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DaFool
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#61 Post by DaFool » Mon Sep 04, 2006 1:55 pm

Hmmm, that is a good point.

I was thinking too how neat it would be to have an official penta-language release: English, Japanese, Czech, Chinese, and Tagalog.

But I guess each version would essentially be a copy-paste of code, so the size effectively becomes X5.

Argh, drank too much Coke today :oops:

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monele
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#62 Post by monele » Mon Sep 04, 2006 2:57 pm

Sorry to intrude but hm... what's the problem with translation ? If your current plans are to duplicate each scene for each language, hence duplicating show, scene, and other code statements... there *is* a more efficient way, using Characters.

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#63 Post by DaFool » Mon Sep 04, 2006 4:10 pm

Ah, thanks for the pointer...

All I learned from scripting is just using examples from peoples' demos, lol.

Now theres incentive to look its use in the Reference.

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#64 Post by monele » Mon Sep 04, 2006 4:59 pm

Well if you really need the trick I can just make a small example script ^^;. Should be easier and quicker for you guys since, after all, it's already been thought up and proved to work. I just want to be sure that's what you need ^^;

Basically, how it works is that you first define one Character object for each character in your story... for each language... Simplified example (not actual code!) :

Code: Select all

marieF = french Marie version
marieE = english Marie version
marieJ = japanese Marie version
"marieF", "marieE", etc... can be whatever you want. This is just the naming convention I chose.

Then, when you have dialogue, you do it this way (actual code) :

Code: Select all

marieE "I'm going to the pool."
marieF "Je vais à la piscine."
marieJ "I don't speak enough japanese for that ! Gomennasai!"
The way the Character objects are created makes the game skip any line not in the current language.
I find this method rather easy to use and it keeps everything humanly readable.

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DaFool
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#65 Post by DaFool » Mon Sep 04, 2006 6:06 pm

Looks simple enough...

by the way I think this applies more with what I have in mind rather than the beta we're working on (Colorless Day).

Sorry if this may be a dumb question, but how would the show statement know whether to do MarieF, MarieE, or MarieJ, and what if there's no character (i.e. the "I" perspective). I assume this would now be a condition based on a global variable.

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#66 Post by yummy » Mon Sep 04, 2006 7:10 pm


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#67 Post by denzil » Sun Sep 17, 2006 10:00 am

Updated the download again. Added character art for promise. Needs Ren'Py 5.6.1.
In the meantime I tried looking for music, but failed so far.
But I have question for my artists - I am going to provide unprotected script with final game so I wanted ask you if you want graphic obfuscated or not. For me isn't problem any choice, so it's up to you.
Practice makes purrrfect.
Finished projects: Broken sky .:. colorless day .:. and few more...

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#68 Post by DaFool » Sun Sep 17, 2006 2:48 pm

Oooh! An update!

No problem here, either way is fine.

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#69 Post by Watercolorheart » Mon Sep 18, 2006 1:24 pm

It does not matter to me if the graphics are obfuscated. Distribute it as you please.
I'm not even the same person anymore

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#70 Post by Vatina » Mon Sep 18, 2006 1:45 pm

Either way is fine with me as well :)

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#71 Post by mikey » Mon Sep 18, 2006 2:19 pm

denzil wrote:In the meantime I tried looking for music, but failed so far.
Try http://www.modarchive.com/ - it might be easy to ask the active artists for permission. Some archives provide their tracks for free as long as you credit them.

Maybe some MIDIs can be found here...
http://home.swipnet.se/~w-54954/links.htm#Midi

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#72 Post by Alessio » Tue Sep 19, 2006 8:30 am

denzil wrote:In the meantime I tried looking for music, but failed so far.
I'd be glad to help out if you can tell me what you need. :)

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#73 Post by denzil » Tue Sep 19, 2006 8:43 am

Alessio wrote:
denzil wrote:In the meantime I tried looking for music, but failed so far.
I'd be glad to help out if you can tell me what you need. :)
Sent you link to current version in PM. I don't want too fast music, but I leave it to you....
Practice makes purrrfect.
Finished projects: Broken sky .:. colorless day .:. and few more...

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Alessio
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#74 Post by Alessio » Wed Sep 20, 2006 3:59 am

Thanks! Played it through yesterday. And I have half a hunch of what happened at the end of chapter 3...

Do you have some idea what the music should/should not be like? If you e.g. definitely know what you don't want then let me know. :)

The music should probably be loopable and change whenever the mood changes. It might even be possible to re-use parts in different chapters, but I'll have to experiment a bit.

Rock/Pop is OK for a dating sim, but not here. Orchestral, or minimalistic electronica? Only piano? BTW, what music is playing in the ballroom?

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denzil
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#75 Post by denzil » Wed Sep 20, 2006 4:31 am

As I said earlier, I had no plans for music so I'll leave it completely to you. (Read: I have no idea what kind of music I want, so I probably will be satisfied with anything you will make.)
Practice makes purrrfect.
Finished projects: Broken sky .:. colorless day .:. and few more...

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