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AlexL1204

43
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3
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A member registered Jul 21, 2021

Recent community posts

Hey, can I contact you on discord? I know how to fix the save file issue across versions going forward. (Tested myself. I created some save files in build 2.22, another save in 2.23, and all of them load properly in 2.24, across different routes.)

It doesn't require any new code, just a change to how you build the game. Also, if you have older versions of the game, that would help, since it improves compatibility, but if not, it would still help fix the problem going forward.

Editing this before I post it to add: YES! Cerberus deserves head pats even more! His sad expression was CRUEL and made me want to tell Seer to fuck off and let Cerberus and Dylan continue, as a treat.

On to the rest of the... checks the length of what I wrote... essay, apparently.

Ok, I've come back to read this all again now that it's not early morning. And I actually learned things I didn't pick up on in the story.

Like the fact that time travel isnt Joel's power, but King's instead.

My headcanon until the story proves otherwise going forward is that Joel's power is just Support. Like being a soul battery (which King needs to fuel the time jump), and 'buffing' others' powers. (A bit of a stretch, but Liam's cards were looping the same things until Joel interfered (although I do get that this could also just be referencing how Joel had to intervene to change fate); King says he *needs* Joel in order to do the time jump; and an even bigger stretch being that Nia, who is a *ghost with limited soul*, and a traveler, just so happens to have the doorway Joel goes through end up in her room in every route. (Yes, for narrative sake Joel needs to find the ring to be consistent over the routes. But in world, this is my headcanon. Under my headcanon, Joel buffed her powers.)

Spoiler Warning for Knights College 2 (encoded into base64 to avoid spoilers): SW4gS0MyLCBBcmdvJ3MgcG93ZXJzIGludGVyc2VjdCB3aXRoIHRoZSBzbWFsbCBkcmFnb24ncyBwb3dlcnMsIHVubG9ja2luZyB0aW1lIHRyYXZlbC4gVGhlIHNtYWxsIGRyYWdvbiAoSSBkb24ndCByZW1lbWJlciB0aGUgbmFtZSkgY291bGRuJ3QgdGltZSB0cmF2ZWwuIFRoZWlyIHBvd2VyIHdhcyBqdXN0IHJlbGF0ZWQgdG8gdGltZS4gTXkgdGhlb3J5IGZvciBNb29ubGlnaHQgQ2FzdGxlIGlzIHRoYXQgS2luZydzIHRpbWUgYWJpbGl0eSBpcyBhbHNvIHRpbWUgcmVsYXRlZCwgYnV0IGl0J3Mgb25seSB3aGVuIGJ1ZmZlZCB0aGF0IHRpbWUgdHJhdmVsIGJlY29tZXMgYW4gb3B0aW9uLiAoYWx0ZXJuYXRpdmVseSwgaXQganVzdCB0YWtlcyBhIGxvdCBvZiBzb3VsLCB3aGljaCBKb2VsIGhhcHBlbnMgdG8gaGF2ZSBpbiBhYnVuZGFuY2UuKQ==

Other thing I learned (but this is probably just my reading comprehension being poor) was that Blake was friends with Joel for a while. Idk, I knew that they *knew* each other, and sort of had a thing with the bathroom, but never realized they were friends. (Which has also now explained the whole Joel letting Blake stay over at his place over night. It felt out of character when I thought Blake was just a guy that Joel sort of knew and had spoken to a few times. It's very different with the new context.)

And apparently the chapter skip is cheats. I genuinely didn't even realize the affinity system did anything yet. I thought it would come into play in the Day sections. Wild to learn it already does things. (Also while I would play through the bad ends, do the rewind and see the ending, I never clicked the retry button. So learned something there too.)

```

264 Laila - It's been a while since I read Liam's route, but I remember liking them, and them scolding Liam. Their help was cool of them.

Iykyk.

```

I wrote that part and no, I don't know. (It's been a while since I wrote it, so I don't really remember if I used the wrong pronouns or not. If I did and you had to correct them, sorry about that. I'll do better.)

```

228 [...] Looking at you Gavin, cuz by god their actions are unforgivable, hell even the king seems like a good person in comparison in my eyes and that should say about how well written they are in the story, and I'm slightly concerned as to how would Anabel react to find out for whatever reason that Joel no longer has a seal, cuz i believe it's implied that she knows more than she lets on

This just speaks volume on the fact that rich people truly are EVIL and needs to be ANNIHILATED.

Anyway, you'll see more of that on D7.

```

Okay but consider this: Maybe if Gavin showed up with a cg and bomb ass music, he'd be more likable? (Not a suggestion, I'm just being a meme. Although I am imagining it like that scene from Turning Red where the aunts show up while material girl plays.)

```

482 Hard to say -- it's something to do with how danger is expressed. It's almost there, but something is just missing? I think it's that Joel (sometimes) feels like he's watching it, not living it.

To be fair, the castle needs Joel alive. So your observation is correct.

```

Funny thing is, Clyde's N5 is literally that last statement from the person. I chuckled.

```

307 [...] Is Cerberus going to be dateable? It is for a friend.

Sorry, the monsterfucker option is turned off

```

Ok but what if I knew how to edit renpy's settings menu and added the option back in and turned it on? Can we negotiate now?

I didn't write the original message, but insert a meme gif of joel (drawn as a chibi, the lil guy form), crying and rolling on the floor here.

Please at least drop an april fools build that only has 10 lines of content, with Joel giving the Cerberus head pats, animated like a bad YTP. I BEG. /j (unless...?)

Minor spoilers for episode 12 of the Madoka Magica anime: QWxzbyBzaW5jZSB5b3UgbWVudGlvbmVkIE1hZG9rYSBNYWdpY2EsIEknbSBub3cgZW52aXNpb25pbmcgSm9lbCdzIGFtb3VudCBvZiBzb3VsIGFzIHJlcHJlc2VudGVkIGJ5IHRoZSBzaXplIG9mIE1hZG9rYSdzIGFzdGVyb2lkLiAKCi4uLiBJIHdpc2ggSSBuZXZlciBnYXZlIHVwIG9uIGRyYXdpbmcgYXJ0IGFuZCBhY3R1YWxseSBnb3QgZ29vZCBhdCBpdC4gSSdkIGJlIGRyYXdpbmcgSm9lbCBpbiBNYWRva2EncyBtYWdpY2FsIGdpcmwgb3V0Zml0IHJpZ2h0IG5vdy4=

What else...

Oh right. I'm sorry to inform you that your Russel 5 propoganda, door to door salesman techniques were wasted on me (4 of the 17 attempts). I already read Dylan and Russel N5 by now, and will probably re-read them when the next update drops :P.

I'm starting to realize I use way too many paragraphs and write way too much. Sorry for the wall of text dumb. I think I have a problem lol. (My problem is my love of this game, and if loving it is wrong, I don't want to be right.)

Happened to check my phone, and got an unexpected treat. Loved reading this at 3am. (It is now 4:15 am. Sleep can wait, this QnA is practically the length of an update.)


Having read Dylan N5 and Russel N5, it was funny seeing my previous responses, lol. (My opinion that Cerberus deserves head pats did not change, it was instead reinforced and tempered in the fluffy forges of Dylan's trial.)

(1 edit)

I apparently missed the Dylan update, so first: I wanna pet the Cerberus. The sprite you used made him adorable and made me want to hug him and let him have Dylan as a treat.


Now on to this update: You are cruel for what you did with the slime's sprites. (I'm being purposefully vague to avoid spoilers, but you know what you did, and you can't keep getting away with this.)

(1 edit)

Im loving the new update, and can't wait for the next one. The New sprites are really great, and I enjoyed meeting the new faces, as well as the old ones again. Minor spoiler:










1 small continuity error(?), the MC uses the app on the phone, to look for the location of the lost and found... To find his phone. I thought it was going to be one of those cases where you've lost your phone, but it's in your hand, but then it really was in the lost and found.


Edit: I have only had Sparky for one day, but if anything happened to him, I would kill everyone in Maplestone and then myself.

Thank you for giving me an excuse to spend the entire day rereading parts of this. Admittedly I don't need much of a push, but still.

We're SO back.

I missed the entire Ryan update AND it's bugfix. I'm high-key mad at the Algo for this. Playing those now, looking forward to the new update, especially since Patrice is involved in this scene, can't wait to see what you've brewed.

Hi, I can try to help a bit. 

1) You need to keep the android.keystore and bundle.keystore in the same directory as the rest of the game, so next to 'NastyLand.exe". When you are ready for release, use the 'Build Distributions' button to make the Desktop versions. This does not package the keystore files.

2) When compiling the android build, you should NOT change the name of the package. You currently do 'nastylandpublic.v01.nov24.apk' but this is the NAME of your project. Thus when you change it the next time to 'nastylandpublic.v01.5.dec24.apk', the entire app is considered a different app. I'd recommend something like "nastyzeus.nastyland'. Renpy will still give you an apk named 'nastyzeus.nastyland-1.1-<randomNumbers>-release.apk'

3)You should not have to move everything to a new folder when you want to release. Renpy will create the distributions for you, like so:
Win/Linux: "NastyLand-Public.V0.1.1.Nov24-pc.zip"
Android: "nastyzeus.nastyland-1.1-<randomNumbers>-release.apk"
Mac: "NastyLand-Public.V0.1.1.Nov24-mac.zip" 

I won't claim to be an expert programmer, but I can help with troubleshooting and problem solving. If you need help, message me on discord on rachel02048, as itch.io comment section isnt ideal for that lol.

Aww, you're welcome. Do let me know if you need any further help though.

(1 edit)

Alright, I double checked, and I had saved and quit on the "this is worse than being a medium" text, which is why I didn't unlock the black soul entry. My bad. The talents entry exists and is added to the book at the beginning of day 4, but the link to talents is still in the Mediums page, thus my initial confusion. Sorry for the misunderstanding lol.


(One small thing, the text for the black soul is, well, black, which doesn't show until you hover over it. Except on android, you can't easily hover like that. Would changing the base color of the text to the dark gray that is used when hovering over it instead be possible/desired? Then changing the hover color to a slightly lighter color?)

That actually sounds great, and less immersion breaking.

Can confirm, white souls get added, as does the section on talents, but black souls do not. I bring up talents because when you get the book, the 'medium' entry is unlocked, but it has a link to the 'talents' page, which isn't unlocked.


 Another thing, atleast on mobile, you cant access the book from in game, only the main menu, which feels a bit off, but other than that, I enjoyed it. Maybe a notification in the corner telling you when you've unlocked a new entry, or one has been updated, would be nice, as I honestly didn't think to check again, but that could just be me.

(3 edits)

👁️❤️➡️🆕⬆️📅•      🐯🥺•


(I don't know why we're talking in emoji, but the other 2 comments are, and I'm trying to blend in. Loved the update, loved the moments between Patrice and she who will not be named. Loved the new soul type, had been wondering about it, definitely wasn't what I had guessed, but is more interesting anyways. Ryan was a bit different, but I suppose that's down to what happened in the gym, and Patrice and Ryan's friendship. The book was a great addition, although the 1 entry is missing, I think it was talents. The little doodles were hilarious, mostly Ryan's. I forgot to check if white and black souls were added to the book afterwards, guess I'm redownloading the game now.)

The new sprites really elevate the novel now. I love Karl's sprite, it is really cute!

You' welcome. If you have any difficulties with these changes, let me know and I'll try to help.

Why did Itch have to ruin the formatting?


Exact Additions to make:

gui.rpy:

===================

Line 76

## The font used for naff's text. 
define gui.naff_text_font = gui.preference("naff_text_font", "fonts/beer_money.ttf") 
## The font used for naff's name. 
define gui.naff_name_font = gui.preference("naff_name_font", "fonts/beer_money_names.ttf")

===================

This is to add a hide button to the game.

screens.rpy in the 2 quick menu sections. the first is for desktop users, who can press h or middle mouse button already, but the option is here. the second is for mobile users.:

Line 262:  textbutton _("Hide") action HideInterface() 
Line 1437: textbutton _("Hide") action HideInterface()

===================

Exact Changes to make:

gui.rpy:

===================

Line69:   define gui.text_font = gui.preference("text_font", "fonts/dum1.ttf")
Line72:   define gui.name_text_font = gui.preference("name_text_font", "fonts/KELMSCOT.TTF")
Line75:   define gui.interface_text_font = gui.preference("interface_text_font", "fonts/KELMSCOT.TTF")
Line 176: define gui.button_text_font = gui.preference("button_text_font", "fonts/Zamolxis-V.ttf")

This allows the button font to be changed too.

I changed these to have more descriptive names, to make managing them easier.

===================

screens.rpy:

===================

Line740: style_prefix "radio"
Line742: textbutton _("Default") action [gui.SetPreference("text_font", "fonts/dum1.ttf"), gui.SetPreference("name_text_font", "fonts/KELMSCOT.TTF"), gui.SetPreference("interface_text_font", "fonts/KELMSCOT.TTF"), gui.SetPreference("button_text_font", "fonts/Zamolxis-V.ttf"),  gui.SetPreference("naff_text_font", "fonts/beer_money.ttf"), gui.SetPreference("naff_name_font", "fonts/beer_money_names.ttf")]
Line743: textbutton _("OpenDyslexic") action [ gui.SetPreference("text_font", "OpenDyslexic.otf"), gui.SetPreference("name_text_font", "OpenDyslexic.otf"), gui.SetPreference("interface_text_font", "OpenDyslexic.otf"), gui.SetPreference("button_text_font", "OpenDyslexic.otf"), gui.SetPreference("naff_text_font", "OpenDyslexic.otf"), gui.SetPreference("naff_name_font", "OpenDyslexic.otf")]

I used OpenDyslexic as an example font here, as it is what was being changed to, but it should work for other fonts too. 

I also included changes to allow for the button font to be changed too.

===================

Character_names.rpy:

===================

In all of the naff charater definitions, replace all

  what_font="fonts/beer_money.ttf", who_font="fonts/beer_money_names.ttf"

with

  what_prefix="{font=[gui.naff_text_font]}", who_prefix="{font=[gui.naff_name_font]}"
(1 edit)

Exact Additions to make:

gui.rpy:

===================

Line 76

## The font used for naff's text.
define gui.naff_text_font = gui.preference("naff_text_font", "fonts/beer_money.ttf")
## The font used for naff's name.
define gui.naff_name_font = gui.preference("naff_name_font", "fonts/beer_money_names.ttf")

===================

This is to add a hide button to the game.

screens.rpy in the 2 quick menu sections. the first is for desktop users, who can press h or middle mouse button already, but the option is here. the second is for mobile users.:

===================
Line 262:  textbutton _("Hide") action HideInterface()
Line 1437: textbutton _("Hide") action HideInterface()

===================

Exact Changes to make:

gui.rpy:

===================

Line69:     define gui.text_font = gui.preference("font_1", "fonts/dum1.ttf")
changes to  define gui.text_font = gui.preference("text_font", "fonts/dum1.ttf")
Line72:     define gui.name_text_font = gui.preference("font_2", "fonts/KELMSCOT.TTF")
changes to  define gui.name_text_font = gui.preference("name_text_font", "fonts/KELMSCOT.TTF")
Line75:     define gui.interface_text_font = gui.preference("font_3", "fonts/KELMSCOT.TTF")
changes to  define gui.interface_text_font = gui.preference("interface_text_font", "fonts/KELMSCOT.TTF")
Line 176:   define gui.button_text_font = "fonts/Zamolxis-V.ttf"
changes to  define gui.button_text_font = gui.preference("button_text_font", "fonts/Zamolxis-V.ttf")

This allows the button font to be changed too.

I changed these to have more descriptive names, to make managing them easier.

===================

screens.rpy:

===================

Line740:    style_prefix "check"
changes to  style_prefix "radio"
Line742:    textbutton _("Default") action [gui.SetPreference("font_1", "fonts/dum1.ttf"), gui.SetPreference("font_2", "fonts/KELMSCOT.TTF"), gui.SetPreference("font_3", "fonts/KELMSCOT.TTF")]
changes to  textbutton _("Default") action [gui.SetPreference("text_font", "fonts/dum1.ttf"), gui.SetPreference("name_text_font", "fonts/KELMSCOT.TTF"), gui.SetPreference("interface_text_font", "fonts/KELMSCOT.TTF"), gui.SetPreference("button_text_font", "fonts/Zamolxis-V.ttf"),  gui.SetPreference("naff_text_font", "fonts/beer_money.ttf"), gui.SetPreference("naff_name_font", "fonts/beer_money_names.ttf")]
Line743:    textbutton _("OpenDyslexic") action [ gui.SetPreference("font_1", "OpenDyslexic.otf"), gui.SetPreference("font_2", "OpenDyslexic.otf"), gui.SetPreference("font_3", "OpenDyslexic.otf")]
changes to  textbutton _("OpenDyslexic") action [ gui.SetPreference("text_font", "OpenDyslexic.otf"), gui.SetPreference("name_text_font", "OpenDyslexic.otf"), gui.SetPreference("interface_text_font", "OpenDyslexic.otf"), gui.SetPreference("button_text_font", "OpenDyslexic.otf"), gui.SetPreference("naff_text_font", "OpenDyslexic.otf"), gui.SetPreference("naff_name_font", "OpenDyslexic.otf")]

I used OpenDyslexic as an example font here, as it is what was being changed to, but it should work for other fonts too. 

I also included changes to allow for the button font to be changed too.

===================

Character_names.rpy:

===================

In all of the naff charater definitions:

            what_font="fonts/beer_money.ttf", who_font="fonts/beer_money_names.ttf"
changes to  what_prefix="{font=[gui.naff_text_font]}", who_prefix="{font=[gui.naff_name_font]}"

===================

(1 edit)

A few things, first thank you for adding a font selector, it'll makes things a lot easier to read. Second, while on the topic, could you add a 'Hide' button? Desktop users can middle mouse click or press H, but mobile users can't. To add one, add this to line 1437 in screens.rpy: 

textbutton _("Hide") action HideInterface()

I'm including some changes you can make to change naff's font, as well as some other changes:

1) Change style prefix of font selector from check to radio
2) Change names of fonts in gui preferences from font_1, font_2 to more descriptive names. Make the same changes in the actions of the font selector.
3) Add 2 fonts to gui.preferences for naff's text and naff's name.
4) Change the gui.button_text_font definition to allow for it's font to be changed too.
4) Add the actions to change these 3 new fonts to the font selector buttons in options.
5) Change naff's character definition from what_font, who_font to what_prefix and who_prefix

I'm glad to hear it! I look forward to the next update and wish you good luck! Implementing an RPG system can be a big task.

If I may, the current weapon system has some maintainability issues. Code-wise at least. This battle test has 5 weapons total: The sword, the knife, the twigs, the wooden sticks, raw bones and technically bare handed too, so kind of 6. Each of these weapons are checked individually in 25 different places throughout the script, and each additional weapon actually adds more checks. If you add a new weapon, and forget any of these places, it'll create a bug that might be rare, and hard to track down. 

I'd be willing to lend a hand in refactoring the code to be more maintainable if you'd like? The idea would be to condense the number of checks by abstracting them, so instead of checking each weapon individually, it checks a list of weapons instead. You can message me on discord at 'rachel02048' to talk further if you want.

I found a bug during testing. If you have tried equipping the sword and failed, still have the knife, and equip a stick (or bone) if it's the last one, the option to switch weapons disappears, and the game will say that you're now barehanded and have to rely on your claws. The game will still use the weapon you chose though. The bug also appears when you enter battle and select the stick. I think this is caused because on line 540 of 'battle.rpy', you check if all of the weapons are == 0. However, you don't check for the knife, and the player might have something equipped already.

So basically there are 3 bugs:

1) You don't currently check for the knife on line 540 of 'battle.rpy'. This causes the game to show a message saying that the player has no weapons, even if they have a knife. ("现在的你赤手空拳,只能依靠自己的爪子了")

2) You again don't check for the knife on line 327 of 'battle.rpy', this stops the menu option to switch weapons from showing. ("选择武器")

3) You again don't check for the knife on lines 341, 361, 387 and 544.

4) These checks don't consider the currently equipped item either.


For a suggestion, I would move the 'Skill' button to it's own category. Basically it's currently like this:
>Choose weapon

>Battle

>>Skill

>>Attack

>Items

>Run

I'd change it to:

>Choose weapon

>Skill

>Attack

>Items

>Run

Thoroughly enjoyed this hidden gem of a work in progress visual novel. I would like to thank the itch.io furry tag for bringing me here.

To the team behind it: The premise is interesting, the characters are fun and interesting, the music choices were nice, and of course the sprites and cgs were really good. Rare for a version 0.2 to have diverse emotive sprites for their characters, as well as the cgs present too.

All in all, enjoyed it, and look forward to what you'll all make next.

(1 edit)

Hey, If you still need help with making an android version, here's the main steps you'd need to follow:


1) Download RAPT from renpy's website for the renpy version you use, in the public release you used 7.4.9, so the link is: https://www.renpy.org/dl/7.4.9/renpy-7.4.9-rapt.zip

2) Download version 8 of the Adoptium JDK: https://adoptium.net/en-GB/temurin/archive/?version=8

3) Launch Renpy, and Click on 'Android' in the actions category, underneath build distributions. Then install the SDK and create keys. Keep the keys you create safe.

4) Go back to the `Android` section, and click `Configure`, and follow the prompts.

This sets up your environment to build android versions, but there are some code changes needed for the full experience. Basically any graphical changes you've made, need to have a mobile variant declared. To do this, you copy the style, and add `variant "small"` or `variant "touch"`, depending on the context, to it.


Things that need to be changed:

-The textbox needs the new sprite. You can just remove the `phone/` part in the `style window`, under mobile variants.


-Choices menu needs to be changed. They currently go way to the right. Duplicate the choice screen, add 

variant "touch"

Then you can replace the area parameter with 

ysize 0.6
align (0.5, 0.5)

This gives a more scalable, and less hard coded variant for mobile.

-You'll probably want to add a 'Hide' button for mobile users, as they can't middle mouse button. Adding this code to `screen quick_menu` will add it:
`textbutton _("Hide") action HideInterface()`

I don't know if there's any other screens that don't work on mobile, but these are the main ones.

After this, you can build the android version. You'll want to build a universal apk, not the playstore version. It'll take a while, but afterwards, you'll have an apk. You can install this on your phone to test, or with an android emulator.


Edit: Sorry for the wall of text lol. Let me know if you need any more help, or if I was unclear with something.

I agree with the other comment fully. The quality has been really, really good. Something you might consider, could be to make a dev log in between builds. This could highlight anything really, like something new you've learned about the Game Dev process - this could be renpy related, storytelling related, etc. - or touch on aspects of the world building that may not end up in the final game, etc. This gives insight into the game and it's development, while giving the audience something to interact with, and keeping your game 'alive' to the itch algo. Ultimately, you choose what you think is best for the game and your team. I look forward to what comes next! 

The new sprites look really good. They're slightly different, but overall I feel they capture the characters well. Looking forward to what comes next!

Enjoyed the new update quite a bit, and I'm interested to see where it goes from here. The world building in this seems really good so far. The English translation could use some editing, but I was able to follow the story pretty well. Overall, excited for the next update!

They released an update that exposes the language selector in the options menu today.

You're welcome! Let me know if I need to delete the message to avoid spoilers.

Also, the missing translations are mostly caused by what seems to have been lines that were changed after the translations were generated. You need to use renpy to regenerate/update the translations, then at the bottom of the translation files, it'll have a section headed with

# TODO: Translation updated at xxxx-xx-xx xx:xx

The translations that need to be fixed are below this heading. Do note that the original broken translations will still be in the translation files, and should be removed at some point.

The following lines need updated translations:

"Пройдя внутрь академии, вайб которого очень сильно напоминал какие-то стариные замки, я замечаю, что в холле есть несколько человек, которые о чём-то разговаривают."
"Барс смеётся над моей реакцией и взъерошивает мех на моей голове."
"Снова вернувшись в холл, я обращаю внимание на Роберту.{w} Уже выстраилась приличная очередь."
a "Я посмотрю как половник и суп из жабы и с растениями поможет тебе в драке с монстром."
"Я прокашливаюсь, пока мы садимся на один из диванчиков в этом холле."
"Лицо Вильмара сразу становится расстроенным."
"Сейчас время уже завалило за полдень."
"Она всё ещё с неким недоверием смотрит на Вильмара."
"Там... есть какая-та специальная формулу для расчёта её веса."
"Но я её не помню. Пока она выполянет свои функции, это всё, что мне от неё нужно."
"Мне она досталась от мамы. Она привезла её, когда ездила в одну из командировок."
"Так или иначе... Я начинаю доставать свои вещи."
"Я не совсем знаю, как мне к нему относится."
"Забравшись в кровать и накрывшись одеялом, я начинаю по-немногу проваливаться в сон, смотря одним взглядом на свет луны, падающего из окна на пол моей комнаты."

Additionally, The following translations are missing, or incomplete.

"Эти книжные полки поднимались вверх, прямо в крону дерева." - Missing Translation. Is located in assestdefine.
"И... Когда я увидел тебя, я знал, что ты будешь встревожен." - First character is not translated.
"Хээй! Я не толстый! Ты даже не представляешь, как в этой рубашке тесно." - Missing Translation.
(2 edits)

Hey, I'm writing in case you still need help with the English translation not showing up on Android. In screens.rpy, you need to un-indent the language selection radio box by 1, as it is currently in the pc or web variant section, that is used for the full screen/windowed buttons. In the pc release, this is in the screen preferences() section, around line 700.

By unindent, I mean this:

                vbox:
                    style_prefix "radio"
                    label _("Язык")
                    textbutton _("Русский") action Language(None)
                    textbutton _("Английский") action Language("english")

becomes

            vbox:
                style_prefix "radio"
                label _("Язык")
                textbutton _("Русский") action Language(None)
                textbutton _("Английский") action Language("english")

Yes. So much yes.

*Incoherent screeching* This looks SO good! He looks so much fluffier now. Also the 3/4 angle is just *chefs kiss*.

Hey if you still need help, can you message me on discord? My username is Rachel1204#7797. Using the itch.io comment section is kind of clunky, however if you'd rather stick to this that's fine, just offering an alternative.

Honestly understandable.

I've updated my comment, it's currently almost 1am, I can try help again later if it still doesn't work.

(2 edits)

Which JDK version do you have installed? JDK8u332? Additionally, did you get it from adoptium or elsewhere?

A few last things before I head to bed:

Did you download version 8 of the JDK?

Did you download the JDK and not the JRE?

Is the JDK in the PATH? If you're not sure, you can run the installer or modify from add or remove programs, and click repair to make sure.

Do you have any other java installations that might be conflicting with it?

Did you update from an older version of renpy, and if so did you update RASP with it?

I'm sorry for all the questions, they're currently all I can think of that might be causing the problem, as it isn't a problem with the project itself as I was able to build it. Renpy asking you to install the JDK likely means that it for some reason cannot find it, so that's what I based these off of. If you still can't get it to work I can try help you out again later if you want.

(4 edits)

I was able to compile an android build on my end, it works on both emulator and my own device. I am going to playtest it to ensure the game is fully functional now. You do need to change the line in screens.py for style main_menu_frame under the mobile variants to have the title screen show up on android. In the public released version this is line 1470.

Edit 1: The glossary needs to be edited to fit the scrollable items in width wise, as well as the longer entries like Daramulum.

Edit 2: The following lines might not render properly on android phones: NOTE: These are the line numbers in the public build. These go up until the route split.

174, 257, 283, 287, 297, 313, 315, 329, 333, 346, 361, 398, 406, 502, 504, 524, 589, 607, 665, 848, 1347, 1367, 1383, 1513, 1558, 1606, 1658, 1752, 1830.

I might be able to offer some assistance, but I have a few questions:
1) Does it build an apk file at all?
2) If it does, does the apk file not install or launch properly?
3) If it does not, does it display any error messages at all, or any other odd behaviour?
4) What version of renpy are you using?