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Messages - abstauber

#1301
Yep :D

edit--

or wait:
 

"int lang = eLangFR"  is for the initial language setup. GUI_LANGUAGE from the .trs overrides this once you have translation files.

But initially it should be eLangEN, which I forgot to set back.
#1302
Doesn't this piece of code take care of it?

Code: ags

function game_start() {

  String tr_lang;
  // --- translate GUI action buttons ---
  tr_lang = GetTranslation("GUI_LANGUAGE");
  tr_lang = tr_lang.LowerCase();
  
  if (tr_lang == "de") {
    lang = eLangDE;
  }
  else if (tr_lang =="es") {
    lang = eLangES;
  }
  else if (tr_lang =="fr") {
    lang = eLangFR;
  }  
  else if (tr_lang =="en") {
    lang = eLangEN;
  }    
.....


GUI_LANGUAGE appears in the .trs file and needs to be set to the according language
#1303
@Giowe:
Great. Good to hear that's not too hard to master the CDG module :)

@Monsieur OUXX:
Of course it is :P Hehe, from a more  serious point of view, I think it is very convenient and also attracts more beginners to start a 9verb game in their language.

The template only provides translations for the GUI elements, so you can directly jump in and start making the game without the need to worry how .trs files work or how to set up those wicked text strings for the verb buttons.

Just think how it would be in 1.2.1:
- First you have to create new verb sprites and announce them deep inside the script, using a cryptic space separated string.
- Then you hopefully create a game and think about translations. You have to add more verb sprites and create the .trs files.
- Then you need to adjust the text strings inside the .trs and finally send it to your translators.
Not to mention that you also need to understand how the sprite verb systems works.

In 1.3 it is:
- Set lang to your preferred language, like "eLangFR"
- Make your game
- Create e.g. "spanish.trs", translate "GAME_LANGUAGE" to "es" and send it away (or do it afterwards)
Done

From a designers point of view, it's the template's task to provide the GUI and the users task to make that game. Therefore it's not the users top priority to worry about how one can setup GUI buttons with nine text strings ;)

#1304
Thanks Bicilotti and Pumaman!

Gosh, I have played like 4 games of these... Let's see if I can catch up this weekend, but the new job keeps me busy like hell
#1305
Scrolling dialogs, eh?

Well, I'm afraid you've to master another module ;)
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=36313.0


#1306
Alright, fixed my copy paste comments :)

As far as the option buttons are concerned, I'd rather not switch over to sprites: text is so much more convenient.
The only reason why the verbs are implemented as sprites is that you can't have highlighting on text buttons.

Oh and yes, more translations are very welcome!
#1307
Thanks a lot for the input, everyone. Here's the new beta:

http://shatten.sonores.de/wp-content/uploads/2011/01/9verbs_13_beta.zip

1.3    added GUI translations for Spanish, French and German
         slightly expanded buttons in options GUI
         added old school inv handling

@Unai and Monsieur OUXX

Could you please check if I've included your translations correctly?
In guiscript.asc, just change line 6 to
int lang = eLangES; 
or
int lang = eLangFR; 

#1308
Quotewould be a bit weird to have just some lines in english, would probably confuse people that don't speak english at all
Hehe, since there's no localized version of the AGS editor yet, I suppose that doesn't count :P

How about "P.defecto" then?

#1309
"Restabler" fits perfectly, please don't tell me, it's a typo too. Sweet Guybrush-Pointer btw. :D
Also I'm going to replace estirar with tirar.


Since I already cought your interest, what do you think about not translating unhandled events? I think most users change those anyway and that way they don't have to adjust all other translations.

Oh and thanks for your input, guys :D
#1310
Yep, doesn't fit :(  Any abbreviations?

@Giowe
Sorry to left your issue unanswered:

There's no need to disable and enable the gui in each dialog. All you need to do is:
In General Settings set "When player interface is disabled"  to  "GUIs should "be hidden". That's all.


#1311
Thanks for your work - although I already have the buttons from josemarg. In his translatation he translated pull with "Estirar" instead of "Tirar".

I've checked a spanish MI2 screenshot and they seem to use "Tirar" too.  So should I change it or not?


I'm also confused how to finally call the "defaut values" button: Restaurar or Estándar?

#1312
Well, nothing really functional is going to be changed. All I have planned for the next release is the new localized GUI that comes with a simple language switch variable.

The way the templates handles inventory items wanted, because most of us think it's an evolution of the old way (I'm sure there's a discussion about this issue somewhere on the boards).

Bottom line, start whenever you want :) If you like to work with the new template, I guess you have to wait a week or two until I release a beta. Until then the default button problem should also be solved ;)
#1313
Quote from: Unai on Mon 17/01/2011 14:04:47
¡¡This is Lucasarts style!!

*cough* that was just a test (of course). You've archived 1000 out of 1337 points ;)

Anyway, for the german translation I (or whoever it did) chose "Standard"
#1314
Quote from: Unai on Mon 17/01/2011 13:27:24
Ok, so what about "Restaurar"? It means Restore, i think it's pretty self explanatory :D
Don't you think it could be confused with Load? I mean Sierra kept calling "Load" "Restore" for a long time ;)


Quote from: Unai on Mon 17/01/2011 13:27:24
Extra question:
I haven't tried the template yet, and maybe is somehow clear when I open it in AGS, but... what size do the backgrounds need to be to use your GUI? From screenshots it looks like 139px for a 320px resolution, but the number is a bit weird...

The background size at lowres is 320x142, which should be typical SCUMM size. Although, you're right, my sample background is 139px tall. Why, you might ask? I have no clue ;D

But still, the GUI starts at 143.
#1315
@Unai:
Way too long, one button can only hold up to 9 characters ;)
Maybe you could fire up an old scumm game (native, not ScummVM) and check how they translated it.

@Giowe
As poplamanopla said, first edit line 387 and replace "action=eGA_Use" with "action=eGA_LookAt"

Now in the codeblock you've posted, edit the last else-block in this if-clause:

Code: ags

    //left click in inventory
    else if (button==eMouseLeftInv) {
      if (!isAction(eGA_GiveTo))ItemGiven= null;
   
      if (GlobalCondition (1)) {
        // if the mouse is in the inventory and modes Walk or pickup are selected
        SetAction (eGA_Use);
        location=GSinvloc;    
        if (Extension()=='u' && ii.IsInteractionAvailable(eModeInteract)) {
          // use it immediately (not with anything else)
          used_action=global_action;
          ii.RunInteraction(eModeInteract);
          SetAction(eMA_Default);
        }
///// HERE'S THE CHANGE ///// 
        else 
        {
          SetAction (eGA_LookAt);
          used_action=global_action;
          ii.RunInteraction(eModeLookat);   
          SetAction(eMA_Default);
          //player.ActiveInventory=ii;
        }
///// HERE'S THE CHANGE ///// 
      } 


So in detail, the line
Code: ags
player.ActiveInventory=ii;

is changed to

Code: ags

        else 
        {
          SetAction (eGA_LookAt);
          used_action=global_action;
          ii.RunInteraction(eModeLookat);   
          SetAction(eMA_Default);
          //player.ActiveInventory=ii;
        }

(don't forget the braces)

With this change you can still use the "use-extension" for inventory items, like the magic  envelope when Guybrush gets arrested on Phatt Island.

@Monsieur OUXX:
Don't worry, I've got all day :)
#1316
Argh, sorry - those things happen when you surf with more browser tabs than your conscience can manage :)

"OptionsDefault.Text" is the caption of the button which resets gamespeed, music and sound volume to the default values.


#1317
@Unai:

Thanks for your help. I already have the verbs from josemarg, so now only the verb translation is open, which I completely forgot.

Code: ags

       if (action == eMA_WalkTo)   tresult="Go to %s";
  else if (action == eGA_LookAt)   tresult="Look at %s";
  else if (action == eGA_TalkTo)   tresult="Talk to %s";
  else if (action == eGA_GiveTo) {
    if (item.Length>0)             tresult="Give !s to %s";
    else                           tresult="Give %s";
  }
  else if (action == eGA_PickUp)   tresult="Pick up %s";
  else if (action == eGA_Use) {
    if (item.Length>0)             tresult="Use !s with %s";
    else                           tresult="Use %s";
  }
  else if (action == eGA_Open)     tresult="Open %s";
  else if (action == eGA_Close)    tresult="Close %s";
  else if (action == eGA_Push)     tresult="Push %s";
  else if (action == eGA_Pull)     tresult="Pull %s";
  else tresult=" ";



@Monsieur OUXX
Nope, nothing here yet. But it would still be cool if you could send me something ;)
#1318
The Rumpus Room / Re: Happy Birthday Thread!
Thu 06/01/2011 08:08:02
Happy Birthday SSH!
#1319
Quote from: Ghost on Wed 22/12/2010 19:33:21
If Abstauber did this numbering in-scipt, though...

Nope, the general settings are the ones to look at :)
Also there's an option to decide whether to show the GUIs during spoken dialog or to hide them. That would not be exactly what you're looking for but a start.
#1320
Yep, I know ;)

Just changing the sprites in the AGS editor won't help, since the SetActionButtons function overwrites them immediately.
What you need to do as well is to look in the function AdjustLanguage() and change the sprite slots there too.

If you want to change the icons during runtime, you need to call SetActionButtons with the new sprites, followed by CheckDefaultAction().


That should do it.
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