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Messages - Cassiebsg

#1441
That would be a nightmare to code, maintain and add translations.
Yes it would work, but my code above also works just fine and the point is to make it easy to add new translations, not make it complicated with all those bools.

But thanks for trying.  (nod)
#1442
Also, you can restrict the visible size when you have big images like those.

just add: width=800 (or any other value)

like this:
(img width=800)url(/img)

And if you have small pixel art... use the igmzoom tag.  ;)
#1443
This looks awesome and brings great memories!  :-D
Good luck with the project.

I could eventually help out with translation to english (as long as someone would offer to spell check afterwards). However I'm no expert in the Spanish  language (I'm Portuguese and can understand Spanish fairly well), so my offer is only on the table as long as nobody else more qualified offers their services.  (nod)
#1444
About the load: You need to make sure the GUI z order is higher than the z order for the main menu.

About the crash, my guess: you deleted the function and forgot to delete the link to it.
#1445
@VW
Uhm, just started playing it... have no idea what I'm doing, but calling the office crashes the game.  :(
Just thought I would give a heads up for those who still haven't played it. (and you to fix it  ;) )

Another bug (not game crashing though): Clicking on load at the main menu displays the load GUI behind the main menu, witch means, you can't use it, then starting the game, displays the Load gui, but you can't click it until you are done with the dialog choices (whom forunatly show up above the GUI) but you can't see what is happening until one gets control again outside.

Edit 2: Finished...
#1446
The deal has been negotiated to "death", it went to vote and been voted No every single time. EU has said several times that it's that deal or no deal. They're convinced they can get a better deal and thus continue to vote the deal down, hoping for a better deal. But that won't happen. So yeah. hard Brexit is currently the most like outcome.

In the end we all lose, directly or indirectly. But that's just my opinion...
#1447
Funny, the more I get use to Danish the easierr I think it is to understand Swedish... I was able to read the comic without needing the spoilers.  (laugh)
#1448
VW, you messed up the link. It's not clickable.
I had to copy the text and paste it into a new window.
#1449
Well, if you can add an option to avoid labels and button texts (not really a must here, since I could just add a label over the button "image".  ;) ) that would be great.  (nod)

Right now what I have is selecting at game start the two languages via a GUI.
This sets a variable for each language and changes the characters (which are also set to a character variable) so I can use voices.

For character speech, I created a simple function with only 2 lines... the first checks if the current translation is different from the language variable I want to use, if it is, it changes the translation to the desired one... and then the Say line.

Works pretty good :)
(Maybe I should post my code, for anyone else looking to solve this problem...)

EDIT: Here's the current code:
Code: ags


function SayLearn(String txt)
{
	if (whatLingoLearn!=Game.TranslationFilename) Game.ChangeTranslation(whatLingoLearn); // whatLingoLearn is a global String variable
	whatLearn.Say(txt); // whatLearn is a global character variable
}

function SayKnow(String txt)
{
	if (whatLingoKnow!=Game.TranslationFilename) Game.ChangeTranslation(whatLingoKnow);
	whatKnown.Say(txt);
}

function game_start() 
{
	if (Game.TranslationFilename!=whatLingoKnow) Game.ChangeTranslation(whatLingoKnow); // in case the language has been changed before or via winsetup (I may change this, but for know I want it to always start at English as default)
	whatKnown=cKEng; // setting the default cause for some reason I can't set the default on Global
	whatLearn=cLEng;
	show_LingoKnow_list();
	show_LingoLearn_list(); //just the function to populate the text listbox (not posted here, as it isn't relevant)
}

function lbLingoLearn_OnSelectionChanged(GUIControl *control) // Code for the selection language to learn GUI ListBox
{
	String selectedTranslation = lbLingoLearn.Items[lbLingoLearn.SelectedIndex];
	if (selectedTranslation=="English") 
	{
		if (whatLearn!=cLEng)  //  cLEng is the english speaking character for the language to learn 
		{
		cLEng.ChangeRoom(whatLearn.Room, whatLearn.x, whatLearn.y, whatLearn.Loop);
		cLEng.SetAsPlayer();
		whatLearn.ChangeRoom(-1);
		whatLearn=cLEng;
		}		
	}
	else if (selectedTranslation=="Portuguese") 
	{
		if (whatLearn!=cLPor)
		{
		cLPor.ChangeRoom(whatLearn.Room, whatLearn.x, whatLearn.y, whatLearn.Loop);
		cLPor.SetAsPlayer();
		whatLearn.ChangeRoom(-1);
		whatLearn=cLPor;
		}
	} 
	else if (selectedTranslation=="Danish") 
	{
		if (whatLearn!=cLDan)
		{
		cLDan.ChangeRoom(whatLearn.Room, whatLearn.x, whatLearn.y, whatLearn.Loop);
		cLDan.SetAsPlayer();
		whatLearn.ChangeRoom(-1);
		whatLearn=cLDan;
		}
	} 
	else Display("Unable to change the translation");
	whatLingoLearn=selectedTranslation;
	selectedTranslation="";
}

function lbLingoKnow_OnSelectionChanged(GUIControl *control)  // Code for the selection language of the known language GUI ListBox
{
	String selectedTranslation = lbLingoKnow.Items[lbLingoKnow.SelectedIndex];
	if (selectedTranslation=="English") 
	{
		if (whatKnown!=cKEng)  //  cKEng is the english speaking character for the knows language 
		{
		Game.ChangeTranslation("English");
		cKEng.ChangeRoom(whatKnown.Room, whatKnown.x, whatKnown.y, whatKnown.Loop);
		cKEng.SetAsPlayer();
		whatKnown.ChangeRoom(-1);
		whatKnown=cKEng;
		}		
	}
	else if (selectedTranslation=="Portuguese") 
	{
		if (whatKnown!=cKPor)
		{
		Game.ChangeTranslation("Portuguese");
		cKPor.ChangeRoom(whatKnown.Room, whatKnown.x, whatKnown.y, whatKnown.Loop);
		cKPor.SetAsPlayer();
		whatKnown.ChangeRoom(-1);
		whatKnown=cKPor;
		}
	} 
	else if (selectedTranslation=="Danish") 
	{
		if (whatKnown!=cKDan)
		{
		Game.ChangeTranslation("Danish");
		cKDan.ChangeRoom(whatKnown.Room, whatKnown.x, whatKnown.y, whatKnown.Loop);
		cKDan.SetAsPlayer();
		whatKnown.ChangeRoom(-1);
		whatKnown=cKDan;
		}
	} 
	else Display("Unable to change the translation");
	whatLingoKnow=selectedTranslation;
	selectedTranslation="";
}




EDIT2: I just realized that I probably only need to use 1 character (the help character) to change translation, while the all eventualt others can just use the default translation.   ;) I just need to change the translation back, after the character says it's line.
#1450
What? Sorry, my brain isn't quite following up.
What do you mean and how?
#1451
For now I'll just use morganws suggestion about using dynamic sprites. It's a bit more work, but once it's in place should work fine.  (nod)
#1452
I would consider anything, as long as it works.  :-D

But keep in mind that I'm not a coder, the only scripting languages I know are COBOL (which I learned way back in 91, and never used it) and AGS (and even AGS, I consider my self still as basic/beginner coder)  (roll).
So, in other words, I would have no idea how to code that custom function.
#1453
Well, cause I only want to use one translation file for each language. If I make the game with 2 different languages, then whom ever wants to translate will have a problem with the lines (and translate 2 or more files instead of one). Besides I rather code everything in english, so I don't have to keep changing "mind" set.

(as it is right now, I can have English-English; English-Portuguese, English-Danish, Pt-Eng, Pt-Pt, PT-DK, DK-Eng, DK-PT and DK-DK (with 3 translation files)...)
If I do only one file for PT-DK, then I would need to make a DK-PT, and so on (one file for each possible languages choices)

As I said before, maybe was on IRC, I could save me the trouble of getting the game ready for easy translation, and just do it for my own purpose, which is to create a game to help my son learn Portuguese. Then I would have no problems coding... or translating.  ;)
I just thought it would be nice to be able to add other languages to it, and thus everyone could use it to learn whichever language is available.  ;-D
#1454
I ran into a "little" problem again about translations... since I'm using 2 translations simultaneous (one character talks one language, the other another). I set it to change the translation acordingly using a custom Say function. And changing characters to get the right voice pack, works good, if some extra work.

My "new" problem is of course that any text on a GUI gets translated as well... and that I did not want.  :-\
so far I have 2 options that I could think of:
1 - Do all GUI text as sprites (lots of work and extra sprites)
2- (suggested my morganw) Use dynamic sprites and render the translated text to them when the language is changed in the settings. A bit of extra coding but should work fine.  :) Likely the option I'll go with unless there's a 3rd option.

Would be nice to be able to do something like:
character.Say(GetTranslation(" txt", translation)); // This would allow me to access the translation file (as an optional feature) and get the translation for that one line.

But, as far as I know this is not possible, right?
#1455
Just to assure you Stupot... The UK will remain in Europe, unless some evil villain comes along and drags the island to the other side of the planet.  ;)  (laugh)
#1456
I didn't even knew that existed, much less use it.  8-0
But maybe that's exactly what the author of this thread needs?  :)
#1457
Uhm, actually I would probably be more worried about copy right issues on a certain movie trilogy, than MI, to be honest.
#1458
Well, in that case you should probably step in and choose the topic yourself, as backup plan.  ;)
But I'll see if Kastchey has any ideas.

Edit: After a quick brainstorm, we have a backup theme now. I'll send it to you in a while, as I need to find a few pics to illustrate the theme and get my son in bed first.

If NuggetSeb shows up and sends you the theme in the mean time, let me know so I can avoid wasting time.  ;)
#1459
Also, it wasn't meant like "go fix your sprites", but more like "next time, you know there are other options so you don't get into a coding problem."  ;)
#1460
Yes, probably easy to just create 2 new characters for each new language then.

Hope that support will come at some point, but for now I'll go with the option of creating new characters. A bit more work, but hopefully it won't mean too much work. :)
Already spent some time trying to code this, and it's almost there... just got one bug I need to find, then the "backbone" should be ready for using...  :-D
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