Regarding c56483.5

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#26 by skorpiondeath
2021-04-24 at 16:43
< report >I get what you mean. I usually tend to the opposite and sacrifice horizontal details in favor of a well height-fitting centered character. The guideline say that we should try to focus on the face and everything up from the waist, sacrificing detail is not that bad per se otherwise the only correctly detailed images would be a full body tachie that usually doesn't fit well in the slot. We would need a slot with double the height for that purpose something like 256x600 (maybe more).

Obviously in your example the first link looks much better. The other option would be a height-fitting character with cropped gloves but with a more detailed view of the face (probably my way to go) because you can always go and download or find in the net full tachie. But I agree with you that if you go for "quality" of the character then having all that white space just for the sake of portraing the correct height just doesn't make sense at all.Last modified on 2021-04-24 at 16:44
#27 by mrkew
2021-04-24 at 16:54
< report >You can change them when you get to it if you don't like them. I went through I think 43 I saw on Rance 10 page and replaced the black backgrounds with white ones.
I'm already looking forward to the creative solutions for stuff like link link link where details like clothing or hair are actually cut in the original tachie because they simply don't fit into the 1920x1080 frame.
#28 by skorpiondeath
2021-04-24 at 17:26
< report >I think the best option would be to have the possibilty to choose between a standard vertical image slot and a horizontal image slot. Something along the line was asked for cover images when they are portraied horizontally in the cover of the game and that doesn't fit well in the current vertical slot since it gets shrinked too much.

You can change them when you get to it if you don't like them
I got a little baby around now, with the current lack of free time by the time I reach Rance 10 a lot of time will pass! :P
Despite you said mangagamer won't translate it before the dacade, maybe thats a good thing for me.
#29 by mrkew
2021-04-25 at 13:29
< report >link Now I cannot unsee the difference between 250 and 256 wide.
#30 by skorpiondeath
2021-04-25 at 13:57
< report >Ahah that's my fault. Why did I bring up this topic in the first place? :P
I guess the only logical thing to do is to replace them all right? Basically other games where I uploaded images are consistent with themselves, but if you are uploading a different ratio in Rance games probably I need to back up and fix my error. What do you think?
#31 by mrkew
2021-04-25 at 14:02
< report >Other people than you have been uploading 250 and other people than me have been uploading 256. Basically it's a mess. I honestly think 250 looks a bit better because there's enough space between the picture and the traits, but then again 256 is the upper limit so you use the whole width.
#32 by skorpiondeath
2021-04-25 at 14:18
< report >
Basically it's a mess.
Let's try to solve the mess then.

I honestly think 250 looks a bit better because there's enough space between the picture and the traits
Ok but you are mixing 2 problems here.
1) Having more space between image slot and traits
2) Filling up whole image width.

1 should be fixed easily with css or by asking yorhel to fix it.
2 is easily fixed by using 256 as a width for all pictures. Btw 256 seems a strange number maybe there is some correlation to binary system for storing purposes that I'm not aware of...but at that point 300 should be something like 320 (256+64) or 288 (256+32).

Other people than you have been uploading 250 and other people than me have been uploading 256.
Really I guess we could face the problem and just align all users to the same rule. Basically we can ask yorhel what he thinks about this.
But to aovid a mess I think the way to go is to fill width of image and let yorhel bring a little bit more margin between image and traits.Last modified on 2021-04-25 at 14:18
#33 by mrkew
2021-04-25 at 14:28
< report >256 didn't seem odd to me when it comes to width since its multiples were standard resolution widths (1024, 1280). Anyway your plan sounds great.
#34 by skorpiondeath
2021-04-25 at 14:35
< report >Btw I just asked Yorhel about this so I'll wait for his answer. Anyway I feel that I could have been less lazy than this on my early days because I brought till now this bad habit of uploading images with a wrong ratio.Last modified on 2021-04-25 at 14:35
#35 by yorhel
2021-04-25 at 15:50
< report >I've no clue why I decided on 256 ages ago, but it doesn't really matter too much. 250 is just as arbitrary a number, so might as well take advantage of the available space and standardize on 256 now.

I agree that a bit more spacing looks better, I'll adjust that later.
#36 by skorpiondeath
2021-04-25 at 16:42
< report >Ok mrkew so I'm going to slowly replace those images and align to 256x300 ratio as yorhel stated we should standardize on 256 width now.
After he fixes image to traits margin I guess we reached a win-win situation.Last modified on 2021-04-25 at 16:42
#37 by mrkew
2021-04-26 at 15:39
< report >I went back and looked at the thread you mentioned about scaling images. I tried what you said here t6668.20 on the character I previously showed you and it looks like this. I made two versions, one following the 3 easy steps and the other with just cubic scaling. Using the filters+scaling seems to have made the image more blurry than using just scaling. My eyes say the picture which was simply scaled looks clear. Do you find the image quality satisfactory?
#38 by skorpiondeath
2021-05-02 at 16:44
< report >Actually I forgot the study I did at the time, but I remeber Yorhel implelemting it as t6668.25.
So you don't need to do it manually it takes place upon uploading images.
As you can see the old algorithm often produced blurred images: c30801.3.

About Rance I almost reuploaded all images, and now are based on a 256px ratio. Yorhel did take the time to give a little bit more of padding so everything seems resolved now.Last modified on 2021-05-02 at 16:44
#39 by skorpiondeath
2021-05-30 at 12:25
< report >Hi mrkew just finished Rance 03 and started playing Rance IV, I was wondering since I'm adding characters do you think I could link characters from Kichikuou Rance or is it better to create new istances for old Rance I, Rance II, Rance III and Rance IV games?
#40 by mrkew
2021-05-30 at 13:40
< report >Hi. Problem with IV (and 4.1 & 4.2) is that there's no remake made or even announced. So while I, II and III characters can be linked with KR characters, IV+4.1+4.2 belong to both timelines.
#41 by skorpiondeath
2021-05-30 at 14:26
< report >Could it be an option to link newer characters when they are present and old ones when they are not?
This would lead to various type of portraits in the game but I don't know if there is a better option
#42 by mrkew
2021-05-30 at 15:42
< report >I don't see any problem with that. A named character should be in the database, and if that character doesn't have a new portrait because they simply don't appear in the later games, then IV's character list will have to have a mix of modern and old artstyle. Nothing can be done about that.
I don't remember how many characters appear in them without appearing in Rance 10. I've been lazy about adding characters lately, but I'm hoping to get back to it soon. If you add a char that I know appears later, I'll replace the pic with the modern one.
#43 by skorpiondeath
2021-06-02 at 17:26
< report >Lol I'm stuck I don't know if it's better to link Merim Tser to Rance IV - Kyoudan no Isan - or if it's better to create a new istance... The main problem is that if I create a new character instance for a character present both in Rance Quest and Rance X then the traits mix up with the one present in Rance IV. If they ever create a remake of Rance IV than obviously those IV traits should be removed and added the one of Rance 04.
With the possibility of a remake in mind I think it could be optimal to just link Kichikuou Rance instance. What do you think?
#44 by mrkew
2021-06-02 at 17:39
< report >
The main problem is that if I create a new character instance for a character present both in Rance Quest and Rance X then the traits mix up with the one present in Rance IV
As I said, the Merim that appears in IV is the exact same character that appears in RQ and later. Everything that happens to her is canon and referenced in the later games. There is no need to worry about the faraway possibility of a remake that might never happen in the first place.
#45 by skorpiondeath
2021-06-06 at 12:27
< report >mrkew what about Rance 4.1 and 4.2 from the Alice wiki they don't seem to be part of the Canon Timeline. Do you happen to know if they are or not?
#46 by mrkew
2021-06-06 at 12:46
< report >Wenlina is an important part of Rance 10 and things which happen with her are in 4.2. 4.2 spoilers - She resurrects Rance in when he dies. Her rescue by Rance and power is mentioned in R10.
Similar with Genri. He's introduced as a character in 4.1 and then appears again in Sengoku Rance and it's clear the two already know each other, referencing the events from 4.1 in the conversation iirc.
Kisara is also introduced here and then brought back in Rance Quest with Rance knowing her and her situation.
Last I remember is Silbarrel, the world's ugliest woman, who first appeared in 4.1 and Rance most definitely remembers her when she appears in later games again.
TL;DR - No way that these games are not canon.
#47 by skorpiondeath
2021-07-07 at 18:37
< report >I'm here to thank you mrkew.
Thank god you convinced me to play Kichikuou Rance I almost reached creator phase and I'm considering to go for a second playthrough (no shangri-la, no patton alliance, AL church war from the begenning) before going on with the series.
I was going to make a terrible mistake by skipping this one.
Love and peace! <3Last modified on 2021-07-07 at 18:38
#48 by mrkew
2021-07-21 at 00:09
< report >Glad it worked out. It really is amazing, especially for its time. Now you can enjoy making comparisons between the storylines in that and in their individual games from VI onwards.


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