Testing sync

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GManon 2022-11-09 21:07:01 -03:00
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@ -189,13 +189,13 @@ THE END (CLIP):
- EXPORTING FOR GAME ASSETS -
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For a several, exporting the text layer will do just fine. However, some files contain layers above the text, and care must be taken with them in mind - you can't just export the text layer, you have to export the layer with the accumulative effects of the layers above affecting the text layer.
For several, exporting the text layer will do just fine. However, some files contain layers above the text, and care must be taken with them in mind - you can't just export the text layer, you have to export the layer with the accumulative effects of the layers above affecting the text layer.
This can be done by making a mask of the text layer at 100% opacity for all pixels or performing a shrink selection at 0% tolerance, interiors included. Which ever the method, it must contain every pixel no matter how transparent, as the transparencies of the text layer might output the wrong results. You are permitted to be a little lazy about it by just making a selection, but it must not be so lazy that the selection is huge - take the cut out of RAYmba in fang's room future variant as an example of how it should be done ideally. The mask/shrink selection makes compression more efficient, even if it is very slight.
Refer to how the game uses language assets to export the layers as needed - every image typically has a base image and a text overlay. If the image is entirely the text, then it's just one image to worry about. Eitherway, you only need to replace the images that contain text. How to implement another language is outside the scope of this pack, but you can use the existing languages in the game as a reference, and consult Renpy's official documentation for switching languages.
Refer to how the game uses language assets to export the layers as needed - every image typically has a base image and a text overlay. If the image is entirely the text, then it's just one image to worry about. Eitherway, you only need to replace the images that contain text, with the exception being elements that are dependent on the text like the text bubbles of the phone conversations. How to implement another language is outside the scope of this pack, but you can use the existing languages in the game as a reference, and consult Renpy's official documentation for switching languages.
Once done, hand the images over in a folder corresponding to how they would be put into the game, as a language or in the images folder. You can either email us them (cavemanon@mail.snootgame.xyz, cavemanongames@gmail.com) as a link and we'll make it publically available, or more conveniently make a request on our git (git.snootgame.xyz) to put them in.
Once done, hand the images over in a folder (seperated from the project files) corresponding to how they would be put into the game, as a language or in the images folder. You can either email us them (cavemanon@mail.snootgame.xyz, cavemanongames@gmail.com) as a link and we'll make it publically available, or more conveniently make a request on our git (git.snootgame.xyz) to put them in.
If you do so on the git, please leave it somewhere where it can be seen. You can create an issue on the snootgame repository and leave a link for others to use and eventually implement, or make a fork that includes these images in their correct places. They will be converted to webp later on to put into the main build.