sorry monkey , but i can't see download your module..
please can you upload again ?
please can you upload again ?
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Show posts MenuQuote from: AJA on Sun 30/05/2010 12:08:16Thanks AJa. I think this is the better solution, instead to have a big-enormous file for ALL the rooms.
Our game project (see picture below) uses a system that works something like this:
Every room has a separate text file for speech text, a sort of a very limited custom scripting language, formatted in separate blocks like thisCode: ags # ACTION-TITLE roger: Your hair looks fabulous! larry: Thanks, I grew it myself. wait: 40 walk: roger, 160, 100 }
Then upon entering a room a module sets the current read-file to the room's file and after that you can call readLines("ACTION-TITLE") which reads through the file and finds the piece of script with that title and parses and runs it line by line. And since every room has its own file, the files are shorter and thus faster to read through. It's not exactly what you're asking for but it's quite useful. We took this feature out of our game's demo and converted the scripts into AGS scripts to hide the content but hopefully we can upgrade the system somehow before the final release of the game and keep the content separated from AGS.
Quote from: Sslaxx on Sat 29/05/2010 15:15:16Quote from: sgreco on Sat 29/05/2010 15:03:15The point is, it doesn't do the translation for you - it finds all the strings of text that can be translated.Quote from: Sslaxx on Sat 29/05/2010 14:17:59Quote from: sgreco on Sat 29/05/2010 14:13:42But you don't have to, you can get AGS to do that for you! It'd save you half of the legwork (by finding strings of text that need to be translated).
2 - Imagine having to do a translation of your game. How do you manage it?
I do not think you want to go line by line in code to search for phrases to be translated:)
Ok, maybe this is a solution, but not the better i thinkin 50% of cases, translation made by an automatico tool is always cheap.
Quote from: Sslaxx on Sat 29/05/2010 14:17:59Quote from: sgreco on Sat 29/05/2010 14:13:42But you don't have to, you can get AGS to do that for you! It'd save you half of the legwork (by finding strings of text that need to be translated).
2 - Imagine having to do a translation of your game. How do you manage it?
I do not think you want to go line by line in code to search for phrases to be translated:)
Quote from: Khris on Sat 29/05/2010 11:52:05
May I ask the reason for that?
If you don't encrypt the file, anybody could alter the messages.
Quote from: miguel on Fri 25/09/2009 13:57:23
But, I think that the Scumm Bar screen isn't as good as the rest of it. It's a shame really and I guess you could change it on the final version.
Anyway, you did a pretty good job with this DEMO.
Good luck!
Quote from: ProgZmax on Thu 17/09/2009 02:46:59
After looking at the demo, the game looks to have great potential but take my advice and strive to have an English translation available on release. You'll attract a much, much wider audience and your game will be easier to rate and vote for as well.
Quote from: Joe Carl on Mon 14/09/2009 12:56:46
I downloaded the demo. Nice character movement but I didn't like the pub background design it seems like the animation delay is really short...
Quote from: Cyrus on Sun 02/08/2009 12:43:32
When are you planning to release an English demo?
Quote from: Synok on Sat 01/08/2009 22:11:27
Looks awesome :o but for some reason, some stuff just sticks out for some reason.
Quote from: SuperDre on Thu 30/07/2009 19:47:50
I just hope you won't be stopped by Lucasarts, especially since they are promoting MI themselves now again..
It absolutely looks great..
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