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13 commits

Author SHA1 Message Date
Dav999
8093874e84 Reword "we forgot to print an error message" error message
It now says "we forgot the error message" to be less technical.
2023-06-05 19:42:29 -07:00
Misa
ef46dadb68 Show skip prompt during credits and ending picture
This adds a "- Press {button} to skip -" prompt to both the credits and
ending picture sequences.

It was always possible to skip them by pressing Enter, but not many
people knew this. In fact, even I didn't know this until I saw Elomavi
do it a year or so ago. So it's not really intuitive that this is
possible.

The prompt only shows up if you've completed the game before, and
disappears after two seconds similar to the "[Press {button} to return
to editor]" text.

Unfortunately, given how the game works, game completion is detected
based on if you have unlocked Flip Mode or not. At this point, the
unlock for the game being completed (unlock 5) will already be set to
true no matter what during the Plenary fanfare, but the Flip Mode unlock
(unlock 18) won't be until the player hits "play" on the main menu. As a
special case, the prompt will always show up in M&P (because Flip Mode
is always unlocked in M&P).
2023-06-05 17:57:23 -07:00
Misa
24ef59c65e Prevent other cases of losing unsaved levels by returning to menu
2.3 already made it so that if you ran the `rollcredits` command during
in-editor playtesting, you wouldn't be returned to the title screen
while losing unsaved level changes. But there are plenty of other ways
to go back to the title screen from in-editor playtesting too. Namely,
gamestate 1015 (the gamestate after completing a level) and 82 (time
trial complete).

So just add the appropriate checks to those gamestates, and add a
catch-all check in Game::quittomenu(). Additionally,
Game::updatecustomlevelstats() should not update custom level stats
during in-editor playtesting (otherwise it would still happen even if
the game didn't bring you back to the title screen).

Editor notes will also be shown if the game prevents you from going to
the title screen.

Also, just to make things clear, I also added a level note for when the
level is completed during in-editor playtesting. This is just to make it
clear in cases where it might not be obvious that the game returned you
to the editor for this reason. E.g. you have a terminal that calls
gamestate(1013) in a level with 0 custom crewmates, but when you
activate it, it looks like the terminal didn't work for some reason and
just brought you back to the editor. But that's just only because you
literally just completed the level.
2023-05-18 20:01:03 -07:00
Misa
474cdc092e Use levelDirError for graphics errors too
This will actually do several things:

(1) Make the tile size checks apply to the appropriate graphics files
    once again.
(2) Make the game print a fallback error message if the error message
    hasn't been set on the levelDirError error screen.
(3) Use levelDirError for graphics errors too.
(4) Make the error message for tile size checks failing specify both
    width and height, not just a square dimension.
(5) Make the error messages mentioned above translatable.

It turns out that (1) didn't happen after #923 was merged, since #923
removed needing to process a tilesheet into a vector of surfaces for all
graphics files except sprites.png and flipsprites.png. Thus, the game
ended up only checking the correct tile sizes for those files only.

In the process of fixing this, I also got rid of the PROCESS_TILESHEET
macros and turned them into two different functions: One to make the
array, and one to check the tile size of the tilesheet.

I also did (2) just in case FILESYSTEM_levelDirHasError() returns false
even though we know we have an error.

And (3) is needed so things are unified and we have one user-facing
error message system when users load levels. To facilitate this, I
removed the title string, since it's really not needed.

Unfortunately, (1) doesn't apply to font.png again, but that's because
of the new font stuff and I'm not sure what Dav999 has in store for
error checking. But that's also why I did (4), because it looks like
tile sizes in font.png files can be different (i.e. non-square).
2023-05-17 17:11:26 -07:00
Misa
9387186083 Use setLevelDirError for level not found & parse errors
This exports the previously-internal setLevelDirError function in
FileSystemUtils and uses it for if a level is not found or there was a
parsing error. Previously, if a level failed to load in these ways, it
would take you to the error screen with no error, while printing it to
the console. But this makes it more user-friendly.

As a bonus, the text is localizable, just like the existing usage of
FILESYSTEM_setLevelDirError for if a path couldn't be mounted.
2023-05-17 10:09:59 -07:00
Dav999
943362559c Adapt font size as needed for "Credits" title in rolling credits
In Italian, "Credits" is "Riconoscimenti", which runs offscreen with
the 3x font size that this title uses in the rolling credits at the end
of the game. I'm not sure if the translators saw that specific
instance, or thought the limit complaint was about the main menu button
all along (which is more prominent and *does* stick out far enough that
the complaint could plausibly have been about that, from a translator's
perspective!)

Either way, it's solved now: this string's width is now checked, and if
it will run offscreen at 3x size, it will now be displayed at 2x size
instead. The limit has been increased from 13 to 20 in the language
files accordingly.
2023-05-08 12:59:16 -07:00
Dav999
3b9d3a687b Add |upper to Italian number strings
The translators indicated that they wanted to use |upper here but it
didn't seem to work, therefore they left it as-is because it was minor.
2023-05-08 12:59:16 -07:00
Dav999
4aa576cd66 Update Italian language files
These updates were delivered 14 Apr, with further updates on 18 Apr.
2023-05-08 12:59:16 -07:00
Misa
c88f249f48 Sync language files after merging #963
This syncs the language files to include the new string about changing
platform speed.
2023-04-02 23:50:11 -07:00
Dav999-v
bc156137d8 Sync language files for button glyphs changes
Due to rebasing messiness and diff noise, it's probably best if pull
requests either don't sync all the language files at all (and only
modify the English ones) OR only do it as a final commit. It's still
something we need to figure out, lol.
2023-03-21 19:59:48 -07:00
Misa
5180e430a2 Sync language files after #944 merged
This syncs language files after the merge of PR #944, since that PR
obsoleted English strings, but didn't sync them.
2023-03-21 18:46:41 -07:00
Dav999-v
975d555a09 Sync language files
This updates all language files to the latest version.

- Some minor errors are also fixed - for example, a small number of
  changes were made to the English string instead of the translation.
  Alignment of the dimensional stability generator terminal is also
  improved in several languages.

- I also discovered that the string "Complete the game" appears twice -
  and has, to be consistent with adjacent strings, two separate
  translations in Portuguese (PT). So this string now properly has two
  different cases so it can be translated separately.

- The limit for TIME/SHINY/LIVES has been bumped from 7 to 8
2023-03-15 17:29:55 -07:00
Dav999-v
ae98a857d2 Add new language files
The following languages are new:
- French
- German
- Italian
- Portuguese (BR)
- Portuguese (PT)
- Russian
- Spanish
- Turkish

Esperanto has also received some updates.
2023-03-15 17:29:55 -07:00