though - it needs to stay on the upper screen with the character images and the backgrounds. Otherwise, you would be constantly flicking up and down between the speech and the speakers, which could get annoying, or you would concentrate the majority of your attention on the lower screen and so potentially miss changing expressions and so forth.
My only concern would be the size of the text - I noticed that a number of lines were split into two. That's not your fault - given the resolution of the DS screen you can only make things so small - but by putting in additional breaks I wonder if it might interrupt the drama of certain lines later on in the game.
I don't think that the text should be shifted down onto the lower screen, though - it needs to stay on the upper screen with the character images and the backgrounds. Otherwise, you would be constantly flicking up and down between the speech and the speakers, which could get annoying, or you would concentrate the majority of your attention on the lower screen and so potentially miss changing expressions and so forth.
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darkblade986
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Re: Katawa Shoujo DS (Video)
Perhaps this possibility:kapparomeo wrote:I like the idea of a DS port, certainly - getting the game onto as many formats as possible and broadening its audience to its furthest extent is inherently a good thing.
My only concern would be the size of the text - I noticed that a number of lines were split into two. That's not your fault - given the resolution of the DS screen you can only make things so small - but by putting in additional breaks I wonder if it might interrupt the drama of certain lines later on in the game.
I don't think that the text should be shifted down onto the lower screen, though - it needs to stay on the upper screen with the character images and the backgrounds. Otherwise, you would be constantly flicking up and down between the speech and the speakers, which could get annoying, or you would concentrate the majority of your attention on the lower screen and so potentially miss changing expressions and so forth.
I disagree, for starters, that the text should NOT be on the lower screen. On the contrary, it should be there. Sometimes. While you're going through normal dialog, put it down there so that all the lines of text can be seen there without having to add any manual breaks. When you get to a decision point, though, slide the text up onto the top screen and make the dialog box transparent. That way, the image is still mostly visible for the current situation, as is the text. Think the kind of slide Phoenix Wright games do when you have to start searching for evidence.
After the slide, put the choices on the lower box. Once a decision is made, slide the dialog box back down, and continue on. All this time, it wouldn't be impossible to make the generic screen touch advance dialog.
When you try to squeeze too much onto one small screen, everything starts to look bad. From that point, what kind of efficiency of the system are you looking at when you don't use half of the screen, except for split seconds. For the PSP port, go right ahead and make it look exactly like KS4PC with the dialog overlap. It has one screen. It's understandable. But it'd just be bad design to leave that lower screen underused like that when there are perfectly logical uses for the screen.
Re: Katawa Shoujo DS (Video)
To be honest, the PSP has shown itself to be a good system for Visual Novels, while the only downside to a DS port would be resolution, I think that a PSP port is simply more warranted, just because of this, I believe VN's feel perfectly fine on both systems, with Disgaea Infinite and Phoenix Wright having no problems that I can say would be fixed if it were on another system, aside from Phoenix Wright's sprite resolutions (Though, this counts more toward Ace Attorney Investigations, since PW1 was a GBA game if I remember correctly)
So, really, I'd say PSP port for the very simple reason of resolution, it's really the only thing that would set the two versions apart, were KS to be available on both.
But, since resolution is such an unimportant thing, I *actually* say either of them would suffice, or both.
Edit: My god, my English sucks at 12AM
So, really, I'd say PSP port for the very simple reason of resolution, it's really the only thing that would set the two versions apart, were KS to be available on both.
But, since resolution is such an unimportant thing, I *actually* say either of them would suffice, or both.
Edit: My god, my English sucks at 12AM
- Minister of Gloom
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Re: Katawa Shoujo DS (Video)
I don't think this is a good idea. What's wrong with this version? A DS one would just have shitty graphics(making the amazing art not) and tiny walls of text that would make my eyes bleed.
Life, what is it but a dream?
זה מגניב אותי כל פעם מחדש, העובדה שיש פה עברית. אני תוהה אם מישהו ישים לב ששיניתי חתימה.
זה מגניב אותי כל פעם מחדש, העובדה שיש פה עברית. אני תוהה אם מישהו ישים לב ששיניתי חתימה.
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Re: Katawa Shoujo DS (Video)
Hey, OP.
I've seen quite a few DS homebrew wares in my time, and I'm going to tell you straight - this is VERY do able. You might have a bit of trouble with the heartbeat effects, but provided you use all the resources a DS has to offer, it should work out very successfully. Best of luck.
I've seen quite a few DS homebrew wares in my time, and I'm going to tell you straight - this is VERY do able. You might have a bit of trouble with the heartbeat effects, but provided you use all the resources a DS has to offer, it should work out very successfully. Best of luck.
Re: Katawa Shoujo DS (Video)
No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No.
Last edited by RikuDawn on Fri Mar 31, 2017 7:22 pm, edited 1 time in total.
Later, losers.
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Re: Katawa Shoujo DS (Video)
Sorry to reserrect a OLD topic but I wanted to add that it's not quite possible on the DS... Although the game appears to be running on an engine so one might be able to simply take the files and put them on the PSP, write a "wrapper" program to read the scripts and translate them to PSP Code... The DS's resources are too low to do such a thing, almost all the graphics and sounds would need to be compressed down to a lower format since it only has 4MBs of RAM and a 67mhz processor opposed to the PSP'S 333MHZ processor and 33 and 64mbs of RAM...