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Hi there, quick question!
does the game eventually transition into displaying the alternative (hiragana) readings for the kanji? all of the ~200 kanji so far have been introduced with one katakana reading only and I have the feeling that it will go on like that (might be a setting issue i can't sort out).
since there are still some aspects about kanji I don't quite understand this question might be irrelevant, but I hope someone can enlighten me :)
From episode 2 onwards you can do the spell learning side-quest elemental islands, which teach/test what the game calls "Special Word Readings". These are basically all KUN readings of the kanji. (I think this is what you mean but "hiragana readings"?) This side-quest teaches 1,385 of these readings, which does a decent job covering all the main KUN readings you need to know for all the kanji in the game.
The main purpose of the normal kanji recognition slimes is to teach you to distinguish the kanji. This is primarily about the meanings of the kanji--the English keyword--rather than about the "katakana reading" you mentioned. You read the mnemonic for each kanji to help you to remember the keyword for the kanji for the next time you encounter it, where you answer by typing the keyword.
Once you start doing the spell learning side-quest, there are other types of slimes you can fight to learn those "katakana readings" (ON readings, mostly). And there are caves which test compound kanji words "Regular Reading Words". So the normal kanji recognition slimes are focused on the remembering an English keyword for each of them, to be able to tell them apart. (I think.) ^^
I see, I see!
"These are basically all KUN readings of the kanji. (I think this is what you mean but "hiragana readings"?)" haha, I guess I do. :)
Thank you very much for that quick and extensive answer!
Any clue if there will be any updates to the game after the November 2014 one?
I really hope so. I would love to see added the 191 missing kanji of the 196 that were added six years ago to the 常用（じょうよう）kanji list.
Currently the game teaches all the kanji in the previous version of the 常用 kanji list, which had 1,945 kanji. The list increased to 2,136 kanji in 2010.
I would love to see Slime Forest mnemonics for these 191 new kanji. They would make a nice addition to the Web App, as bonus content, at least.
I just noticed where it says "try tipping your phone on its side while using it". Nice touch the way you've made use of that. ^^
So far I haven't found much use for doing the "Random Drill" on the web app.
However, the "Chapter Select" page itself is actually really neat for getting some decent practice done. 300 nice short bite-sized rows of kanji -- all 1972 kanji from the game displayed in order.
In 10 minutes I can work my way through about 30 rows of kanji, saying the keyword from memory for each one, and then double-checking if I wasn't 100% sure I got it right. If I do this each day, after 10 days of 10 minutes per day I will have worked my way through all 1972 kanji in the game. Very easy and relaxing to do on my phone while on lunch break at work. ^^
Darrell is alive!!
Sucks to hear you've been having health issues and that the hard drive failure has ended up causing such big problems, but it's great to see you back on here. ^^
That WebApp is a neat addition as a reference tool. I like that we can read all the in-game mnemonics using it. I look forward to seeing what becomes of it. To be honest, when I heard you were planning to make an app for SFA, I was a little concerned that the intention for the app might might be for it to completely replace the desktop game. I'm slightly relieved to see it's only designed to be a supplementary tool.
One thing which might be nice is if there could be a mode where it shows the keyword(+reading) and you have to type the kanji. On my phone I could then set the input mode to handwriting and attempt to draw the kanji directly. This could make for a tough bonus challenge to test how well the correct kanji can be visualised from memory. Although this could well just be something that seems good when thinking about it as an idea, but in practice it would never get much use.
Really I just hope that the damage taken from the data loss can be completely nullified and for development on the desktop game to get back on its feet. Good luck with your efforts, and thanks as always for this great learning game. ^^
It's good to know development is back on! I recently bought the game, fully realizing how long it had been since the last update, because I'd enjoyed myself with the free version so much, but knowing dev is going on again is just the icing on the cake!
I've saved the web app on my phone. I don't know how much I'll use it in its current form, but it's great to be able to see the kanji descriptions on demand.
Hey guys, after 400 kanji learned, the game won't introduce any more. I gave the navigation book to the sage and had him decipher it. Which flag do I need to proc in order to get the game to teach me more? The spiral island's first cave has orange slimes showing me kanji I don't know yet.
I'm currently doing a re-run through the story and literally just done that bit. I'm at work right now though, but I'll reply later if you're still stuck.
OK. When I did that bit I actually tested the exact moment new slimes start being shown, but I had to come home to see what I wrote down.
When you get the navigation book, still only introduces up to 400 kanji.
When you return to Jagaimo, still only introduces up to 400 kanji.
After you talk to the sage only once, NOW the game starts introducing kanji #401+, BUT the sage doesn't take away the navigation book (no idea why)...
When you talk to the sage a second time, he repeats the exact same dialogue as the first time, BUT this time the sage actually takes the book out of your inventory.
The next couple of times you speak to the sage he says some additional interesting dialogue.
So, as long as you've talked to the sage at least once since obtaining the navigation book, as far as I can tell you should definitely already be able to receive new kanji slimes in the forests. (You don't even need to go to forests on another island, even on Jagaimo right outside the castle you should start encountering them.)
Oh. The only extra thing I happened to do that may make a difference, which I did before talking to the sage, was to talk to the king.
All he basically said was that he wasn't interested in the book and that you should take it to the sage instead. Literally that was the only other thing I did between obtaining the naviation book and talking to the sage. But maybe this was necessary.
Come to think of it, it might be possible that just talking to the king was the flag which caused the new slimes to start being introduced.
I tried doing it without talking to the king and it worked.
The flag is 100% definitely simply talking to the sage once after obtaining the navigation book.
If the slimes you are encountering are medium sized ones (the reinforcement slimes), then you might just need to clear all these first to make way for the introduction slimes (large sized ones).
If the slimes you are encountering are all the small sized ones (filler review slimes), then it would indicate there's a problem if that were the case. But if you've talked to the sage, this probably isn't happening?
Hope all that helps. You just happened to catch me right when I was interested in that part of the game, so I ended up writing a lot... ^^;
Hey guys, so I was sad that I'd have to start from scratch after playing hard mode on a mac and now changing to a pc. Turns out you don't, and that just made my day, I just replaced the player data folder and bang, that's it, even though the coding is supposed to be different (I know nothing of programming), that specific folder is no different from mac/pc. Here is my current progress:
Kanji Recognition Hard-Mode
Grinding to beat the third dungeon, I am guessing that it should be around 800 kanji to beat it, but since I've had a 2 month break I'm gonna have to do lots of reviewing the old ones, wish me luck!
Good luck! ^^
I would recommend the normal mode story if you haven't done it already though, as hard mode only has the first four of the eight story chapters and both modes now test recognition of the same number of kanji (1,972). Plus you get to do the spell learning side quest if you do normal mode, which tests you on the 1,385 regular reading word (kun'yomi words) too.
But have fun either way. I guess hard mode is still a nice challenge for how many new kanji are tested at each new cave compared with how it's more spread out in normal mode. :)
Hi! I'm on a Mac, and I'm having trouble with fonts (I think). I just started from the very beginning, so it's teaching me katakana. There are some symbols that don't seem to be displaying right, for instance I got one that said:
I looked around in the readme, etc., but I didn't see anything about font problems…
I think those might just be the pronunciation help slimes.
The katakana slimes are light-blue coloured slimes. The pronunciation help slimes are grey coloured cube shaped slimes.
For those, the question is written in romaji, and you have to answer by copying the romaji. Then it displays both the hiragana and katakana written forms of that sound, and also some pronunciation tips for how to say the sound of that kana properly.
These slimes seem to only pop up after you've answered wrong for katakana (and hiragana?) slimes. I think their purpose is probably to give a little break for people who are very new to learning kana, to give something interesting and helpful to read, instead of overwhelming the player with a non-stop bombardment of aggressive slimes. ^^
I've only played SFA on Windows and Linux though, so maybe the thing you are experiencing might not be the thing I've said.
Ah, I see. That would explain why it only did it to me about twice, ever, and that was several days ago. It threw me for a bit of a loop because I was like "what, I'm just supposed to copy this?"
there's a character i'm seeing as hiragana (attached) that i have never seen before and can't find online. what is it?
It's just ふ (either "fu" or "hu" in romaji).
The kana ふ has four strokes. However, in the handwriting style font used for kana SFA, it has been drawn with the stroke 1+2 linked together, and stroke 3+4 linked together too.
In some styles of handwriting and fonts the appearance of kana can vary. Kind of like how the English "f" has two strokes, but in handwriting it is often written as one single stroke. ^^
Hi, I was just wondering if you keep your progress from the demo version when you upgrade to full version, thanks.
Yes. You don't lose any save data when upgrading. All your save data is stored in the folder at the following location:
(Slime Forest folder)\jquest\playerdata
So, if you are still woried about losing save data, you can just make a copy of that folder as a backup. But there shouldn't be any need to do this when simply upgrading. ^^
Thank you for the reply!
Just hit 250 Kanji doing hard mode kanji recognition, think I need like 400 to beat the second dungeon. Can I play another mode without loosing the progress on this one? Which other mode do you recommend that I do, I thought of the compounds mode, that one sounds dope!
So in the meantime I completed all words and compounds in build 165, so here is a bit of information for those that are curious:
There are 1972 Kanji, 1385 words and 1399 compounds (which is curious, as I was under the impression from the webpage that there should be around 1600. Maybe this number is supposed to include the compounds learnt in the additional modes provided in the game, but then I'd expect the total number to be significantly higher than what was stated. I'm not complaining though, as I'm more then ready to move on.)
I remember someone asking if max level was 99 or 100. This is not the case. Currently I'm on level 109 (with around 105k exp). No idea if this continues indefinitely.
Wow. Very awesome job!
In-game it says "nearly 2000" kanji, "around 1350" words, "around 1600" compounds. Your figures for kanji and words are the same as what I found out. I had noticed that compounds seemed to be 1399 instead of around 1600, but I hadn't been able to confirm it. I'm assuming there were more compounds originally intended to be included which haven't been added in the game yet, and the 1600 figure has been accidentally left it?
Yeah, it was me who suggested that the level looked like it was going to go higher than 100. I'm still level 82 like it says on my profile by clicking my username. I've been slacking off due to certain circumstances over the last few months. Well done for beating me to level 100! ^^
I was expecting the level to go even higher than 109 though. You say you've completed all the "kanji", "words" and "compounds"? Have you done the "readings" too?
The level goes up every time you learn a certain number of new items, not based on EXP at all. Like you receive a new level at 1800 kanji, 1850, 1900, 1950, 1972. The gaps between levels are smaller at the start, like 5, 10, 20, 30, etc.
So, if you haven't finished the "readings" yet, then you can get more levels there. I'm also wondering whether there are exactly 1972 readings? I'm sure there almost definitely will be since they are the same set of kanji, but for all I currently know they end early? I was wondering if you already finished the "readings" and know the answer already? ^^
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Ah, I think I found the reason for the discrepancy between the number of compound words (Regular Reading Words)!
Check out the changelog on the homepage and a scroll down to build 155. Here it mentions this following change:
"Cut out the one-kanji Regular Reading Words, to reduce redundancy."
So maybe there were around 200 which were removed? The oldest full version of SFA I still have on my PC is build 148. In this build it also says "around 1600" ingame. Using a little bit of the secret dark arts, I've discovered that it looks like there were 1617 Regular Reading Words in build 148... Mystery solved! :P
Well, since I had previously worked through Heisig, I decided to always answer with the best-guess readings as I worked through the Kanji in SFA, in order to avoid redundancy in learning. Therefore, even though I personally learned those readings, I didn't go through all the dark green best-guess reading slimes. So there's certainly more potential to level up from those.
So I decided I needed some repetition, and thus I went back and truly completed my file. Here are the final stats for build 165:
Max Level: 143
Wow! Very nice!
I wanted to be the first to achieve that, but I slacked off really bad for the past year. Certain things including an injury to my hand prevented me playing for a while, then I got lazy about continuing my save.
Congratulations on being the first person I know of to have managed to do this. ^^
I want to recommend trying out all the other game modes too, even the ones that might not look terribly interesting from their descriptions. The three grammar modes are obviously cool, but for a long time I didn't realise how nice some of the other modes were. "Storyless: Unhinted Readings" seems like the ultimate hard mode. Even "Easy Mode" is a lot more beneficial than it sounds. That is, if you have not already gone through all these modes. ^^
I just want to say I love what I've played of this game. I've used it to supplement my studies and its been a great help.
I was curious if anybody has ever offered to upgrade the graphics of the game before? I understand the game is supposed to evoke the NES/SNES era visual style of games and I feel as a pixel/binary artist I could preserve this style while making it look significantly more professional art wise without distracting from the games intended purpose of education. If this is something the creator/community would be interested in I would be happy to provide my portfolio, and/or begin working right away on assets. I would not necessarily require monetary compensation for this. Tell me what you think, and I apologize if this has been brought up before.
That would be awesome to have LRNJ, say, under Unreal Engine. :D
Hey folks, just started having a look at this and unfortunately it seems to be running extremely slow. I am on a Mac, in windowed mode. Any thoughts on how to speed it up?
Sorry, but can you tell me some more about your Mac, like the model and OSX version?
Is it doing anything else weird? Is it jerky, or flickering or anything? How is it slow?
Hmm.. having wiped my machine due to an unrelated incident things seem to be going a bit more smoothly. The symptom was that character movement was extremely sluggish. There was no other indication of problem... just slow walking.
I can't imagine this would help anyone else, as I think a complete machine wipe is not the most efficient solution!
I'm hitting this as well. Everything is running slowly. For example when I run, it can take more than 10 seconds to count from 3 to 0.
It usually happens, but occasionally when I launch it doesn't have the issue. I have a quick mac laptop, so it's not an issue with the computer. I tried replacing my build with the latest build (but I copied over my player data), and it didn't seem to fix anything.
One other thing - if I make the screen smaller it runs faster, and if I make the screen larger it runs slower (using option- and option+)
I have the same problem. I have a recent Macbook Pro (mid-2014 model, 2.2 Ghz Intel Core i7, 16 GB RAM, 250 GB SSD, Intel Iris Pro Graphics, Retina display running at default resolution) and in addition to being very slow while walking around, SFA crashes every time I try to have it go into full-screen mode. Additionally, running SFA at the default size in window mode drains my battery much faster than I would expect for a game that really shouldn't be that computationally expensive to run. It's much faster on my five-year-old Sony Vaio running on Windows 7 on much more meager specs, though my Vaio does have a dedicated Nvidia video card in it.
Wow, I'm surprised a Macbook Pro would have trouble at all. I've been using an Eee PC netbook (single core) with Arch Linux on it and having only some tearing problems when I'm in heavily-tiled areas (ocean, dungeons).
However, my screen resolution is (relatively?) small, that may factor into it, too, it being a maximum of 1024x600.
I've noticed poor performance on a windows 8.1 desktop (mine) with a decent 3D card (geforce 670) at fullscreen. While attack animation in original screen size is as playing XT games on 386s (they used to make the games timing to match the CPU speed by then), when I put that in full screen (2560x1440 -- game gets centered on the screen with a huge black border), the game animations (not walking or showing dialogs it seems) get all sluggish and choppy.
Playing on original size is fun enough.