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Messages - WHAM

#1561

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> Speak "friend" and enter

You try a trick you think you once read about in a book of some sort. The door does not respond to your smooth-talking, but now you have a craving for fresh fruit.



#1562

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> Return to previous room. Enter S. Bay. (Hope to find sunbathing women)

You return to the staircase and take the steps down. The water splashes at your feet, but fortunately the water level is quite low here. You approach the door labelled "S.BAY" and try to turn the handle, which steadfastly denies you access by not moving an inch. You notice a small green panel next to the door, which seems to be powered and emits a light green glow, as if inviting you to touch it. You instinctively press your finger on the panel and are treated to a dull buzzing noise.



#1564
AGS Games in Production / Re: PMQ Colosseum
Fri 16/03/2012 05:33:26
#1565
Hurrah!

Italian, german and finnish translations for BBWD are in the works. If you would like to do more translations, contact me!

Woop! Nothing more to report. Woop!
#1566
Monkey speaks the truth.
I also realized that I can check for the translations as I am initializing the arrays at game start, instead of checking for translations later on when the array contents are called. This way I had to add a check for each entry into the arrays, but due to the fact that the arrays were well organized unlike my other code in this game the job was surprisingly easy.

There are still some oddities that I am investigating, but the function seems to work just right.

As a result: MORE TRANSLATIONS! WOO!
#1567
I think the actual limit of labels is around 1000 characters, as that is the length at which I started having problems in BBWD. To be safe I made a function that caps the string off at 750 characters and no problems since.
#1568
You make me feel like an idiot again, I recall seeing that in the manual but I thought it was something that just returns the name or ID of the translation that is currently being used or something, and dismissed it.

I just did a quick test to see how this works and I think I can resolve most, if not all, issues using this. It will still take me an hour or two to do it, but that's scripting for you.
#1569
The problem exists on several more areas as well, and due to the state of the code I really don't want to go in and start adding checks for translations in the old code, as it is poorly documented and hastily written. It would take me hours and hours to find all the problem areas in the code, let alone fix everything manually based on the translations. :(
#1570
Hiya everyone!

We're working on translating Big Blue World Domination and there seems to be a problem. While most of the game translates just fine, a few bits just will not take the translation, and I am wondering if this has something to do with how the translations work, as I can't seem to figure it out.

I have checked the .trs file and the original words and phrases are all there, but for example the agent codenames are not translated and neither are the description texts for empty save game slots.

An example:

In a script file "names" i have an array that contains all the codenames, and I have a function that populates this array (NameSetup()) at the start of the game, with names I punched into the source code manually.
Code: ags
Name[0].codename = "Ponch"; Name[1].codename = "Darth"; Name[2].codename = "Ghost"; Name[3].codename = "Icey"; Name[4].codename = "Dualnames";


All the names above appear correctly in the .trs file.

As an agent is assigned a name, the codename is generated like this:

Code: ags
String CodeNameGen() { // Generates a (cool) code name for an agent
  String N;
  N = String.Format("%s-%d", Name[Random(29)].codename,  Random(99));
  return N;
}


However, this apparently does not manage to draw a translated codename, but an untranslated one instead.
Any ideas?
#1571
Dear Jared
Here is what I do (and this should be in the beginners area, btw):

Let's say I want to have a "window" with text that can be scrolled, that is 200x140 px in size.

1. Create new GUI "gui_textwindow" that is 200x140 px in size.
2. Create a label "lab_content" inside the new GUI, that is 200x3000 px in size, position it so that it's top is at the top of the GUI
3. Create an int -variable called "labelYpos" with default value of 0. Whenever the gui_textwindow is opened, reset this to 0 and reset lab_content's Y position to it's default value
4. Create a couple of buttons that move "lab_content" up or down by changing it's Y coordinate by, let's say: 30 px increments
5. When player presses the button that moves the label up, check if labelYpos is greater than 0 before allowing the action
6. When player presses the button that moves the label up, check if labelYpos is less than 1000 or if you implement a way to calculate rows you can refer to that too, before allowing the action

You now have a scrolling label with automatic word-wrap.

For examples of this in use, download my He Watches demo and scroll the objectives or something, I did it like this.
#1572
The Rumpus Room / Re: PMQ Colosseum Discussion
Mon 12/03/2012 11:08:29
If that is your idea of an origina and interesting story then so be it. Good for you and all that. I could show you one of my game design docs to give you an idea of how much work I put into my projects both when designing the story and graphics as well as when designing the gameplay mechanics and elements, but I fear you would either call it crap out of spite or blatantly steal stuff.  ;D

On that note, maybe I should start releasing design docs of games that I've done in the past... That might actually be an interesting idea and give new light and more feedback on older projects.
#1573
Sorry tabs, nothing cool in the files and I'm feeling lazy so a no-picture update this time.

> Study the notes next to the door labeled S-1.

You walk up to the folfer attached to the wall and take a glance. It seems to be 4 sheets long list of the storage room's contents with the following headlines:

Storage 1: Tools
1-A Gardening etc
1-B Common tools etc
1-C Power tools
1-D Tool & equipment maintenance

Storage 2: Dry storage (seeds & seedlings)
2-A Seeds A
2-B Seeds B
2-C Seeds C
2-D Seedlings A

Storage 3: Dry storage (plants, fruits, vegetables)
3-A Dried & vacuumed plants
3-B Dried & vacuumed fruit
3-C Dried & vacuumed vegetables
3-D Dried vegetables

Storage 4: Chemicals and fetrilizers /!\
4-A Chemicals (separate list) /!\
4-B Cond. Liq. PyreFly Insecticide /!\
4-C Cond. Liq. FertiPlus
4-D Cond. Gran. FertiPlusCombo

Next to the folder there also seems to be a yellow post-it note that reads "No napping in storage! Doors locked until further notice, ask key from supervisor"
#1574
The Rumpus Room / Re: AGS Colosseum Discussion
Mon 12/03/2012 07:20:58
Oh I find it very-VERY easy to believe you can come up with a story in under a minute, judging by what I've seen so far.
#1575
I have nothing constructive to add, but GODDAMN that looks nice!
#1576

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>Enter Stor. room.

You take the stairs down one floor and enter the room labeled "stor". To your great disappointment you see no jars here, nor hot pockets; just a bleak and featureless corridor with what seems to be several numbered doors.



#1577
The Rumpus Room / Re: AGS Colosseum Discussion
Sun 11/03/2012 22:08:09
Quote from: Khris on Sun 11/03/2012 21:54:21
Could somebody please just ban him? Just a month or so. He doesn't get it, he apparently won't in the near future and it's seriously time for drastic measures, imho.

I second this notion, I've seen enough.
#1578
The Rumpus Room / Re: AGS Colosseum Discussion
Sun 11/03/2012 20:46:40
Quote from: Icey games on Sun 11/03/2012 19:50:53
I never said I was gonna have the game go commercial.

You stupid... You said you were going to attempt to distribute the game on steam = sell the game on steam = sell the game = go commercial with it!
Do you see the correlation? The connection?
#1579

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> Touch bullet casings

You drop down on your knee and grab a spent casing off the floor to examine it. The casing seems to be fairly large, some sort of rifle cartridge maybe, definitely too large for the pistol you remember having once long ago. Oh how nice it was to have a weapon other than a pool que or a rubber mallet.

You remove your glove for a few seconds to feel the casing better, but the brass of the casing is cool.



#1580
I think most people (like myself) just ignore the slight sliding as:
A: most room backgrounds have low perspective and thus fairly little vertical movement
B: simple enough graphics that issues like this don't really stand out

Not sure if people working on more high-end AGS games really think about this, though.
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