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#451 by mutsuki
2021-02-03 at 01:32
< report >#450, there are other cases where the reading used in the abbreviation doesn't follow the reading for the title (e.g. Soshite Ashita no Sekai yori)
#452 by mrkew
2021-02-03 at 01:48
< report >Regarding your argument
There's no way that someone hasn't played the game would know the furigana reading in the logo isn't used. As a result, more people will know the title by the "rule" reading that you would expect from the logo than the "joushiki" one
I checked all the stores and none of them acknowledge the furigana in any way, assumingly because the game site itself gives the official title without any furigana. For other games furigana is written in parenthesis. For example:
link
link
I believe more and more that it's just a stylistic choice for the title logo, so it's obvious what kind of 常識 is meant in this case.Last modified on 2021-02-03 at 01:50
#453 by npzmzfg
2021-02-15 at 00:01
< report >I noticed that the description for I'll Breakup with Him, It'll Pain is a 1,500 word multilingual wall of text about the project. Am I correct in thinking that it should be cut to just the first 3 lines that describe the story? According to d2 it should be a "short description of the main story" and the edit page specifies English, but I also didn't want to start an edit war by making so big of an edit.

Something similar goes for one the releases for that title (r77823), which has also been updated with multilingual notes. That should be English only, right?Last modified on 2021-02-15 at 00:05
#454 by beliar
2021-02-15 at 07:19
< report >You are correct on both points. These should be edited down. In fact, the note in the release entry is not needed at all.
#455 by gvbn
2021-02-18 at 18:19
< report >r14516 needs to be unlocked & marked as unofficial
#456 by bcirno
2021-02-21 at 02:56
< report >is it okay to straight-up mtl characters descriptions and game description?
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#457 by npzmzfg
2021-02-21 at 14:28
< report >Should the length of a VN be based only on complete releases (not on partial or trial releases), meaning that VNs without complete releases should not have lengths? The guidelines do not explicitly state this, but it makes sense and I have seen comments implying that.

And does this also apply to VNs no longer under active development, where the last, partial release is effectively what the VN is? I'd assume that they also should not have lengths, but wanted to make sure just in case.
#458 by beliar
2021-02-21 at 14:36
< report >
Should the length of a VN be based only on complete releases (not on partial or trial releases), meaning that VNs without complete releases should not have lengths?
Yes, you are correct, the length field should be empty for "work in progress" VNs that only have a trial or a partial released yet.

An exception is granted when the development of the Vn has been abandoned, and a trial/partial is all that has been released. In that case, the length can be added, as, just like you have said, "partial release is effectively what the VN is".

Should probably add it to the faq, not that it will stop people from adding the length to tba releases, because no one reads the guidelines...
#459 by npzmzfg
2021-02-21 at 14:55
< report >Thank you for the explanation.

I've reviewed my recent edits and reverted a couple where I got it wrong.
#460 by beliar
2021-02-21 at 15:05
< report >
is it okay to straight-up mtl characters descriptions and game description?
While straight up mtl gibberish descriptions of characters or VNs is not allowed, we tend to be more lenient towards the edited mtls. While those descriptions you have linked read very stilted, they are not incomprehensible, so I wouldn't go out of my way to remove them when I don't have a better alternative.
#461 by gvbn
2021-02-21 at 20:24
< report >They're definitely not straight outta DeepL either. For example, raw DeepL gives me this:

His family is an old shrine family that has been worshipping the Ujigami god for generations.
When she's not at the store, she can be found in front of the station with a musical instrument in her hand, performing live on the streets.

She is often called "big sister" at her girls' school and often receives chocolates on Valentine's Day, but she feels that the girls who have feelings for her are only in love with her and do not see the real her. What is the real me? But she feels that the girls who have feelings for her are only in love with her and do not see her for who she really is. She is always searching for something to be the axis of her life.
- Wrong pronoun "his" for female character
- Failure to translate "Ujigami"
- Half of the 2nd sentence has mysteriously vanished
- "the girls who have feelings for her are only in love with her" is just completely wrong
- Randomly repeated sentence

All these seem to be fixed in the character bio. That said, "雑貨店" in this context is almost certainly "curio dealer" not "grocery store"Last modified on 2021-02-21 at 20:31
#462 by poudink
2021-02-22 at 17:21
< report >Hi. I recently changed the resolution of a PSP release to 480x272, which is the resolution all PSP games use. However, beliar changed it back to an empty resolution. Why is that? Should console releases not have their resolutions set? I can't find anything in the guidelines about it.

On the topic of resolutions, VNDS releases can have multiple possible resolutions. The DS version of the interpreter only supports resolutions of 256x192, the DS's native resolution, but other platforms support higher resolutions, so you often have packs of higher resolution CGs/sprites. In the case of converters, they often let you choose a resolution as well. On top of that, converters also often let you choose whether you want voices or not. In those cases, what do I use for the resolution and voices? Do I leave them empty?Last modified on 2021-02-22 at 18:51
#463 by beliar
2021-02-22 at 17:29
< report >We previously used not to add resolutions to consoles. In fact, when we still had a drop-down list for resolutions, instead of the freeform field, one of the options was "Console/handheld" without any resolution attached.

I suppose if PSP really always has a resolution of 480x272, there is nothing wrong with adding it. It's just that when I previously looked into the possible Playstation resolutions, it became clear that even something like PS1 had very varying resolutions from something like 320x200 to 640x480. Usually it's just too much work to try and unearth what kind of resolution a console game has.
#464 by mrkew
2021-02-25 at 13:49
< report >Not a fan of apostrophes in romanization, but if they're generally used on vndb, they should be used for names like Shinohara Kouta with two following vowels each represented by a different kanji for consistency. It's the same case as putting it in renai or renya just to indicate that the sound stops at n and a new sound starts after the apostrophe. Here Kouta implies a long vowel (kou-ta) which is not the case (ko-uta)Last modified on 2021-02-25 at 13:49
#465 by npzmzfg
2021-02-25 at 23:26
< report >My Only Sunshine is currently listed as being developed by five different producers, one of whom is listed as the publisher. These are most of the team members listed on the itch page (link). However, the Steam version (link) is listed as being published by 'Sun Spot Syndicate', which is a name the used by the same individuals (e.g. on their petreon: link).

My best guess is that the way to square this is to create 'Sun Spot Syndicate' and then relate the team members (who have worked on different sets of titles) to SSS, but I am not sure how to relate them. The most fitting seems to be that the individual producers spawned SSS. Is that correct?

And if it is the right way to go about it, should the old releases also be updated to have SSS as the developer/publisher?
#466 by beliar
2021-02-25 at 23:35
< report >
My best guess is that the way to square this is to create 'Sun Spot Syndicate' and then relate the team members (who have worked on different sets of titles) to SSS, but I am not sure how to relate them. The most fitting seems to be that the individual producers spawned SSS. Is that correct?
I think that's the best solution. You don't actually have to create a new entry for SSS. Neither Antizaba nor kurishiri have previous titles, so repurpose one of them as SS, and flag the other one for deletion.

And if it is the right way to go about it, should the old releases also be updated to have SSS as the developer/publisher?
The announcement from the Patreon dates back to the April of 2019, which is also the date of the first release for this game. Hence I think that linking all the releases to SSS would be a proper course of action.
#467 by mrkew
2021-03-01 at 21:28
< report >While adding H-animation details to a release, I wasn't sure if I should put in simple or full animation. d3#3 mentions that looping is considered simple animation, but when I looked at the list of releases with fully animated and some fully animated scenes, there's tons of them (most of them, if I had to guess) with H-scenes that consist of several second long loops - the same short movement is repeated over and over again until the reader advances further into the scene when the loop is replaced by its faster variation, and then it ends in an animated climax. In the end I put full animation because that's what the prequel had, but it doesn't sit right with me.
I searched on the forums and saw t6477 + t6484. Should I then revert it so simple animations? What's the point if most of "some fully animated" and "fully animated" are wrong? And last one, what about games which have some still H-scenes and some looping scenes? There's no "some simply animated scenes" option.
#468 by beliar
2021-03-01 at 21:56
< report >The loop you describe sounds like a simple animation. And I know that lots of people mislabel the animations, but that's not an excuse to also mislabel them, because it "doesn't matter".

what about games which have some still H-scenes and some looping scenes? There's no "some simply animated scenes" option.
Well, the higher animation setting supersedes the lower ones. Even a single simple animated scene warrants a "simple animations" flag, and a single full animated one warrants "some fully animated scenes".
#469 by mrkew
2021-03-01 at 22:12
< report >I will correct it for entries I'm certain about then, but I still think anyone who wants to search for fully animated scenes will have a hard time finding what they want unless there's a big push for changing all the incorrect entries.
Well, the higher animation setting supersedes the lower ones. Even a single simple animated scene warrants a "simple animations" flag, and a single full animated one warrants "some fully animated scenes"
If 1 out of 10 scenes is fully animated, it's some fully animated scenes.
But it doesn't matter if just 1 or all scenes are simply animated? I think there's a big difference in how frequent the animation is. If a game has 50 H-scenes and just a few of them are animated, why not differentiate it from another one which has all of them animated?
#470 by beliar
2021-03-01 at 22:22
< report >And how would you word such options? I feel that this would inflate the animation list and confuse even more people, unless you have a great proposal...
#471 by mrkew
2021-03-01 at 22:28
< report >"this release has at least one scene with simple animation" as opposed to "this release has all scenes with simple animation". In the first place, the guidelines should clearly say that looping H animation should be put under simple animation. d3#3 talks about "falling leaves or snow in the background or animated facial expressions like blinking eyes and a moving mouth", but it doesn't mention H-animation differences, which might be the reason for the current predicament. In the forum search I saw several people complaining about vectorial animation being counted for full animation, so I bet they have better ideas.Last modified on 2021-03-01 at 22:28
#472 by beliar
2021-03-02 at 00:03
< report >Tried to make the explanation about the animations a bit clearer in d3. As for the change of the very description of the animation listing, that is Yorhel's purview if he deems it necessary.
#473 by poudink
2021-03-02 at 14:55
< report >
I suppose if PSP really always has a resolution of 480x272, there is nothing wrong with adding it. It's just that when I previously looked into the possible Playstation resolutions, it became clear that even something like PS1 had very varying resolutions from something like 320x200 to 640x480.
The PSP is a portable console, unlike the PS1 which is a home console. Variable resolutions for portable consoles weren't common until relatively recently (I believe we didn't have those until the Vita). As such, the PSP will always use a resolution of 480x272, which is the resolution of the screen. You can see that the wikipedia article for the PS1's technical specifications will mention the multiple possible resolutions (256×224-640×240p, 256×448-640×480i), but the PSP's article only mentions the standard 480x272 resolution. It is certainly possible for the games to use lower resolution graphics that are upscaled to 480x272 in software, but that should be excessively rare in the case of the PSP. There's also the rare case of video UMD being used for visual novels (used for Bible Black, Bible Black and Bible Black) where it might be expected for lower resolutions to be used. But, well, to my knowledge, Bible Black's the only game that's like that, so yeah.

There's very little reason a developer would want to go lower than the already quite low 480x272 native resolution (despite being the highest resolution portable console at the time of release, at the time the PSP released in 2004, the standard resolution for visual novels was already 800x600 which is quite a bit higher than 480x272), especially when it comes to visual novels since performance wouldn't usually be an issue. Even if you think of it as a way to circumvent the UMD drive's relatively low 1.8GB of storage space, the bulk of that space is usually taken up by audio. Compressing the audio more would save far more space and be far less noticeable.

So usually, when it comes to the 3DS or any portable consoles released beforehand, native resolution is a pretty safe bet. Visual novels ported directly from systems with a lower resolution native than the target system would be the exception, obviously.
#474 by adamstan
2021-03-02 at 19:51
< report >I'd like to add some screenshots from PS2 version of Yotsunoha since it uses completely different art style for characters (flat tints), but I'm not sure, which pictures should go to make space for it. Or perhaps nobody else wants it and I should give up?
Examples:
PS2 PC
PS2 PC
PS2 PC
PS2 PCLast modified on 2021-03-02 at 19:54
#475 by mrkew
2021-03-04 at 11:23
< report >When I look at Corona Blossom and see that every single release is marked as partial, it makes me think that it's not completely out. Yet it's been complete for 4 years already. When I go to d3#2, partial is described as "Partial releases have most of the game, but there are things still waiting to be released".
So which release should be parked as complete? Volume 3? All of them?
It would honestly be best if the game was split per volume, just like every other game with volumes. It would allow for correct cover image (the current one is only for vol.1), allow for correct description (the current one is only for vol.1), make tagging obvious since some tags only apply to some volumes, clear up the releases and screenshots.
But if that's not an option for whatever reason, then please at least let me know how to deal with the partial release thing.