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Topics - SpeechCenter

#1
I just encountered a case where I wished I could write a feature in a plugin using .net 4, but the editor is still using an older version of the framework. Are there any plans to migrate?
The editor seems to compile and run without any code changes even for .net 4.5, but I didn't test it thoroughly.
#2
Hello all,

Updated in 2.0.0: Changed layout to display original above the translated line.

Download

While working on translation support for the Speech Center plugin I thought that it may be useful to have an independent tool to edit .trs files. The reasoning to make this independent is to allow game translators to work on the file in a graphical interface, but not requiring game developers to send the entire source or asking translators to learn AGS.

The theme of the tool is keeping things simple. Line numbering in AGS, for example, "&3 Welcome", will by automatically display as "Welcome" and, by
default, the "&3" text will be added automatically to the translated text. Furthermore the program supports infinite undo/redo, copy and find.

Here's a screenshot


Feel free to contact me on any questions or comments.

Have fun!
#3
Hello there,

I've done most of the work for supporting translations with my plugin, but I'm looking for actual .trs files to test my code. Are there any open source games that have this?

Would anyone be willing to share translation files so I can test it? I can promise I'll use it only for testing purposes and unless I get your express permission I won't forward the file to anyone else.

Many thanks.
#4
For the latest version information, please refer to http://www.adventuregamestudio.co.uk/yabb/index.php?topic=45622.0

An updated version of Speech Center plugin is available here.

The main change from the last version is that now it supports custom functions, as requested by some members in this forum. You are encouraged to try it out and comment.

Based on previous feedback, I plan to work next on voice actor script or translation, so any input on those or other features that may be useful would be greatly appreciated.

For those who did not follow the previous release, the plugin is aimed towards assisting with validation of the game text and speech. It's an editor plugin, not a game plugin, thus it doesn't break compatibility when porting to multiple platforms.

It has the ability to scan the scripts (dialogs, global scripts and room scripts), and display all the speech line it finds in those scripts (such as the text used in the character Say function). You can double click the line to go directly to the corresponding script line.
You can sort, filter and search through the lines using the interface.

If the lines are numbered then it offers additional functionality:
The Speech directory is scanned for each line and provides info on the file status. You can playback the speech from the editor itself. You can also mark whether those lines are correct (there are 2 checkboxes for each line, one for the voice file and the other text).

To make sure the plugin is non-intrusive as possible, it only loads the data if you click on the refresh button, thus it should not affect something you do, unless you are actually doing something at the plugin screen. It should also have the capacity to handle thousands of lines, which should cover even text-heavy games.




#5
Editor Development / Editor feature requests
Thu 22/03/2012 14:59:48
Following my experience developing an editor plugin, I would like to ask the following features:
* If a game uses a component (plugin) that is not currently installed, keep the previous component xml as-is when saving the .agf file. Currently it deletes this xml node completely
* Interface to get the current game player id (IGame doesn't provide this information)
* It's only possible to load one room at a time and it affects the GUI if there is an existing room edit in progress. There should be a way to load a room in-memory without affecting the GUI
* If a script or room was changed, but not saved, there should be a way to detect that there are pending changes.
* When a plugin component FromXml method is called, the CurrentGame DirectoryPath is null, it should have the right value when this method is called.
* Ability to register plugin's own unhandled exception handler, maybe by giving an option to load a plugin to its own AppDomain or an internal mechanism
* Provide plugin access to the properties window
* Provide plugin access to the error pane
* Allow a plugin to add an additional window in the right pane (next to the tree and properties window)

Additionally, I believe the following editor feature should be useful to the user:
Add back and forwards buttons to go through the different open documents. An enhancement could be to give a component an ability to add its internal locations to these events, but it's a nice-to-have addition.
#6
Latest version: 2.2.0

Download

Hello all,

Version 2.2.0 now also exports the data to CSV

About Speech Center
The Speech Center plugin enables management of the game text and speech within the AGS Editor. It provides a view of your game text and play the speech files, fully integrated within the editor.

It has the ability to scan the scripts (dialogs, global scripts and room scripts), and display all the speech line it finds in those scripts (such as the text used in the character Say function). You can sort, filter and search through the lines using the interface, edit the text and also jump to the script itself to make more complex changes.

Additionally you can export the text as voice acting scripts. The result HTML files, one for each character, can be sent to your voice actors to record their lines.

When a line is selected you can immediately view it in the script itself. Inline editing is available allowing you to review and change text in multiple scripts from a single screen. double-clicking on a line will open the AGS script editor and focus on that line, this is convenient if you would like to view and edit the script using the standard AGS script editor.

Another nice feature is the ability to view and edit game translation. When you choose a translation you get the same view and set of features. This means not just find, filter and sort, but also export a VA script in your translated language. You can also easily view the original text in the script since it is shown when you select a text line in the grid.

If the lines are numbered then it offers additional functionality:
The Speech directory is scanned for each line and provides info on the file status. You can playback the speech from the editor itself. You can also mark whether those lines are correct (there are 2 checkboxes for each line, one for the voice file and the other text).

To make sure the plugin is as non-intrusive as possible, it only loads the data if you click on the refresh button, thus it should not affect something you do, unless you are actually doing something at the plugin screen. Special attention was given to performance and the plugin should have the capacity to handle thousands of lines. This should cover even the extremely text-intensive games.

Here are a couple of screenshots to show you how the plugin looks like in action:




Sample output for VA scripts:


You can email me regarding any bugs or problems you find, I'll try to be as responsive as possible.

I hope this will assist you to continuing create awesome games!
#7
Greetings,

I recently started an editor plugin that manages the text and speech aspect for AGS editor. It allows scanning the code, viewing in a single screen the various text message, checking whether the text line has a corresponding speech file and playback of course within AGS itself and there's more.

Apart from a few touch-ups and maybe some follow-up features it's not too far from being ready for first release, but is that of any interest to this community?

I'm asking mainly to see if this is not a waste of your time as well as mine, I would like to know whether it's something of value.

Please let me know, I promise not to be offended if you flame this idea. Your opinion is appreciated.

Many thanks.
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