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Messages - Tequila144

#1
I believe that is the "basic english version" (made Abisso).. it's not perfect...
Zenassem was improving it, but he stopped the job before ending it...
This happened one year ago... and i I abandoned, for personal motives,  the project.... but now i have decided of upload the "bad english version" even if a lot of fun of the game is lose..
#2
Quote from: Leon on Fri 20/03/2009 02:39:56
That's what I said  ;D:

Quote from: Leon on Fri 20/03/2009 02:32:15
I copied the link and pasted it in the address bar of my browser and could download the file...

Yes... but, before the link doesn't work.. NOW OK!
#3
Try NOW! http://thecol.altervista.org/TheCurseOfLife.rar

copy the link and paste it in the address bar of your browser!
#4
DOWNLOAD ENGLISH VERSION: http://thecol.altervista.org/TheCurseOfLife.rar
(if the download doesn't work, copy link and paste it in bar address of your browser )

AGS gamedatabase page here: http://www.adventuregamestudio.co.uk/games.php?category=&action=detail&id=1144&refresh1237515618
#5
Quote from: zenassem on Wed 04/06/2008 17:39:30
I'd be willing to test it out. Could you answer the following questions?

1. How long is the dialogue?
2. Are you looking for perfect grammar, or what would generally be understood by the majority of English speakers?
3. Will I just be reading the text files - or - will I have a way to skip through scenes of the game to establish context?
4. What date does the review need to be completed by?

email: zenassem@hotmail.com

Thanks,
~Zenassem

1. The dialogues are enough long 
2. No perfect grammar 
3. The txt file is ready... the game is online only in Italian 
4. when you want
#6
ok, ok.. thanks! thanks!
#7
Ok. Now it works! Thanks!

Last thing:

When the actions are translate, they are "attached" with object/hotspot/characters.
Example:

(originale version): Usa monitor con Pc
(enghils version): UsemonitorwithPc

I can't insert (in games tool/script) a space before the object/hotspot/characters or a space after the actions because their translation don't work.
#8
Ok.
Now i use this code:
Code: ags

#sectionstart repeatedly_execute  // DO NOT EDIT OR REMOVE THIS LINE
function repeatedly_execute() {
  // put anything you want to happen every game cycle here
  String buffer;
  String madetext;
  int cur_mode;
  
  // Now, add text depending on the mode
  cur_mode = GetCursorMode();
  if (cur_mode == MODE_WALK) {
    madetext = "Vai verso "; 
}
  else if (cur_mode == MODE_LOOK) {
    madetext = "Esamina ";
}
  else if (cur_mode == MODE_USE) {
    madetext = "Usa ";
 }
  else if (cur_mode == MODE_TALK){
    madetext = "Parla con ";
}
  else if (cur_mode == 5){
    madetext = "Raccogli ";
}
  madetext=GetTranslation(madetext );

   if (cur_mode == 4) {
    madetext=GetTranslation("Usa ");
    madetext=madetext.Append(GetTranslation(player.ActiveInventory.Name));
    madetext=madetext.Append(GetTranslation(" con "));
    }
    

  
  // Find out what's under the cursor, and add it to the status line
  buffer = Game.GetLocationName(mouse.x, mouse.y);
madetext=madetext.Append(buffer);
gui[0].Controls[7].AsLabel.Text=madetext;

 

  }


The translate works, but when i use an inventory item (when i click on "Use" then on object), the game crash!

The error is on line  "madetext=GetTranslation(madetext );", it says "null string referencs".
All other actions works good (for the translate).
#9
No. But it doesn't work. 
Now the actions are translated, but if the game is in original language (Italian), they are translated (English)..
#10
Quote from: SSH on Fri 11/04/2008 11:09:56
Translations should be done with the translation file mechanism.

they are translated in the file, but in the game works alone the action "Use with"..   
The other actions are not translated when the cursor is on a hotspot o character.
#11
Quote from: SSH on Fri 11/04/2008 10:47:07
What error message do you get?

You'll need to put this code at the end of the function:

Code: ags

buffer = Game.GetLocationName(mouse.x, mouse.y);
madetext=madetext.Append(buffer);
gui[0].Controls[7].AsLabel.Text=madetext;




Ok. works! 
But as I do insert the translation of other actions (examine, talk, take)? 
 
Sorry... but I have not understood this function.
#12
Quote from: Gilbot V7000a on Fri 11/04/2008 09:36:36
Change that to:

buffer = Game.GetLocationName(mouse.x, mouse.y);

The old GetlocationName(x,y,string) method is obsolete now.

Ok.. but don't work.
#13
Well.. the script don't work.

This is my original script:
Code: ags

#sectionstart repeatedly_execute  // DO NOT EDIT OR REMOVE THIS LINE
function repeatedly_execute() {
  // put anything you want to happen every game cycle here
  string buffer;
  string madetext;
  int cur_mode;
  // Initialize the status line to display the score
  StrCopy (madetext, "");
  // Now, add text depending on the mode
  cur_mode = GetCursorMode();
  if (cur_mode == MODE_WALK)
    StrCat(madetext,"Vai verso ");
  else if (cur_mode == MODE_LOOK)
    StrCat (madetext,"Esamina ");
  else if (cur_mode == MODE_USE)
    StrCat(madetext,"Usa ");
  else if (cur_mode == MODE_TALK)
    StrCat(madetext,"Parla con ");
  else if (cur_mode == 5)
    StrCat(madetext,"Raccogli ");
  else if (cur_mode == 4) {
    StrCat(madetext,"Usa ");
    GetInvName (player.activeinv, buffer);
    StrCat(madetext,buffer);
    StrCat(madetext," con ");
    }
 

  // Find out what's under the cursor, and add it to the status line
  GetLocationName(mouse.x,mouse.y,buffer);
  StrCat(madetext,buffer);
  SetLabelText ( 0, 7, madetext);
}


This is the script (modified with SSH'code):
Code: ags

#sectionstart repeatedly_execute  // DO NOT EDIT OR REMOVE THIS LINE
function repeatedly_execute() {
  // put anything you want to happen every game cycle here
  String buffer;
  String madetext;
  int cur_mode;
  // Now, add text depending on the mode
  cur_mode = GetCursorMode();
  if (cur_mode == MODE_WALK)
    madetext = "Vai verso ";
  else if (cur_mode == MODE_LOOK)
    madetext = "Esamina ";
  else if (cur_mode == MODE_USE)
    madetext = "Usa ";
  else if (cur_mode == MODE_TALK)
    madetext = "Parla con ";
  else if (cur_mode == 5)
    madetext = "Raccogli ";
  else if (cur_mode == 4) {
    madetext=GetTranslation("Usa ");
    madetext=madetext.Append(GetTranslation(player.ActiveInventory.Name));
    madetext=madetext.Append(GetTranslation(" con "));
    }
 

  // Find out what's under the cursor, and add it to the status line
  GetLocationName(mouse.x,mouse.y,buffer);
  StrCat(madetext,buffer);
  SetLabelText ( 0, 7, madetext);

 

  }


The error is: "Type mismatch: cannot convert 'String*' to 'string'" (the error is situated on line of "GetLocationName(mouse.x,mouse.y,buffer);"

I've tried to delete "String buffer"  but, logically, the error is: "undefined symbol buffer"

#14
Quote from: SSH on Wed 09/04/2008 08:20:51
Becuase you don't have a translation of:

"Talk to Fred"
"Talk to Wilma"

you have to manually translate the two parts with the GetTranslation function

I read the AGS manual but i not understand how i use this "GetTranslation function" in this case.
#15
In Global Script:
Code: ags
 
function game_start()
  
if (Game.TranslationFilename == "English") {  
 take.NormalGraphic = 71;
 take.MouseOverGraphic = 93;
 examine.NormalGraphic = 19;
 examine.MouseOverGraphic = 70;
 talk.NormalGraphic = 113;
 talk.MouseOverGraphic = 115;
 use.NormalGraphic = 188;
 use.MouseOverGraphic =189;
} 


It's ok. When use the english.tra the gui's buttons change!

Then:
Code: ags

function repeatedly_execute() {
  // put anything you want to happen every game cycle here
  string buffer;
  string madetext;
  int cur_mode;
  // Initialize the status line to display the score
  StrCopy (madetext, "");
  // Now, add text depending on the mode
  cur_mode = GetCursorMode();
  if (cur_mode == MODE_WALK)
    StrCat(madetext,"Vai verso ");
  else if (cur_mode == MODE_LOOK)
    StrCat (madetext,"Esamina ");
  else if (cur_mode == MODE_USE)
    StrCat(madetext,"Usa ");
  else if (cur_mode == MODE_TALK)
    StrCat(madetext,"Parla con ");
  else if (cur_mode == 5)
    StrCat(madetext,"Raccogli ");
  else if (cur_mode == 4) {
    StrCat(madetext,"Usa ");
    GetInvName (player.activeinv, buffer);
    StrCat(madetext,buffer);
    StrCat(madetext," con ");
    }

Where the madetext ara all translate in english.txt.

When i click on GuiButton (for example Talk To), the action on GUI (scumm) is "Talk to"..
but when i move the cursor on hotspot, characters or objetc the action became "Parla (italian translate of Talk) english name of hotspot/object/character"
Why?

#16
The translation is complete. All the file txt is translate. 
The script  changes also the Gui's button when it started with the file English.tra. 
But the game not translate  the actions (gui text) on objects and characters and the actions on hotspot.
#17
I use a GUI simil-scumm.. 
For translate my game (it's in italian) I have used the script:
Code: ags
if (Game.TranslationFilename == "English") { }  

It works but the text of the GUI is translated only on a Hotspot, while on an object or character is in original language. 
Why?
#18
Quote from: KhrisMUC on Thu 24/01/2008 22:45:25
No, it's not possible to have two buttons with the same name, even if they're on different GUIs.
Call them whatever you want, then use that name. Since there's only one button of that name, AGS doesn't need to know the GUI's name or number.
(Did you try it before asking, I wonder...)

Ok, sorry (but i not have AGS to the moment)..
and thanks.  ;)
#19
Quote from: KhrisMUC on Thu 24/01/2008 22:01:43
Either name the button (scriptname field of the properties window). Say you call it "mybutton1".
Then the script line should read
Code: ags
  mybutton1.NormalGraphic = 190;


Ok, but i have 4 GUI, do I specify that the button is of the GUI0?
#20
I have try the first option.. 
I have read the manual but I don't understanding how run the script:   
GUIButton.NormalGraphic 
 
For example, the gui is the GUI 0 and the button to modify (in english version) is the Button 0, the number of the spriteimage to use in the English version  is 190.

Then:

Code: ags

if (Game.TranslationFilename == "English") {  
 GUIButton.NormalGraphic ????
}  
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