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Messages - Graw

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Your projects / Zelda Link to the Dream - English Translation
« on: April 30, 2020, 07:23:50 am »
I hope this is the right place to post this but I've spent the last couple days practicing my rusty French skills working on this and I've got about 99% of the current French dialog translated there's a couple cut scene dialogs and dungeon owl statues I need to do still, but everything else is done. I added the rest of the boss welcome dialogs and some npc dialogs that were not yet in the french translation where it seemed reasonable. I tried to keep to the naming convention in the project so hopefully it should be alright when they're added.

I plan on keeping it up to date along side alttd's development and if the team wants they're more than welcome to use this in the project.

I used the text from the original Link's Awakening DX where possible and for text that wasn't in the original game I tried to keep the style and tone of the original game.

To use this just add the languages folder from the repo here

to the alttd project data folder

Then use the solarus editor to add the language to the project.

I hope this is helpful in some way.

I wanted to start by saying, the solarus engine and the editor are really great. I've enjoyed working with them so far. They're extremely straightforward and easy to use and the lua API is really powerful and a breeze to work with.

There's two minor things though that would be cool to see added. The first is something I really grew to enjoy in alphacam and the godot editor(there's probably others though) being able to enter equations in input boxes that accept numbers.

For example, in a position input box, being able to enter 16+16 and having it resolve to 32. After using software that lets you do this, being unable to seems to just make everything that much more tedious.

The other thing  I'm sure has been mentioned before but auto complete for the solarus API in the built in editor. There's a lot of methods and functions available in the API, many with fairly similar names.  There's a lot of jumping back and forth between the API docs and the editor to look up names.

I know these aren't the most important considerations, but as i've been working, these are the two features i've found I wish I had most.

I have to admit, I haven't looked at the actual source for the editor, so I'm not sure how feasible these are, but they were just a couple quality of life improventa I'd be happy to see at some future time.

Development / Re: Text box appearing when getting an item
« on: April 17, 2020, 03:16:38 am »
Sorry to resurrect this topic but I ran into this problem and tried OP's solution but it led to a small delay after brandishing. I figured out that any items in subfolders need to have their dialog named as _treasure.subdirectory/item.

ie. For the sword with the alttp resource pack:

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