forked from Cavemanon/SnootGame
Add Russian Translation Files & Group by Language
Group translators by Language rather than Role Rename Patch8 to Patch9 accordingly (Incremental number system for only this game) Replace the Russian Flag straight from wikipedia instead Notable Changes (that is kept in) from the cold north: FallingSky.otf has Cyrillic characters, unknown where they are from One of the insults uses a different font compared to the one from the modified FallingSky.otf
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@ -76,6 +76,7 @@ init 999 python:
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]
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}
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# The difference between adding in the special thanks and not I have found is about 480px, just to note down.
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# group translators by language, not by role
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list_translator_credits = {
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_('Translators (Spanish):'): [
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@ -88,6 +89,16 @@ init 999 python:
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],
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_('Asset help (Spanish):'): [
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'Arkiangelo Anon'
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],
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_('Translators (Russian):'): [
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'2ch.hk_fur Anon',
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'rutracker Anon'
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],
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_('Proofreaders (Russian):'): [
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'rutracker Anon'
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],
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_('Asset help (Russian):'): [
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'rutracker Anon'
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]
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}
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@ -98,8 +109,8 @@ init 999 python:
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#sizes in px
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SIZE_SNOT_GAMES = 68*3+10
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SIZE_TITLE = 32*3+10
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SIZE_ENTRY = 26*3+10
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SIZE_TL = 26*2+10
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SIZE_ENTRY = 22*3+10
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SIZE_TL = 22*2+10
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SIZE_ENDER = 52*3+10
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#there is line_spacing but don't usei t
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@ -186,12 +197,13 @@ label test_credits:
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# Credits definitions moved here so everything that needs to be changed is is one place.
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# Anytime the credits changes to include more translators, you're just going to have to guess what the correct
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# value to offset everything is again. Mainly concerning values that control the panning destination of credits text,
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# value to offset everything is again. Mainly concerning values that control the panning destination of credits text,
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# and the height of the credits text itself
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# My recommendation is to imagine a square on top of the "T" in "THE END"
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# The square is as long as one of those characters, and the top of the square should touch the top of the screen
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# when the credits stop scrolling
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# Someone please come up with an exact formula pls
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#too much lore above; make it look good within reason
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# Remember, ending sketch is always +550 of when the Pan stops
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@ -244,7 +256,7 @@ label lending:
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subpixel True
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show credits_coverup at Pan((0, 0),(0, 12155), 65):
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subpixel True
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pause 50
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queue music 'audio/OST/amberlight brillance live end.ogg'
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queue music "<silence 1.0>" loop
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@ -34,10 +34,11 @@ init python:
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from math import ceil
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notice = _("NOTICE: Please keep in mind this is a fan translation, and as such it may not be completely accurate to the original intent of any written lines.")
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languages = [
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{'image': 'gui/flag/USofA.png', 'name': 'English', 'value': None },
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{'image': 'gui/flag/Mexico.png', 'name': 'Español', 'value': 'es'}
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{'image': 'gui/flag/Mexico.png', 'name': 'Español', 'value': 'es'},
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{'image': 'gui/flag/Rus.png', 'name': 'Русский', 'value': 'ru'}
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]
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#This was done so it would work with whatever amount of languages you wanted, I tried it with up to 200 and it worked nicely.
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@ -103,7 +104,7 @@ screen lang_sel():
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imagebutton:
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idle darkie(languages[i]["image"])
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hover glowie(languages[i]["image"])
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action If(languages[i]["value"] in persistent.seenWarning or languages[i]["value"] == None,
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action If(languages[i]["value"] in persistent.seenWarning or languages[i]["value"] == None,
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true = [Language(languages[i]["value"]), MainMenu(False,False)],
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# Important to change the language before calling notice. Otherwise it will be in english.
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false = [Language(languages[i]["value"]), AddToSet(set=persistent.seenWarning, value=languages[i]["value"]), Show(screen="OkPrompt", message=notice, go_menu=True)]
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@ -119,11 +120,11 @@ screen lang_button(lang):
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spacing 15
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textbutton lang["name"]:
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activate_sound "audio/ui/uiRollover.wav"
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action If(lang["value"] in persistent.seenWarning or lang["value"] == None,
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action If(lang["value"] in persistent.seenWarning or lang["value"] == None,
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true = [Language(lang["value"])],
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false = [Language(lang["value"]), AddToSet(set=persistent.seenWarning, value=lang["value"]), Show(screen="OkPrompt", message=notice, go_menu=False)]
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)
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if _preferences.language == lang["value"]:
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add glowie(lang["image"]) at icon
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else:
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add darkie(lang["image"]) at icon
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add darkie(lang["image"]) at icon
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