Author Topic: Resources for "To the Moon" translation projects (updated to DMK XP 4.9.1)  (Read 33963 times)

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SenorKaffee

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To the Moon dialogue file (plain text)
TtM v1.2, DMK XP v4.9.1
dialogues_dmk4_9_1_ttm1_2.zip

TtM split dialogue translation spreadsheet (Google Docs)
https://docs.google.com/spreadsheet/ccc?key=0ArDUu98smUhddEhFVDVNTEtqYTFveGU2eFlJM1Bvb3c

The link is a read-only template. If you want a sharable copy for your translation team, please contact me with your Google-ID and I'll set up a copy for you.

Dialogue file generated with DreaMaker XP v4.9.1.
DreaMaker XP 4.9.1
http://www.mediafire.com/download.php?zr7avi8j9wvdrvz

Before reimporting, make sure your dialogue.txt is of UTF-8 encoding, or special characters like umlauts will not show up on the game! Advanced text editors like Editpad Lite or Notepad++ can do the conversion for you.
http://www.editpadlite.com
http://notepad-plus-plus.org/

If you need a developer version of TtM for playtesting purposes, please contact Reives directly.
« Last Edit: January 02, 2012, 07:37:57 AM by SenorKaffee »

lambdacore

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Re: Resources for "To the Moon" translation projects
« Reply #1 on: November 08, 2011, 11:08:59 AM »
Sweet.

I have a bunch of questions, maybe the answers will be in the longplays you mentionned, but I don't know what those are.

So is this final, can we just translate the text (the spreadsheet is an awesome idea) and it will easily be imported back to the game?

I'm not home so I can't test, but what about the "\.", are those forced line changes?
Is there a maximum number of characters per line?
And what, three lines per text box?

And what about the text boxes finally? Do they "scroll" arrow appears automatically in-game when character limit is reached?

Do we have a maximum number of characters that fits in a single text box?

So eeeh yeah.



SenorKaffee

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Re: Resources for "To the Moon" translation projects
« Reply #2 on: November 08, 2011, 12:00:50 PM »
I'm no expert in this engine - what I've gathered so far:

Ther font used is not fixed, so there is no fixed limit in characters per line.
Trial and error or "prerendering" in Photoshop.

About those longplays - when I take from translating and actually replay TtM.
But maybe another friendly person with Fraps/Camstudio and a YouTube account could provide those?
« Last Edit: November 08, 2011, 04:51:31 PM by SenorKaffee »

lambdacore

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Re: Resources for "To the Moon" translation projects
« Reply #3 on: November 08, 2011, 12:44:05 PM »
Thanks!
This already helps a lot.

Unfixed, does it means that the more characters per line, the smaller the font?

madeiner

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Re: Resources for "To the Moon" translation projects
« Reply #4 on: November 08, 2011, 01:12:57 PM »
Thanks!
This already helps a lot.

Unfixed, does it means that the more characters per line, the smaller the font?

Unfixed size means you can squeeze for example 10 "l" in a line, but only 7 "a" because "a" takes more space than "l".

To Reives:
Is there anyway we can test our translation directly?
I think you would not want to release your RPGMaker project file for the game, but could you send us a bare bones stripped version that allows us to test balloon boxes?

Also, i believe we need some directions from highup, for example:
- How do we treat names?
- How much freedom do we have in translating special cases like puns or anything else that is language-related?
- Do we need to compress dialogue, or can we expand the ballons (and if so, how)?
- How do we test the translation?

Reives

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Re: Resources for "To the Moon" translation projects
« Reply #5 on: November 08, 2011, 02:03:21 PM »

Thank you for the post and detailed clarifications, Senor! They're greatly helpful.

Just a minor fix: To toggle bold and italics, it's actually always "\b" or "\i" instead of "b\" or "i\" as closing tags. :)

@Madeiner: I'll send the RM project file to you in PM; it's no prob. If anyone else needs it, simply let me know.

Quote
Is there anyway we can test our translation directly?
Yep, you would be using the same DreaMaker program SenorKaffee used to extract the dialogues -- I haven't had any experience with it though, so maybe Senor could pass along a link to the download and/or instructions.

Quote
How do we treat names?


Quote
How much freedom do we have in translating special cases like puns or anything else that is language-related?
Since puns are often language-specific, the best case scenario'd probably be to re-write it into a different one that works with the language. It's pretty difficult for me to decide personally though, so it'd be something to be decided on with your teammates.
 
Quote
Do we need to compress dialogue, or can we expand the ballons (and if so, how)?
It's probably best
Each text box can have a max of 2 lines of dialogues (not including the first line with the name tags), but you can expand it into a second dialogue box if needed, e.g.:

Quote
-----------------------------------------------------[40][0]
\ignr\e[17]\nm[ Dr. Watts ]
"That's okay, \.I tend to be bad at
predicting deaths as well."

^To add another text box after that, just copy the entire thing minus the actual dialogue, like

Quote
-----------------------------------------------------[40][0]
\ignr\e[17]\nm[ Dr. Watts ]
"That's okay, \.I tend to be bad at
predicting deaths as well."
-----------------------------------------------------[40][0]
\ignr\e[17]\nm[ Dr. Watts ]
"*this is the additional line added*"

If anyone's familiar with DreaMaker and have any tips and the like, feel free to say. :)

SenorKaffee

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Re: Resources for "To the Moon" translation projects
« Reply #6 on: November 08, 2011, 04:45:07 PM »
DreaMaker tutorial:

Download from link in first post
Copy EXE to project directory
Choose option 1 and then 2 to write dialogues.txt
Edit dialogues.txt
Choose option 3 and then 4 to import new dialogue
Test

:D


« Last Edit: November 08, 2011, 04:52:17 PM by SenorKaffee »

SenorKaffee

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Re: Resources for "To the Moon" translation projects
« Reply #7 on: November 09, 2011, 12:31:11 AM »
After the first reimport of the germanified text, we see some missing umlauts, but the process works in general.
Looks to me like DMK is eating them, since you can edit in umlauts in RPG Maker.

I'll try to contact the author about this issue. Maybe it is something trivial, like changing the codepage of the text file.
The author should have support for special characters, since the documentation is in french...

CRISIS AVERTED - check update


« Last Edit: November 09, 2011, 10:09:13 AM by SenorKaffee »

SenorKaffee

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Re: Resources for "To the Moon" translation projects
« Reply #8 on: November 09, 2011, 03:33:47 AM »
BTW - if you are interested, I could make a small video about the tools and the process tonight.

SenorKaffee

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Re: Resources for "To the Moon" translation projects
« Reply #9 on: November 09, 2011, 07:44:12 AM »
The author of DMK answered - telling me DMK 3.8 is old as hell (although the last public version) and that it should play well with French, English, German, Spanish, Italian, Finnish and other languages. Most likely the encoding of the dialogues.txt has to be adapted, I'll keep you posted.

SenorKaffee

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Re: Resources for "To the Moon" translation projects
« Reply #10 on: November 09, 2011, 10:18:59 AM »
Alright, before reimporting you need to make sure that the encoding of your dialogues.txt is UTF8.
You can change the encoding in advanced text editors like Editpad Lite or Notepad++.


lambdacore

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Re: Resources for "To the Moon" translation projects
« Reply #11 on: November 09, 2011, 11:37:14 AM »
SenorKaffee, you are pretty much awesome.

SenorKaffee

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Re: Resources for "To the Moon" translation projects
« Reply #12 on: November 09, 2011, 12:46:35 PM »
The german translation team is a pretty active bunch, so this is actually a lot of fun.  ;)

SenorKaffee

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Re: Resources for "To the Moon" translation projects
« Reply #13 on: November 10, 2011, 02:19:53 PM »
BTW cyrillic characters work to, so it should work out with most languages that fit in UTF-8.
ttm_ru.avi

lambdacore

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Re: Resources for "To the Moon" translation projects
« Reply #14 on: November 10, 2011, 09:43:42 PM »
Hey SenorKaffee,

You might have to do a video finally ;)

I can't seem to get it working.

I'm able to extract the dialogues.txt from the project.
Then I edit it with mine, convert it to UTF8 (I think it was already, but I convert it anyway).
When I reimport the dialogues, it says like 1550 lines imported, I press enter, then there's an error.

Two things :
1. Do I have to import all the pages into dialogues.txt or can I just put one particular section/map?
2. Related to #1 : if I want to test one particular dialogue for text boxes and all, can I do it? If the dialogue's in the middle of the game, can I go directly to this one?

Thanks again!

 


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