Author Topic: Game file for minisode 2  (Read 6809 times)

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Reives

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Game file for minisode 2
« on: February 18, 2015, 09:34:43 PM »
Probably more preparation is needed, but if here's the unencrypted version of the 2nd minisode, in case anyone's looking to translate for future references. :)

https://www.dropbox.com/s/1byxdvky28j5rct/minisode2_unenc-plutonium.zip?dl=0

I'll be preparing more files for it in the coming days, but thought I'd at least post this up for now before crashing~

Kyo

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Re: Game file for minisode 2
« Reply #1 on: February 19, 2015, 01:35:39 AM »
What do you mean by "more files"? Is it safe to get to it now or are you still going to change something in the game?

Reives

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Re: Game file for minisode 2
« Reply #2 on: February 19, 2015, 04:39:14 PM »
Oh no, all he files are legit and the most up to date for the release -- I just meant that when there's more time, I could help sort things out e.g. Pulling out the specific picture files that has texts. :) but I think there aren't that many, save for the credits -- and the Special Thanks pic file could be used to add the translation credits.

Kyo

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Re: Game file for minisode 2
« Reply #3 on: February 22, 2015, 03:42:19 AM »
I just finished translating, so after I'm done testing, I'll try to make a list of pictures that need to be edited and even the fonts used in them.

charlesoboe

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Re: Game file for minisode 2
« Reply #4 on: February 22, 2015, 06:13:54 AM »
Hello Reives,

I have just noticed that you are using RGSS104E.dll. Yes, RGSS104E.dll fixed some problems, but also makes some new problems. I made a pair of Screenshots to demonstrate one of the them:

if RGSS102J.dll used:


if RGSS104E.dll used:


Yes, it is about the Space after the text. Using RGSS104E.dll just make the space greater

sometimes this problem could be very serious...

the name "Lily" goes off the screen (to the moon on steam, using RGSS 1.04)

I am sorry that I didn't noticed this problem earlier; I bought the game "to the moon" on CDs so when I was testing its Chinese translation the whole project was run under RGSS 1.02; and as you can see, RGSS 1.02 does not leave that much space, at least won't drive "Lily" and part of the message box out of the screen. I didn't know freebird games on Steam were all upgraded with RGSS 1.04 until someone posted this screenshot.

So, i have written a few lines trying to fix that problem thoroughly:


            # Script added by Charlesoboe to eliminate the UNNECESSARY SPACE
            # following the text in message window if IN_MESSAGE_CODES were used

            line.gsub!(/\001\[([0-9]+)\]/,"") # \c[n]
            line.gsub!("\002","") # \g
            line.gsub!("\003","") # \skip
            line.gsub!("\004","") # \b
            line.gsub!("\005","") # \i
            line.gsub!("\006","") # \s
            line.gsub!(/\007\[(.*?)\]/,"") # \font
            line.gsub!(/\010\[([0-9]+)\]/,"") # \p[n]; \.; \|
            line.gsub!(/\011\[([0-9]+)\]/,"") # \w[n]
            line.gsub!(/\013\[([0-9]+)\]/,"") # \ws[n]
            line.gsub!(/\014\[([0-9]+)\]/,"") # \oa[n]
            line.gsub!(/\015\[([0-9]+)\]/,"") # \oi[n]
            line.gsub!(/\016\[([0-9]+)\]/,"") # \os[n]
            line.gsub!(/\017\[([0-9]+)\]/,"") # \ow[n]
            line.gsub!("\020","") # \tc
            line.gsub!("\021","") # \tl
            line.gsub!("\022","") # \tr
            line.gsub!("\023","") # \ignr
            line.gsub!(/\024\[(.*?)\]/,"") # \slv
            line.gsub!(/\025\[(.*?)\]/,"") # \ind
            line.gsub!(/\026\[([0123456789abcdef]+)\]/,"") # \c[hex]
            line.gsub!(/\027\[(.*?)\]/,"") # \ic[name]
            line.gsub!("\030","") # \sk
            line.gsub!("\031","") # \sk

            # end of script


it should be inserted between lines 1237 and 1238 in the script named "UMS new"
and then Everything is alright:


it will only eliminate the space, and will NOT affect the functions (pause, bold, italics and so on)

since fay_envoy and his fellows are working on the Chinese translation of minisode_2 (which i will proofread later),  i hope my scripts could also be tested by other translation teams.


p.s.
i also found a way to fix the "cut-shadow" problem, just change "0" to "2" in line 1233 in "UMS new"
check this
« Last Edit: February 22, 2015, 02:50:08 PM by charlesoboe »

Reives

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Re: Game file for minisode 2
« Reply #5 on: February 23, 2015, 01:58:30 PM »
Whoa, that's fantastic -- thanks Charles! I'll go get it implemented, and it's a good timing as I'm sorting out Finding Paradise's constructions files too at the moment. :)

Kyo

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Re: Game file for minisode 2
« Reply #6 on: February 23, 2015, 03:59:09 PM »
@charlesoboe: I wanted to help with testing this, but had no idea what to do with those scripts.



Now for the list of pictures:


Animations folder:
001-Action01.png - only "Control" is used in Minisode 2.

Pictures folder:
cred 1 A.png
cred 1 B.png
cred 2 A.png
cred 2 B.png
cred 3 A.png
cred 3 B.png
cred 4 A.png    - actually, nothing to do here
cred 4 B.png
Cred 5 A - feedback.png
Cred 5 B - Special Thanks.png
Cred 6 continue.png
Cred 6 Jordan header.png
Cred 6 Jordan thankyou.png
Cred 6 Jordan.png
fs4 ex.png

Tilesets folder:
Tileset.png    - in the bottom of this one there's Neil's "You Rock" poster. This is the only thing to translate here.
                                                                                     


Fonts used in the pictures are mostly: Courier Regular/New Regular and Calibri Light.


As Kan said, you can add yourselves in "Cred 5 B - Special Thanks.png"


Spoiler: show
I actually don't translate credits, so I've done only these seven pics:

001-Action01.png

Cred 6 continue.png
Cred 6 Jordan header.png
Cred 6 Jordan thankyou.png
Cred 6 Jordan.png
fs4 ex.png

Tileset.png


+ added myself to "Cred 5 B - Special Thanks.png"
« Last Edit: February 23, 2015, 04:07:40 PM by Kyo »

charlesoboe

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Re: Game file for minisode 2
« Reply #7 on: February 23, 2015, 04:36:32 PM »
@ Kyo

If you use "RPG Maker XP", press F11 to open the Script Editor, Select "UMS new" in the left column, and then in the right column paste my script just after line 1237 (it will fix the "space" issue). And then change the number "0" to "2" in line 1233 (fix the "cut-shadow" issue).

Or if you use some free, open-source script editor i think it should work the same way

Or...
you can have the modified file from me. Just replace the file named "Scripts.rxdata" in the folder "data", which is under the game folder. ->see attachment


p.s.
I can't believe that it took me 2 days to write (and test) this crap... Actually I feel these scripts very wrong (I mean in view of "Ruby language") but they just work fine with RGSS 1.04
Some lines may be unnecessary so we just leave Reives to comment (#) them. For now, simply use the file in attachment...
« Last Edit: February 23, 2015, 06:04:48 PM by charlesoboe »

Merlandese

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Re: Game file for minisode 2
« Reply #8 on: February 23, 2015, 09:02:40 PM »
Dude, Charles... you blew my mind with those screenshots!

Kyo

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Re: Game file for minisode 2
« Reply #9 on: February 24, 2015, 01:58:28 AM »
@ Kyo

If you use "RPG Maker XP", press F11 to open the Script Editor, Select "UMS new" in the left column, and then in the right column paste my script just after line 1237 (it will fix the "space" issue). And then change the number "0" to "2" in line 1233 (fix the "cut-shadow" issue).

Or if you use some free, open-source script editor i think it should work the same way

Or...
you can have the modified file from me. Just replace the file named "Scripts.rxdata" in the folder "data", which is under the game folder. ->see attachment
The point is I don't use either of them.

Tried your Scripts file and it seems to work perfectly fine. The dialogue boxes look so much better now. Great job!

fay_envoy

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Re: Game file for minisode 2
« Reply #10 on: March 07, 2015, 04:00:29 AM »
That's a great job!
I wrote the plugin version of the script.
The way of using it only open a new tab under UMS and paste it. vola!
Code: [Select]
# *****************************************************************************
#  Changes to Window_Message.  This is the bulk of the script
#  Improved by charlesoboe
# *****************************************************************************
#==============================================================================
# ** Window_Message
#------------------------------------------------------------------------------
#  This message window is used to display text.
#==============================================================================


class Window_Message < Window_Selectable
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    if $game_system.font_color.nil?
      self.contents.font.color = normal_color
    else
      self.contents.font.color = $game_system.font_color
    end
    if $game_system.windowskin != "" 
      self.windowskin = RPG::Cache.windowskin($game_system.windowskin)
    else
      self.windowskin = RPG::Cache.windowskin($data_system.windowskin_name)
    end
    if $game_system.comic_style == TALK1
      @comic.bitmap = RPG::Cache.windowskin("talk1")
    elsif $game_system.comic_style == TALK2
      @comic.bitmap = RPG::Cache.windowskin("talk2")
    else # thought
      @comic.bitmap = RPG::Cache.windowskin("thought")
    end
    @show = true
    @x = @y = 0

    # If waiting for a message to be displayed
    if $game_temp.message_text != nil
      @text = $game_temp.message_text
     
      # replace shortcuts with original code
      $game_system.shortcuts.each { |shortcut, code|
        @text.gsub!(shortcut, code)
      }
     
      # VERY first thing.  Check to see if this is being set up as a slave
      #  or independent window.
      if @text.index(/\\[Ss][Ll][Vv]\[(.*?)\]/) != nil
        # is this a new slave window, or a request to display it?
        if !$game_system.slave_windows.has_key?($1.to_s)
          # there is no such slave window yet.  Set it up.
          @text.gsub!(/\\[Ss][Ll][Vv]\[(.*?)\]/, "")
          $game_system.slave_windows[$1.to_s] = Window_Slave.new(@text)
          @text = ""
          @show = false
          terminate_message
          return
        end
      end
      if @text.index(/\\[Ii][Nn][Dd]\[(.*?)\]/) != nil
        # is this a new independent window, or a request to display it?
        if !$game_system.indy_windows.has_key?($1.to_s)
          # there is no such slave window yet.  Set it up.
          @text.gsub!(/\\[Ii][Nn][Dd]\[(.*?)\]/, "")
          $game_system.indy_windows[$1.to_s] = Window_Slave.new(@text)
          @text = ""
          @show = false
          terminate_message
          return
        end
      end
     
      # Control text processing
      begin
        last_text = @text.clone
        @text.gsub!(/\\[Vv]\[([0-9]+)\]/) { $game_variables[$1.to_i] }
      end until @text == last_text
      @text.gsub!(/\\[Nn]\[([0-9]+)\]/) do
        $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
      end
     

      # window mode
      if @text.index(/\\[Mm]/) != nil
        if $game_system.ums_mode == NORMAL_MODE
          $game_system.ums_mode = FIT_WINDOW_TO_TEXT
        else
          $game_system.ums_mode = NORMAL_MODE
        end
        @text.gsub!(/\\[Mm]/) { "" }
      end
     
      # window height
      @text.gsub!(/\\[Hh][Ee][Ii][Gg][Hh][Tt]\[([0-9]+)\]/) do
        $game_system.window_height = $1.to_i
        ""
      end
     
      # window width
      @text.gsub!(/\\[Ww][Ii][Dd][Tt][Hh]\[([0-9]+)\]/) do
        $game_system.window_width = $1.to_i
        ""
      end
     
      # justification
      @text.gsub!(/\\[Jj][Rr]/) do
        $game_system.window_justification = RIGHT
        reset_window
        ""
      end
      @text.gsub!(/\\[Jj][Cc]/) do
        $game_system.window_justification = CENTER
        reset_window
        ""
      end     
      @text.gsub!(/\\[Jj][Ll]/) do
        $game_system.window_justification = LEFT
        reset_window
        ""
      end
     
      # face graphics
      @text.gsub!(/\\[Ff][Aa][Cc][Ee]\[(.*?)\]/) do
        $game_system.face_graphic = $1.to_s
        if $1.to_s == ""
          @face.opacity = 0
        end
        ""
      end
      @text.gsub!(/\\[Ff][Ll]/) do
        $game_system.face_graphic_j = LEFT
        ""
      end
      @text.gsub!(/\\[Ff][Rr]/) do
        $game_system.face_graphic_j = RIGHT
        ""
      end
     
      # event centering
      @text.gsub!(/\\[Ee]\[([0-9]+)\]/) do
        $game_system.message_event = $1.to_i
        ""
      end
     
      # train actor centering
      @text.gsub!(/\\[Tt][Aa]\[([0-9]+)\]/) do
        $game_system.train_actor = $1.to_i
        ""
      end
     
      # comic thingy
      @text.gsub!(/\\[Tt]1/) do
        $game_system.comic_style = TALK1
        @comic.bitmap = RPG::Cache.windowskin("talk1.png")
        ""
      end
      @text.gsub!(/\\[Tt]2/) do
        $game_system.comic_style = TALK2
        @comic.bitmap = RPG::Cache.windowskin("talk2.png")
        ""
      end
      @text.gsub!(/\\[Tt][Hh]/) do
        $game_system.comic_style = THOUGHT
        @comic.bitmap = RPG::Cache.windowskin("thought.png")
        ""
      end
     
      # name window
      @text.gsub!(/\\[Nn][Mm]\[(.*?)\]/) do
        $game_system.name = $1.to_s
        if $1.to_s == ""
          @name_window.visible = false
          @name_window.dummy_window.visible = false
        end
        ""
      end
      # name party window
      @text.gsub!(/\\[Nn][Pp]\[([0-9]+)\]/) do
        actor = $game_party.actors[$1.to_i]
        if actor != nil
          actor.name
        else
          ""
        end
      end
     
      if $game_system.name == ""
        @name_window.visible = false
        @name_window.dummy_window.visible = false
      end
     
     
      # toggle pause
      @text.gsub!(/\\[Pp][Tt]/) do
        $game_system.show_pause = !$game_system.show_pause
        ""
      end
     
      # shaking
      @text.gsub!(/\\[Ss][Kk]\[([0-9]+)\]/) do
        $game_system.text_shake = $1.to_i
        "\030"
      end
      @text.gsub!(/\\[Ss][Kk]/) do
        "\031"
      end
      @text.gsub!(/\\[Ss][Hh][Kk]\[([0-9]+)\]/) do
        $game_system.shake = $1.to_i
        ""
      end
     
     
      # back opacity
      @text.gsub!(/\\[Bb][Oo][Pp][Cc]\[([0-9]+)\]/) do
        $game_system.back_opacity = $1.to_i
        self.back_opacity = $game_system.back_opacity
        ""
      end
     
      # opacity
      @text.gsub!(/\\[Oo][Pp][Cc]\[([0-9]+)\]/) do
        $game_system.opacity = $1.to_i
        self.opacity = $game_system.opacity
        ""
      end
     
      # Change "\\\\" to "\000" for convenience
      @text.gsub!(/\\\\/) { "\000" }
      # Change "\\C" to "\001" and "\\G" to "\002"
      @text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
      @text.gsub!(/\\[Gg]/) { "\002" }
      @text.gsub!(/\\[Cc]\[0x([0123456789abcdef]+)\]/) { "\026[#{$1}]" }
     
      # text skip code
      @text.gsub!(/\\[Ss][Kk][Ii][Pp]/) { "\003" }
     
      # ignore code
      @text.gsub!(/\\[Ii][Gg][Nn][Rr]/) { "\023" }
     
      # slave and indy windows
      @text.gsub!(/\\[Ss][Ll][Vv]\[(.*?)\]/) { "\024[#{$1}]" }
      @text.gsub!(/\\[Ii][Nn][Dd]\[(.*?)\]/) { "\025[#{$1}]" }
     
      # bold and italics
      @text.gsub!(/\\[Bb]/) { "\004" }
      @text.gsub!(/\\[Ii]/) { "\005" }
     
      # shadow
      @text.gsub!(/\\[Ss]/) { "\006" }
     
      # font
      @text.gsub!(/\\[Ff][Oo][Nn][Tt]\[(.*?)\]/) { "\007[#{$1}]" }
     
      # pause and wait
      @text.gsub!(/\\[Pp]\[([0-9]+)\]/) { "\010[#{$1}]" }
      @text.gsub!(/\\[Ww]\[([0-9]+)\]/) { "\011[#{$1}]" }
     
      # write speed
      @text.gsub!(/\\[Ww][Ss]\[([0-9]+)\]/) { "\013[#{$1}]" }
           
      # armor, items, skills, and weapons
      @text.gsub!(/\\[Oo][Aa]\[([0-9]+)\]/) {
        item = $data_armors[$1.to_i]
        "\014[#{$1}]" + "  " + item.name
      }
      @text.gsub!(/\\[Oo][Ii]\[([0-9]+)\]/) {
        item = $data_items[$1.to_i]
        "\015[#{$1}]" + "  " + item.name
      }
      @text.gsub!(/\\[Oo][Ss]\[([0-9]+)\]/) {
        item = $data_skills[$1.to_i]
        "\016[#{$1}]" + "  " + item.name
      }
      @text.gsub!(/\\[Oo][Ww]\[([0-9]+)\]/) {
        item = $data_weapons[$1.to_i]
        "\017[#{$1}]" + "  " + item.name
      }
      @text.gsub!(/\\[Ii][Cc]\[(.*?)\]/) {
        "\027[#{$1}]"
      }
     
      # text justification
      @text.gsub!(/\\[Tt][Cc]/) { "\020" }
      @text.gsub!(/\\[Tt][Ll]/) { "\021" }
      @text.gsub!(/\\[Tt][Rr]/) { "\022" }
     
      # Resize the window to fit the contents?
      if $game_system.ums_mode == FIT_WINDOW_TO_TEXT
        width = 1
        text = @text.split("\n")
        height = 2
        i = 0
        for line in text
          # don't count this line's width if it has the ignr code
          if !line.include?("\023")
            # Script added by Charlesoboe to eliminate the UNNECESSARY SPACE
            # following the text in message window if IN_MESSAGE_CODES were used

            line.gsub!(/\001\[([0-9]+)\]/,"") # \c[n]
            line.gsub!("\002","") # \g
            line.gsub!("\003","") # \skip
            line.gsub!("\004","") # \b
            line.gsub!("\005","") # \i
            line.gsub!("\006","") # \s
            line.gsub!(/\007\[(.*?)\]/,"") # \font
            line.gsub!(/\010\[([0-9]+)\]/,"") # \p[n]; \.; \|
            line.gsub!(/\011\[([0-9]+)\]/,"") # \w[n]
            line.gsub!(/\013\[([0-9]+)\]/,"") # \ws[n]
            line.gsub!(/\014\[([0-9]+)\]/,"") # \oa[n]
            line.gsub!(/\015\[([0-9]+)\]/,"") # \oi[n]
            line.gsub!(/\016\[([0-9]+)\]/,"") # \os[n]
            line.gsub!(/\017\[([0-9]+)\]/,"") # \ow[n]
            line.gsub!("\020","") # \tc
            line.gsub!("\021","") # \tl
            line.gsub!("\022","") # \tr
            line.gsub!("\023","") # \ignr
            line.gsub!(/\024\[(.*?)\]/,"") # \slv
            line.gsub!(/\025\[(.*?)\]/,"") # \ind
            line.gsub!(/\026\[([0123456789abcdef]+)\]/,"") # \c[hex]
            line.gsub!(/\027\[(.*?)\]/,"") # \ic[name]
            line.gsub!("\030","") # \sk
            line.gsub!("\031","") # \sk

            # end of script

            width = [width, self.contents.text_size(line).width].max
            delta = self.contents.text_size(line).height
            height += delta + (delta * 0.2).to_i
          end
        end
       
        if $game_system.face_graphic != "" and ($game_system.face_graphic_position == CENTER or $game_system.face_graphic_position == BOTTOM)
          width += @face.bitmap.width
          if height < @face.bitmap.height
            height = @face.bitmap.height - 32
          end
        end
       
        if height == 0
          height = 1
        end
       
        self.width = width + 48
        self.height = height + 48
        self.contents = Bitmap.new(width + 16, height)
       
        if $game_system.font == ""
          self.contents.font.name = Font.default_name
        else
          self.contents.font.name = $game_system.font
        end
       
        if $game_system.font_color.nil?
          self.contents.font.color = normal_color
        else
          self.contents.font.color = $game_system.font_color
        end
      else # normal mode
        if self.width != $game_system.window_height or self.height != $game_system.window_width
          self.width = $game_system.window_width
          self.height = $game_system.window_height
         
          # check to see if overall text height is greater than window height
          text = @text.split("\n")
          height = 0
          i = 0
          for line in text
            # don't count this line's width if it has the ignr code
            if !line.include?("\023")
            # Script added by Charlesoboe to eliminate the UNNECESSARY SPACE
            # following the text in message window if IN_MESSAGE_CODES were used
            line.gsub!(/\001\[([0-9]+)\]/,"") # \c[n]
            line.gsub!("\002","") # \g
            line.gsub!("\003","") # \skip
            line.gsub!("\004","") # \b
            line.gsub!("\005","") # \i
            line.gsub!("\006","") # \s
            line.gsub!(/\007\[(.*?)\]/,"") # \font
            line.gsub!(/\010\[([0-9]+)\]/,"") # \p[n]; \.; \|
            line.gsub!(/\011\[([0-9]+)\]/,"") # \w[n]
            line.gsub!(/\013\[([0-9]+)\]/,"") # \ws[n]
            line.gsub!(/\014\[([0-9]+)\]/,"") # \oa[n]
            line.gsub!(/\015\[([0-9]+)\]/,"") # \oi[n]
            line.gsub!(/\016\[([0-9]+)\]/,"") # \os[n]
            line.gsub!(/\017\[([0-9]+)\]/,"") # \ow[n]
            line.gsub!("\020","") # \tc
            line.gsub!("\021","") # \tl
            line.gsub!("\022","") # \tr
            line.gsub!("\023","") # \ignr
            line.gsub!(/\024\[(.*?)\]/,"") # \slv
            line.gsub!(/\025\[(.*?)\]/,"") # \ind
            line.gsub!(/\026\[([0123456789abcdef]+)\]/,"") # \c[hex]
            line.gsub!(/\027\[(.*?)\]/,"") # \ic[name]
            line.gsub!("\030","") # \sk
            line.gsub!("\031","") # \sk

            # end of script

              delta = self.contents.text_size(line).height
              height += delta + (delta * 0.2).to_i
            end
          end
          height += 32
         
          if (height > self.height)
            self.contents = Bitmap.new(self.width - 32, height - 32)
          else
            self.contents = Bitmap.new(self.width - 32, self.height - 32)
          end
         
          if $game_system.font == ""
            self.contents.font.name = Font.default_name
          else
            self.contents.font.name = $game_system.font
          end
          if $game_system.font_color.nil?
            self.contents.font.color = normal_color
          else
            self.contents.font.color = $game_system.font_color
          end
        end
      end
     
      if $game_system.window_image != nil
        # figure out how we're going to resize this         
        @window_back.zoom_x = self.width.to_f / @window_back.bitmap.width
        @window_back.zoom_y = self.height.to_f / @window_back.bitmap.height
      end
     
      reset_window
     
      get_x_value
     
      @count = Graphics.frame_count
      @pause_time = 0
      @ignore = false
      @ascending = true
      @target_x = self.x + $game_system.shake
      @target_x2 = @shake_sprite.x + $game_system.text_shake
      @done = false
      @face_frame = 0
      @done = false
     
      self.oy = 0
    end   
  end
end

Reives

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Re: Game file for minisode 2
« Reply #11 on: March 09, 2015, 12:59:29 PM »
That worked wonderfully; awesome stuff, you guys. :o

Thunderbird

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Re: Game file for minisode 2
« Reply #12 on: March 31, 2015, 09:57:59 AM »
I've applied the patch to the German version of the second minisode. It works fine for the most part, but sometimes the text is too high in the box, so that you cannot read it anymore (I've attached an example).

Might also be that those were errors that came up while doing the translation work and have nothing to do with the patch, but I would check Eva's diary entry in the others versions to be sure. It was the one that gave the most trouble with this error.

<problem solved>
« Last Edit: April 16, 2015, 02:01:02 AM by Thunderbird »
Even if you are nothing more than a drop in a bucket...
Every drop leaves ripples.

Thunderbird

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Re: Game file for minisode 2
« Reply #13 on: April 06, 2015, 04:13:44 AM »
The file seems to be removed o,o
Just had someone asking me for it.
Even if you are nothing more than a drop in a bucket...
Every drop leaves ripples.

Kyo

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Re: Game file for minisode 2
« Reply #14 on: April 06, 2015, 09:37:10 AM »
I have it here if you/anyone needs it: http://www.mediafire.com/download/l7ccbr6m6x260wx/Scripts.rxdata


I've finished the Polish version (with the fixed Scripts file) at least once before and everything seemed fine and no one else complained, but I'll check it later to make sure the diary works fine.

 


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