1
0
Fork 0
mirror of https://github.com/TerryCavanagh/VVVVVV.git synced 2024-11-10 04:59:42 +01:00
Commit graph

227 commits

Author SHA1 Message Date
Fussmatte
22f1a18fe7 Update Esperanto translation 2023-02-24 20:57:17 -08:00
Dav999-v
2201cfe1e9 Increase max="" value for jukebox song names in language files
This makes it possible to use another line for a subtitle without it
being flagged as a string that is too long.
2023-02-20 19:43:39 -08:00
Dav999-v
716a241b79 Replace PR_COLORGLYPH_BRI(a) and PR_ALPHA(a) with PR_BRIGHTNESS(a)
There used to be two ways of fading in/out text in VVVVVV:
- Local code that modifies the R, G and B values of the text
- Keeping the RGB values the same and using the alpha channel

The latter approach is only used once, for [Press ENTER to return to
editor]. The former approach causes problems with colored (button)
glyphs: there's no way for the print function to tell from the RGB
values whether a color is "full Viridian-cyan" or "Viridian-cyan faded
out 50%", so I added the flag PR_COLORGLYPH_BRI(value) to tell the
print function that the color brightness is reduced to match the
brightness of colored glyphs to the brightness of the rest of the text.

However, there were already plans to make the single use of alpha
consistent with the rest of the game and the style, so PR_ALPHA(value)
could be removed, as well as the bit signifying whether the brightness
or alpha value is used. For the editor text, I simply copied the "Press
{button} to teleport" behavior of hiding the text completely if it
becomes darker than 100/255.

Another simplification is to make the print function handle not just
the brightness of the color glyphs while local code handled the
brightness of the normal text color, but to make the print function
handle both. That way, the callsite can simply pass in the full colors
and the brightness flag, and the flag name can be made a lot simpler as
well: PR_BRIGHTNESS(value).
2023-02-13 23:27:00 -08:00
Dav999-v
d1f6c1adf2 Replace "by" for level authors with happy face
"by {author}" is a string that will cause a lot of localization-related
problems, which then become much worse when different languages and
levels can also need different fonts:

- If the author name is set to something in English instead of a name,
  then it'll come out a bit weird if your VVVVVV is set to a different
  language: "de various people", "por various people", etc. It's the
  same problem with Discord bots completing "playing" or "watching" in
  their statuses.

- Translators can't always fit "by" in two letters, and level creators
  have understandably always assumed, and will continue to assume, that
  "by" is two letters. So if you have your VVVVVV set to a language that
  translates "by" as something long, then:
  | by Various People and Others |
  ...may suddenly show up as something like:
  |thorer Various People and Othe|

- "by" and author may need mutually incompatible fonts. For example, a
  Japanese level in a Korean VVVVVV needs to be displayed with "by" in
  Korean characters and the author name with Japanese characters, which
  would need some very special code since languages may want to add
  text both before and after the name.

- It's very possible that some languages can't translate "by" without
  knowing the gender of the name, and I know some languages even
  inflect names in really interesting ways (adding and even replacing
  letters in first names, surnames, and anything in between, depending
  on gender and what else is in the sentence).

So to solve all of this, the "by" is now replaced by a 10x10 face from
sprites.png, like a :viridian: emote. See it as a kind of avatar next
to a username, to clarify and assert that this line is for the author's
name. It should be a fairly obvious/recognizable icon, it fixes all the
above problems, and it's a bonus that we now have more happy faces in
VVVVVV.
2023-02-13 23:27:00 -08:00
Dav999-v
f896a964fa Update readmes for new font system
There were still some TODOs left open for the font changes, and I also
made a dedicated README.txt in the fonts directory.
2023-02-13 23:27:00 -08:00
Dav999-v
9747843c18 Add menu for selecting the level font
By default, when you open the level editor to start a new level, the
level font will now match your VVVVVV language; so if you're, say,
Japanese, then you can make Japanese levels from the get-go. If you
want to make levels for a different target audience, you can change the
font via a new menu (map settings > change description > change font).
The game will remember this choice and it will become the new initial
level font.
2023-02-13 23:27:00 -08:00
Dav999-v
5dad6b38be Add language-specific font configuration
meta.xml can now have a <font> tag, which gives the name of the font
that the language needs. This will directly control the interface font
when the language is active, and will soon also control the font used
for each option on the language screen.
2023-02-13 23:27:00 -08:00
Misa
e889a4a9b1 Make Catalan language files not executable
For some reason they all have their executable bits set. Presumably this
is because they were made on an NTFS system where every file is
executable (which doesn't sound secure at all but that's another story).
2022-12-31 20:23:04 -08:00
Dav999-v
7a52dc9586 Update Esperanto and Catalan translations 2022-12-31 20:04:56 -08:00
Dav999-v
3937a12a85 Add cutscene test menu
This allows translators to test all text boxes in the scripts. It
doesn't run the scripts themselves - it only shows the basic appearance
of each text box individually, so context may be lost but it's good to
have a way to see any text boxes that might otherwise not be easily
seen because they require specific circumstances to appear.
2022-12-31 20:04:56 -08:00
Dav999-v
0ed7717dd5 Add Catalan translation by Eduard Ereza Martínez
As Terry said on Discord, this translation is completed now, so it
sounds like it's ready to officially add it to the language folder!
2022-12-31 20:04:56 -08:00
Dav999-v
5eb20aa467 Make some minor changes in the Dutch translation
Did another complete proofread of all the non-roomnames (hadn't looked
through *everything* in a while), and it's just three little things
that I felt would be important enough to tweak.
2022-12-31 20:04:56 -08:00
Dav999-v
7aec2c2242 Remove "COPY TILES" strings
This feature was never implemented, so these strings are making
translators wonder where to find them so they can be tested.
2022-12-31 20:04:56 -08:00
Dav999-v
6a1ddad8f8 Add cases for intermission replay options, button fillers in editor
The strings "Vitellary"/"Vermilion"/"Verdigris"/"Victoria" now have two
cases to support changing them for the intermission replay menu options
(like "with Vitellary").

Also, the string "< and > keys change tool" is now "{button1} and
{button2} keys change tool", so it can be changed dynamically without
having to retranslate the string.
2022-12-31 20:04:56 -08:00
Reese Rivers
968e731178 Adjusted some more roomnames 2022-12-31 20:04:56 -08:00
Reese Rivers
1bcb1df5d2 Changed instances of "pasejo" to "pasaĵo" 2022-12-31 20:04:56 -08:00
Dav999-v
e441d0d312 Complete the Dutch room name translations
Overall, I'm more proud of the Dutch room names than I could've hoped
for.
2022-12-31 20:04:56 -08:00
Dav999-v
489963fdc6 Add line about string cases to README-translators.txt 2022-12-31 20:04:56 -08:00
Dav999-v
795bdf886b Add support for string cases in strings.xml (gendered Rescued/Missing)
I wanted to not complicate the system with different string cases (like
cgettext) if possible, and I have been able to keep the main strings a
simple English=Translation mapping thus far, but apparently strings
like "Rescued!" (which are one string in English), have to be
translated for the correct gender in some languages. So this was a good
time to add support for string cases anyway.

It's a number that can be given to a string to specify the specific
case it's used, to disambiguate identical English keys. In the case of
"Rescued!" and "Missing...", male versions of the string are case 1,
female versions are case 2, and Viridian being missing is case 3. Of
course, if a language doesn't need to use different variants, it can
simply fill in the same string for the different cases.

If any other string needs to switch to different cases: distinguish
them in the English strings.xml with the case="N" attribute (N=1 and
higher), sync language files from the translator menu (existing
translations for the uncased string will simply be copied to all cases)
and change loc::gettext("...") to loc::gettext_case("...", 1),
loc::gettext_case("...", 2), etc.
2022-12-31 20:04:56 -08:00
Dav999-v
d147206c54 Split localization README.txt in -translators and -programmers versions
With a single README.txt for both translators and maintainers, both
have to read through info that's not relevant for them, because
translators don't need to worry about the specifics of adding new
English strings and recompiling the game, and programmers don't need to
worry about the specifics of how to translate things. Now it's split
into README-translators.txt and README-programmers.txt.
2022-12-31 20:04:56 -08:00
Dav999-v
88c8ad5a57 Add per-area untranslated roomname counters
This makes it easy from the "explore game" menu to see which levels
still have untranslated room names and how many.
2022-12-31 20:04:56 -08:00
Reese Rivers
46af7ecdfc Added missing strings for Esperanto 2022-12-31 20:04:56 -08:00
Dav999-v
80b9bcf0dd Add level exploring menu for translators
I would, of course, recommend translators to translate the roomnames
while playing the full game (optionally in invincibility) so they can
immediately get all the context and maybe the most inspiration. And if
you want to go back into a specific level, then there's always the time
trials and intermission replays which will give you full coverage of
all the room names.

However, the time trials weren't really made for room name translation.
They have some annoying features like the instant restart when you
press ENTER at the wrong time, they remove context clues like
teleporters and companions, but the worst problem is that the last room
in a level is often completely untranslatable inside the time trials
because you immediately get sent to the results screen...

So, I added a new menu in the translator options, "explore game", which
gives you access to all the time trials and the two intermissions, from
the same menu. All these time trials (which they're still based off of,
under the hood) are stripped of the annoying features that come with
time trials. These are the changes I made to time trial behavior in
translator exploring mode:

- No 3-2-1-Go! countdown
- No on-screen time/death/shiny/par
- ENTER doesn't restart, and the map menu works. The entire map is also
  revealed.
- Prize for the Reckless is in its normal form
- The teleporters in Entanglement Generator, Wheeler's Wormhole and
  Level Complete are restored as context for room names (actually, we
  should probably restore them in time trials anyway? Their "press to
  teleport" prompt is already blocked out in time trials and they do
  nothing other than being a checkpoint. I guess the reason they were
  removed was to stop people from opening the teleporter menu when that
  was not specifically blocked out in time trials yet.)
- The companions are there at the end of levels, and behave like in no
  death mode (become happy and follow you to the teleporter). Also for
  context.
- At the end of each level, you're not suddenly sent to the menu, but
  you can use the teleporter at your leisure just like in the
  intermission replays. In the Final Level, you do get sent to the menu
  automatically, but after a longer delay.

I made another mark on VVVVVV: don't be startled, I added gamestates.
I wanted all teleporters at the end of levels to behave like the ones
at the end of the intermission replays, and all handling for
teleporting with specific companions is already done in gamestates, so
rather than adding conditional blocks across 5 or so different
gamestates, it made more sense to make a single gamestate for
"teleporting in translator exploring mode" (3090). I also added an
alternative to having to use gamestate 3500 or 82 for the end of the
final level: 3091-3092.

One other thing I want to add to the "explore game" menu: a per-level
count of how many room names are left to translate. That shouldn't be
too difficult, and I'm planning that for the next commit.
2022-12-31 20:04:56 -08:00
Dav999-v
679619e475 Add (2020) Spanish language files
This commit is part of rewritten history of the localization branch.
The original (unsquashed) commit history can be found here:
https://github.com/Dav999-v/VVVVVV/tree/localization-orig
2022-12-31 20:04:56 -08:00
Dav999-v
77ac19e4f6 Add Esperanto language files
This commit is part of rewritten history of the localization branch.
The original (unsquashed) commit history can be found here:
https://github.com/Dav999-v/VVVVVV/tree/localization-orig
2022-12-31 20:04:56 -08:00
Dav999-v
684ccb9ccd Add Dutch language files
This commit is part of rewritten history of the localization branch.
The original (unsquashed) commit history can be found here:
https://github.com/Dav999-v/VVVVVV/tree/localization-orig
2022-12-31 20:04:56 -08:00
Dav999-v
925fc76d56 Add English language files and README
This commit is part of rewritten history of the localization branch.
The original (unsquashed) commit history can be found here:
https://github.com/Dav999-v/VVVVVV/tree/localization-orig
2022-12-31 20:04:56 -08:00