Humm that's really interesting but also demoralizing since I'm sad I don't dwell into this in my earlier developement stage.
I mean I think now it's already too late for me since I have tons of data, variable, line of dialog etc wich is using my own way to do it and modifying all that will me a hudge chaotic work wich will messing up all the code and creat bugs everywhere. Just to let you know an overview of what I mean, there is some code exemple :
Code: Select all
default en = Character(None, condition='english == True')
default fr = Character(None, condition='english == False')
default fr_j = Character("[jess_name]", color="293ed7", condition='english == False')
default en_j = Character("[jess_name]", color="293ed7", condition='english == True')
default fr_s = Character("[sam_name]", color="ffdc19", condition='english == False')
default en_s = Character("[sam_name]", color="ffdc19", condition='english == True')
default fr_m = Character("[main_name]", condition='english == False')
default en_m = Character("[main_name]", condition='english == True')
default fr_ez = Character("Ezekiel", condition='english == False')
default en_ez = Character("Ezekiel", condition='english == True')
default fr_mp = Character ("[main_name]", condition='english == False', who_suffix=" {i}{size=-5}(pensées){/size}{/i}", what_prefix="{i}", what_suffix="{/i}")
default en_mp = Character ("[main_name]", condition='english == True', who_suffix=" {i}{size=-5}(thoughts){/size}{/i}", what_prefix="{i}", what_suffix="{/i}")
default fr_dp = Character("[deb_name]", color="9813ff", condition='english == False', what_prefix="{i}", what_suffix="{/i}")
default en_dp = Character("[deb_name]", color="9813ff", condition='english == True', what_prefix="{i}", what_suffix="{/i}")
default fr_d = Character("[deb_name]", color="9813ff", condition='english == False')
default en_d = Character("[deb_name]", color="9813ff", condition='english == True')
default fr_dream = Character("Dream", color="9813ff", condition='english == False')
default en_dream = Character("Dream", color="9813ff", condition='english == True')
default fr_u = Character ("Inconnu", color="ffffff", condition='english == False')
default en_u = Character ("Unknown", color="ffffff", condition='english == True')
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screen Lewis_house_navigation_prologue: # Prologue Lewis House
modal True
use quick_screen_keys_input
if (english == False):
imagemap:
ground "0-4-IntroHouse_Corridor1"
hover "0-4-IntroHouse_Corridor1_fr_hover"
alpha False
hotspot (0, 326, 310, 754) action Jump("LewisHouse_First_Arrival_Living") # Living Room
hotspot (261, 0, 672, 269) action Jump("LewisHouse_First_Arrival_Upstair") # Upstairs
hotspot (954, 102, 222, 342) action Jump("LewisHouse_First_Arrival_Bathroom") # Bathroom
hotspot (1191, 105, 216, 762) action Jump("LewisHouse_First_Arrival_Mainbedroom") # MainRoom
hotspot (1407, 105, 423, 975) action Jump("LewisHouse_First_Arrival_Kitchen") # Kitchen
hotspot (873, 501, 263, 255) action Jump("LewisHouse_First_Arrival_BasementAcces") # Move to the end of corridor
add "gui/Interface_Indicator_Interaction.png"
use quick_screen_keys_input
use interactive_indicator_number_screen_top
else:
imagemap:
ground "0-4-IntroHouse_Corridor1"
hover "0-4-IntroHouse_Corridor1_en_hover"
alpha False
hotspot (0, 326, 310, 754) action Jump("LewisHouse_First_Arrival_Living") # Living Room
hotspot (261, 0, 672, 269) action Jump("LewisHouse_First_Arrival_Upstair") # Upstairs
hotspot (954, 102, 222, 342) action Jump("LewisHouse_First_Arrival_Bathroom") # Bathroom
hotspot (1196, 113, 222, 749) action Jump("LewisHouse_First_Arrival_Mainbedroom") # MainRoom
hotspot (1418, 81, 432, 999) action Jump("LewisHouse_First_Arrival_Kitchen") # Kitchen
hotspot (873, 501, 263, 255) action Jump("LewisHouse_First_Arrival_BasementAcces") # Move to the end of corridor
add "gui/Interface_Indicator_Interaction.png"
use quick_screen_keys_input
use interactive_indicator_number_screen_top
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if (english == False):
menu:
"Attraper le pisolet":
hide countdown
hide screen countdown
jump DarkBasment_Bedroom_mastaction_rush_win_0
"Ne pas bouger":
hide countdown
hide screen countdown
jump DarkBasment_Bedroom_mastaction_ending_rush2_dontmove
if (english == True):
menu:
"Grab the gun":
hide countdown
hide screen countdown
jump DarkBasment_Bedroom_mastaction_rush_win_0
"Don't move":
hide countdown
hide screen countdown
jump DarkBasment_Bedroom_mastaction_ending_rush2_dontmove
Code: Select all
fr_d "« Alors maintenant dis moi... »"
fr_d "« Est-ce que tu connais beaucoup de personnes capables de faire ça ? »"
en_d "“So now tell me...”"
en_d "“Do you know a lot of people who can do this?”"