Search found 27 matches

by Viliam
Sat Apr 18, 2009 7:18 pm
Forum: General Chat
Topic: Anything to translate?
Replies: 2
Views: 3363

Anything to translate?

Hi! I visit this forum very infrequently, because I want to contibute by translating the game in Slovak language, and it seems there is nothing to translate yet. Or am I wrong? If there is something -- for example a new demo being prepared -- that I could translate, please tell me. Otherwise, see yo...
by Viliam
Sat Apr 18, 2009 7:13 pm
Forum: Other Game Development
Topic: Other Games You've Worked On
Replies: 13
Views: 9817

Re: Other Games You've Worked On

My contributions to games were mostly translations. The largest work was on Battle for Wesnoth , it took a few years... first I was translating the complete game to Slovak, later when other translators joined I became coordinator of Slovak and Esperanto translations, recently I convinced someone els...
by Viliam
Mon Dec 22, 2008 5:09 pm
Forum: Other Game Development
Topic: My Game Artwork
Replies: 6
Views: 4304

Re: My Game Artwork

The best invitation to cooperate is doing your part first . That means, if you are a programmer looking for good graphics, you should first write the (demo version of) program using some temporary graphics. This way artists can estimate if this project is interesting enough for them; and they have s...
by Viliam
Mon Dec 22, 2008 4:38 pm
Forum: Design
Topic: Game or game engine?
Replies: 7
Views: 5156

Re: Game or game engine?

I would say that the difference between making a game and making a game engine is somehow artificial. One will automatically lead to another, either way. When you are making a game, just as when you are making any other program, you should make it modular . Instead of all functionality being randoml...
by Viliam
Wed Feb 27, 2008 6:24 pm
Forum: Programming
Topic: Getting gettext & translation into Allacrost
Replies: 115
Views: 31047

Re:

i needed to do something like this: dialogue:AddText(hoa_utils.Translate("Laila, what's wrong? You have a worried look on your face."), 1000, -1, -1); --Line 0 even if i replaced "Translate" to "_" it would still be like hoa_utils._(string) I should have written it hal...
by Viliam
Sun Dec 23, 2007 11:46 pm
Forum: Ideas and Game Features
Topic: Casino mini-game idea
Replies: 15
Views: 11031

To prevent players gaining too much, after some wins they could be forced to play at higher difficulty level. For example after my wins are more than my loses + 20, I am not allowed to play at the "beginners table". But in another casino I would start with zero fame again. Or maybe there c...
by Viliam
Sun Dec 23, 2007 11:30 pm
Forum: Design
Topic: Enemies get stronger as the player's characters get stronger
Replies: 25
Views: 14482

Monsters getting stronger seems to me unfair (what is the purpose of gaining levels?) and unrealistic (so for the last 10000 years all scorpions were small and relatively harmless, but now when I start my campaign, they suddenly get stronger with the same speed?). But this is not the most important ...
by Viliam
Sat Dec 08, 2007 4:40 pm
Forum: Design
Topic: Demo 0.2.1 -- Beta Test
Replies: 43
Views: 20323

Hi! I tried version 0.2.1 on Windows, and it is really unbalanced. At the beginning, I kill the scorpions easily, and my level increases fast... I mean as fast as gaining 10 levels for killing a pair of scorpions. So it takes only a few fights and both my heroes are lvl 40+. But the higher level I h...
by Viliam
Wed Oct 31, 2007 9:46 pm
Forum: Programming
Topic: Getting gettext & translation into Allacrost
Replies: 115
Views: 31047

The languages go by increasing localization complexity like this: 0) English -- project default language, hardcoded in game 1) Western European -- needs translation -- uses the same character set: Latin1, probably the same font 2) Eastern European, Russian, etc -- uses different character set, proba...
by Viliam
Tue Aug 14, 2007 9:47 pm
Forum: Programming
Topic: Getting gettext & translation into Allacrost
Replies: 115
Views: 31047

I think that it would be useful to look at strings as if translatable strings and nontranslatable strings were a different data type. Because in some sense they are not assignment-compatible. If a variable is supposed to contain a translatable string, it is probably a bug to put there nontranslatabl...
by Viliam
Sat Aug 11, 2007 1:56 pm
Forum: Programming
Topic: Getting gettext & translation into Allacrost
Replies: 115
Views: 31047

I think that dividing texts into multiple PO files makes best sense if those files can be translated independently . For example each file would be translated by a different person, with minimum coordination. (Of course some coordination is always necessary, because some words/phrases appear too oft...
by Viliam
Thu Aug 09, 2007 10:05 pm
Forum: Programming
Topic: Getting gettext & translation into Allacrost
Replies: 115
Views: 31047

OK. I think you are right. I just want to note that there will be probably many places where strings can be translated; not only in dialogs. Maybe not now, but later almost surely. For example: * names of characters (not exactly translations, but at least transliterations into non-Latin alphabets) *...
by Viliam
Wed Aug 08, 2007 11:32 pm
Forum: Programming
Topic: Getting gettext & translation into Allacrost
Replies: 115
Views: 31047

MoOshiCow, I am not sure why do you want to define functions "TranslateString" and "AddText". Is that only for Lua or also for C++? Traditionally, the translating function is called "_". More precisely, this is a macro for function "gettext". This function is ...
by Viliam
Sun Jun 17, 2007 11:01 pm
Forum: User Feedback
Topic: Some feedback on the 0.2.0 demo
Replies: 34
Views: 19342

Plus the two major keys (confirm and cancel) are on opposite ends of the keyboard! Well, that's because "confirm" is kind of an opposite to "cancel"... :D Anyway, I was not trying to convince you, I just say this is the setting I preferred. It allows me to start playing the game...
by Viliam
Fri Jun 15, 2007 8:32 pm
Forum: User Feedback
Topic: Some feedback on the 0.2.0 demo
Replies: 34
Views: 19342

Yeah, and one important thing... when the game is paused, please turn off the music too. Especially during combat, because that one is really annoying. And when I have to do something, and pause the game for few minutes, it drives me mad.
by Viliam
Fri Jun 15, 2007 7:30 pm
Forum: User Feedback
Topic: Some feedback on the 0.2.0 demo
Replies: 34
Views: 19342

Oh, I found what exactly irritated me about the Esc key. When I started the program, I configured the keys... and after it was ready, I automatically clicked Esc to close the settings dialog... and the game just quit! Of course when I started it next I had to configure my keys again. So the point is...
by Viliam
Fri Jun 15, 2007 12:25 am
Forum: User Feedback
Topic: Some feedback on the 0.2.0 demo
Replies: 34
Views: 19342

More details: OK, now I see the Esc key only immediately returns from the main menu. In the game it asks. That's nice. Anyway, the immediate quit from main menu just "convinced" me not to touch that key. Too bad I cannot post images here, so just listen to my story how Vanica's head got re...
by Viliam
Thu Jun 14, 2007 11:39 pm
Forum: User Feedback
Topic: Some feedback on the 0.2.0 demo
Replies: 34
Views: 19342

My feedback: I immediately redefined keys to this: Enter = confirm, Q = cancel, Space = menu, Tab = switch, < > = select, P = pause. And having the Esc key escape the game immediately without confirmation is really wrong! When the title screen writes the description about keys, I switched the game t...
by Viliam
Sat Apr 28, 2007 12:35 am
Forum: Design
Topic: Map Design Topics
Replies: 32
Views: 16197

How is it determined who has the first strike in the battle? Maybe if the player was running, monsters should always have the first strike. It would mean that player was moving carelessly, and was surprised by an attack.
by Viliam
Sat Dec 16, 2006 2:33 am
Forum: User Feedback
Topic: Allacrost Demo Public Release
Replies: 48
Views: 30890

By the way... when I play Glest , there is an item in menu called "API info", and it displays: OpenGL info: Version: 2.0.3 Renderer: GeForce FX 5500 / AGP / SSE2 / 3DNOW! Vendor: NVIDIA Corporation Max lights: 8 Max texture size: 4096 Max texture units: 4 Modelview matrix stack depth: 32 P...

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