Rumours of my death have been greatly exaggerated.

It seems that people have started worrying that the blog is dead, primarily due to my own absence, for which I can only apologize. Originally, I was simply waiting for new content to plop into my inbox. Unfortunately, it seems that finding my email is actually incredibly difficult to do owing to the frankly bizarre way WordPress handles profiles. I was actually made aware of this a while ago, but I thought it might simply be easier for everyone involved if I just waited until Rogue was able to release the next phase of his translation, then post my details then. But, that ended up taking longer than I had hoped (not that I’m trashing Rogue, of course, as a one-man project like this is frankly herculean as it is). Continue reading

Tutorial 2 – Sound and Special Effects

Hello again; just a quick update today to let everyone know that I have not in fact been attacked by trains! I have unfortunately been very busy recently what with work and new years celebrations, but hopefully things will start to calm down now.

Also, we were recently linked on Rogue’s blog, leading to a positive explosion of traffic. Unfortunately, this happened right before I was hit with a fresh new workload. I feel rather awful at how bare the blog must have seemed, but in any case, I thought I’d throw together a quick tutorial to celebrate and hopefully say thank you!

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Tutorial 1: Starting a new scenario

In this tutorial, we’ll cover how to get started on the basics of custom scenarios. Firstly, you’ll need to have the 1.1/Monster Laboratory patch installed. You can find the patch and installation instructions on Rogue’s blog, here.

Next, we’ll talk about how to actually get started making a scenario. Each line of the scenario has to be numbered accordingly, starting at 0 and progressing upwards. Also, I’ve noticed that the game tends to cut off the last character at the end of a line, so you should leave a space before every end-line quotation mark. The start of your scenario should look something like this:

title = “Test “

0 = “bg,bg002,10,1500 “
1 = “name,Luka “

The first section, Setting, contains the title field, which tells the game what your scenario should be called on the in-game menu. Simple stuff.

Next is the story section. Line 0 is a background image; bg,bg002 tells the game to load the background ‘bg002’ – Luka’s house. The other two numbers are location and scaling data, which you can play around with as you like.

Line 1 adds the name ‘Luka’ the the box above the text window. Using this, you can indicate who is speaking. If you wanted to leave the field blank (say, to describe a scene or imply an inner monologue) then you would change that line to 1 = “name, ” and simply not include any extra text.

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Welcome to the Laboratory.

This blog was conceived as a place for fans of Torotoro Resistance’s excellent Monmusu/Monster Girl Quest series to share custom scenarios made using the Monster Laboratory system: As there was no place for English fans of the game to share what they’ve made, I decided to make one. And here it is!

So, onto the two most frequently asked questions regarding this: ‘What the hell is this?’ and ‘how do I get it working?’, respectively. Those new to the series or looking for more info should check out the very excellent blog of translator extraordinaire, Rogue Translator, here: I’ll be crossposting a little information here and there just for ease of access, but all credit should really go to him.

In short, Monmusu is a hentai game where the protagonist a young hero who is constantly attacked by monstergirls who want to have sex with him, and must fight them off in RPG style battles while parodying pretty much everything there is to parody about JRPGs. Sounds simplistic, but its fun to play and has a surprisingly endearing quality to it.

The Monster Laboratory is a patch for the game that allows users to write in and add their own scenarios using the game’s own engine and CGs (or even adding new ones), effectively letting them make up their own scenes and storylines as they see fit. As it can be quite confusing at first, I’ll also be adding little tutorials here and there to help people who want to try it out.

All patches and the English translation are freely available on Rogue’s blog, so please be sure to drop by and thank him for all his hard work translating both this game and its recent sequel.

Well, that’s the overly wordy intro post over. Next post to include actual content! Shock and awe!