More Case 2 background music

Hey, everypony!

It’s been a while since we last showed you some work from our composer, Trot Pilgrim, so to give you some more tidbits from case 2, this time we thought we’d share a couple more songs that he’s been working on. We can’t give you the titles of these songs yet, as both of those would potentially be spoilers, but we hope you enjoy them all the same. 🙂

The case creator: A first look

We’ve said a lot in this space about what’s in store for players in case 2, but one thing that we’ve only touched on in passing each time it’s come up has been the My Little Investigations case creator, which is also in development in tandem with the second case. It’s still nowhere near ready for public consumption yet, but it’s nonetheless coming along quite well, so I thought I’d take a little while to show people what to expect from it.

Anyone who’s either worked on translating the first case, or who has just looked at the case XML file, will know that the format of the case file in its current form is a huge mess. That’s more or less by design – it was never intended to be human-readable – but it still throws up a huge hurdle for people wanting either to edit existing cases for translations, etc., or perhaps even to make their own cases. So, both to facilitate that – and to make my own job easier, too – we’re working on developing a much more user-friendly case creator, which will be able both to read and edit MLI case files and to create new case files from scratch.

NOTE: The user interface displayed in these pictures is still very much in development, so don’t take anything from this other than a very high-level impression of the design direction.

(Click pictures to see the full-size image.)

MLI Case Creator - 1

As said above, this UI is still very early, but the general idea behind the case creator is that people should be able to use it without having any understand of programming or anything like that – to the fullest extent possible, we want the case creator to be intuitive to use. In this case, which is the location editor, everything present in this location is displayed in layers that can be enabled or disabled, and anything in an enabled layer can be dragged to where the creator wants it to be. Selecting an element will also bring up a pane that will let you edit any properties of that element, such as determining its position more granularly, defining what should happen when the player clicks it, conditions that determine the presence of a character or object (not yet implemented), and so forth.

MLI Case Creator - 2

Editing character encounters is necessarily less visual in nature, since there’s nothing to be laid out on screen, but I’m still doing my best to make it as easy to understand as possible. Conversations are organized in a hierarchical format, with new layers of the tree created anytime something branches, like a condition, a loop, a multiple-choice question, and so forth. If you click on a conversation action, you can see what it looks like in the top-right window, and you’ll be able to click to play any given line of dialog to see if the text synchronization or emotional choices look good, or whether you’ve selected the right voice line.

MLI Case Creator - 4

To edit an action, just double-click it to bring up a dialog window that facilitates that functionality:

MLI Case Creator - 3

Or, to insert an action, you can just double-click on one of the separators, which will display a message on mouse-over saying that you can do that.


Editing cutscenes is somewhat a combination of the two, in that you can see the current state of the cutscene visually, including character and camera positions, while also being able to edit the cutscene phases on the right in the same way you can edit conversation actions.

There’s still a lot that has yet to be implemented – for example, you can’t yet edit characters, evidence, or zoomed-in views – but all of that is in the pipeline. This will be the tool that we’ll be internally using to implement case 2, so the tool will get plenty of internal usage that will vet its usability. Once it’s released, we’ll also be releasing a pack containing all of the audio and visual assets used to date in MLI in both case 1 and case 2 (that will include all the mane 6, plus Spike, plus all the other characters seen in those cases), which will give people a good base to build upon if they want to develop their own cases.

That’s all we’ve got so far. Sorry we’ve been a bit lax in terms of posting to this space. I know I say that often, but, well, that’s because it continues to be true. Thanks for your patience as we continue to develop. ‘Til next time!

We’re recruiting!

Hey, everyone!

Work’s still progressing on the second case, but after some internal conversations, we’ve reached the conclusion that it would be awesome if we could find another animator and vector artist to take some of the load off of our current visual artists. If you’re interested in being a part of the second case of My Little Investigations, we’d highly encourage you to apply here:

Don’t be shy about applying even if you aren’t sure if you’ll make the cut – you might be surprised! 🙂

We’re not going to impose a hard deadline for applications this time, since last time applications were fairly slow (so please do apply!), but we’ll let everyone know here once we’ve found our new team members.

Looking forward to hearing from you!


Meet the characters: Masquerade

Hello, everypony! Today, we’ve got another interview with a case 2 character for you. Last time, we gave you Royal Ribbon, a waitress at the Grand Gastronomie du Griffon. Today, we’ve got Masquerade, her co-worker.

Are you all set, interviewer?


Then let’s get to it!

Continue reading

MLI now supports localization!

(Note: The following requires that players install MLI v1.1 using an installer; the in-process updater won’t work properly. You can get the v1.1 installer here.)

We’ve been in contact with some Russian bronies from Tolma4 Team who were interested in localizing My Little Investigations to Russian, and I’m pleased to announce that that effort has come to fruition – MLI v1.1 has now been released, which supports localization, and which also includes the Russian localization that created the need for these changes. You can grab the new version here! (As above, you’ll need to download the installer; the updater will fail to apply the changes.)

This means that the game is also open for anyone else who might want to localize it into their native language! If you’d like to help out with that process, I’ve put together a how-to here, which I’d encourage anyone interested to check out. If you have any questions, feel free to email me at the address at that page – I’m happy to offer whatever assistance I can!

Thanks to AlexFCS, Alex_Shy, kaze_no_saga, KornyPony, ltybcs, Mad Mix, makc_ar, nogard, Own3df1x, pashok6798, pifon, Skuzl, and Tails Doll for making this possible! It’s super awesome to see our labor of love become accessible to even more bronies than before!

Lastly, this version does also include with it a few other improvements that I put in place since it already required a new installer:

– The updater has been improved to update using a script instead of updating in the executable, which has the benefit of now being able to update everything, including the updater itself and SDL. (This may mean that there may be new bugs to be sorted out, of course – please let me know if you find any!)

– The OS X version now houses everything it needs inside the .app file itself, instead of installing content to /Library/Application Support/, and the DMG file is now just a simple drag-and-drop install instead of a .pkg file installer. (Thanks go to MaddTheSane here for helping me better understand best practices in OS X – I was coming from a Windows background, and my initial implementation of the OS X installation experience put that fact on display.)

(Oh, and yes, we’re still working on case 2, so don’t worry! This is just another thing that we’ve been working on in parallel. We’ll have another interview post with a case 2 character fairly soon.)

Meet the characters: Royal Ribbon

Hey, everyone! No, we’re not dead – we’re still very much alive and coming along. I’m really sorry that we haven’t been posting much on the front page – I take full responsibility for that; work on the game has still been chugging along, but after coming home from my job, working on case 2… creating more work for myself is never high on my list of things that I actively want to do, so I never really want to do another post right now, but then today becomes tomorrow, and a week goes by, and… well, yeah. I’m sorry, everyone – I know it sucks to not hear anything about something you care about. So! Let’s try to break that silence. And get back to our characters.

You ready, interviewer?


All right, well, today, we’ve got the bubbly Royal Ribbon. Take it away!

Continue reading

Welcome our new team members!

Hey all!

Sorry for this post being as late as it was – we got a lot of great vector artist applications – thanks to each and every one of you for applying – but we didn’t get any animator applications, so we had to look for other means of recruiting an animator. Fortunately, we have one now, so it’s my pleasure to introduce

Arken and Yanoda

as our newest vector artists, and

Erick Osborne (Mr. Phoenix)

as our newest animator. We’re looking forward to working with them to bring you the best second case we can!

Now that we’ve wrapped up recruitment, we’ll be getting back to our “Meet the Characters” series in the future. Watch this space!

Recruitment deadline extended for animators

Hey everypony,

We’ve gotten a number of great applicants for the position of vector artist, but due to a dearth of applicants for the role of animator, we’re extending the deadline for animator applications until September 27 to give people some more time. If you were considering applying but didn’t think you’d make the bar, I’d highly recommend you get your application in! We’d love to hear from you, and we don’t bite!


We’re recruiting artists!

Hello, everypony!

As the title suggests, we’re looking to bring a couple new artists on board! We’ve got a lot to get done for case 2, and as a result, we’ve been feeling like it’d be best to recruit another vector artist and an animator in order to lighten the load on our current artists. To that end, we’re opening recruitment for those positions, starting from now until the end of Sunday, September 13 (27 for animators). You can visit this page for all the details, including how to apply and where to apply. I encourage anyone interested to apply, even if you’re not sure – you never know!

We look forward to your applications!

Meet the Voice Actors 2 + Philo Reed’s Theme

Hello, everypony! We’ve got some more stuff for you that you might like. At times when they weren’t busy with Case 2-related matters, our team has been working on putting together a sequel to our Meet the Voice Actors video from case 1. As before, we’ve put our new characters in a situation that lets each of them in turn have a spot where their voice actor gets to whet your appetite for case 2. And as a special bonus, we’ve also released the second piece of background music from case 2, that being Philo Reed’s theme, which is featured in the Meet the Voice Actors 2 video.