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/og/ - Other Games

saya no uta
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File: 1526443631137.jpg (52.69 KB, 816x624, Milya.jpg)


I finished translating Milya. The game is, for some reason (i.e. the engine can't handle memory allocation with some textures), very prone to crashing, and although I managed to improve the overall time between crashes (a lot), it still happens from time to time. The good thing is that this game isn't that long and you don't need to save or anything like that anyway. But I insist that it crashes as a fault on the engine side, so please spare me the complains.

Milya in Japanese can be downloaded here:
(Link provided through lol's site http://rustlimbo.webcrow.jp/games/milya/index.html )

And the patch can be downloaded from here:
Just extract the files inside the original Milya folder, and when asked if you want to overwrite things, say yes to all.

Inside the ./www folder, you will find a copy of the original CommonEvents.json file, plus a backup of the english one. In case you want to switch to the original language again, all you have to do is copy the CommonEvents[EN/JP].json file, paste it inside the ./www data folder, and rename it to CommonEvents.json (overwriting the file there).

However, if you find that extracting a file is too difficult for you to handle, here's a download with the executable already patched:

Finally, I want to thank all the people who gave me a hand when translating this game:
Bleet for giving me a hand with the translation, plus proofreading.
DrNanny for giving me superb corrections and for the great proofreading job.
lol_rust for being such a nice dev, allowing me to translate the game.
And you, anon, for making me work like a slave for free.

Enjoy the game.


Yaaaay, thank you Chesir, what are you translating next?


File: 1526446278771.jpg (60.07 KB, 600x550, me.jpg)

The Hakkenden.


>And you anon, for making me work like a slave for free.

I never asked you for anything.

But thank you though.


As always, thank you so much for all your hard work.


File: 1526526548732.png (2.98 MB, 1376x897, 57968197_p0.png)

Oh anon, don't be such a tsundere.
You're welcome.


Ugh, between the far-too-frequent crashes and the object overload on some screens making the game lag to all hell, this game is almost literally unplayable for me. There's just no fun in playing the same screens over and over and being unable to actually concentrate on the story because of the dread that the game will just crash again. Which is a shame, because I really want to see what this game is about.

Has anyone managed to actually complete the game so far?


Have you tried playing using a browser? It has less rates of crashing compared to the RPGMaker version. Go on the folder on www/ and open index.html, it should lead you to a playable browser version of the game.
The game in total takes about ~40 min to finish.


I tried the browser version. Though the overall performance was much smoother, the game seemed just as bad at crashing as the offline version - maybe worse, even, since it'd crash every new screen for me, and with a new "script error" instead of the "uncaught type error" I kept getting with the offline version.

>The game in total takes about ~40 min to finish.

…Yeah, fuck this. I think I'm going to just have to give up on playing this game. Looks like the only way I'll be able to adequately experience it without any frustrations is if someone else posts a recording of the game.


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You can supposedly finish it within about 20 min, but unfortunately the crashes and repetitions make it take slightly longer. I would say it's closer to 30 min than 40 min, though.

Sorry for that, but that's just how far I could go about fixing it without rewriting some fundamental functions in a language I am not that familiar with.
Would you mind telling me your specs? I managed to get all the branches when testing the patch (and mind you, that was a pain), with an overall probability of crashing of about 20% (with a standard deviation of 15%)[a]. From the tests, I concluded that the main error that causes crashing comes from a function to allocate memory for image files, although there were one or two times when it was even weirder and harder to pin-point with the testing I've performed, and I dismissed them as common MV errors rather than game specific crashes.

[a]: For reference, the game had a Pr(crashing) = 0.75, σ = 0.2 before I sort of fixed it eliminating certain texture filters from the game script.

Here's a 17min gameplay, https://www.youtube.com/watch?v=_qExZJHYeNc
But if you're interested, I can post the text script of the game. You'd have to give me some time to add notes so it makes more sense for a reader that can't see the specific scene and clean all the notes, but I can do it.


I knew MV was going to be shit when I read that it was going to build its games with HTML5. Thanks for the translation though.


A transcription of the game would be nice to have, thanks.


File: 1533525889616.png (471.06 KB, 600x600, 1465825224717-3.png)

I tried replaying Milya and writing down within the file all you see so you could follow the context, but unfortunately the crashings and need for adding jump points (more on this later) takes more time than I can actually put down for this. Instead, I'll write the general feeling of the game here.

I divided the game's text into what I called "branches". They aren't branches in the classical way (i.e. a byproduct of making a "choice" within the game), but rather just different loops that run when you start the game. When you play for the first time, you run what I call "branch 0", which will always be the first branch the player sees the first time they play the game.
Sometimes when playing, for example, "branch 2", two or three snips of text from "branch 05" will appear, before jumping back from where it left in "branch 2". This is what I denominated "Jump Points". This makes understanding the story more difficult, therefore by reading this script (which is in order and with corresponding text inside their respective branches), you will probably have a better understanding of the story than just by "playing the game".

With all that said, here's the file: https://pastebin.com/XeSJbFTN

And some context: Some of these branches (those that don't seem to be narrated by "the protagonist", i.e. a girl who goes to this café in a forest) are generally just text over a black background. The others are, as I mentioned, apparently narrated by the girl, who walks through different maps through passages, corridors, what looks like some forest path, a field, basements, etc.

If you want to discuss something or have doubts about anything in the file, feel free to ask and I'll try to fill as many holes as possible.


Thanks a lot for providing this.

I've only read the script once so I barely understand anything, but man, lol really loves his mind screw and disease plots, doesn't he? Either way, looks like I'm going to have to do a lot of rereading again to try and figure this one out…


According to lol's twitter, apparently he's remaking Milya in Unity (same engine AruMa KeteRa used) to be more functional


File: 1550158278625.jpg (120.9 KB, 400x300, 1415607861006.jpg)

You guys are free to use my translation (or improve it, if you feel like it) for the unity version. This is going to be a busy year so I'm not sure I'll have the time to do it.

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