Wow i am amazed to see that everything is very much alive, that well, I can no longer wait more, as always helped them with much moral support
Thank you! A shame STORY did not fit, could it be possible to add tiles and then modify the tilemap?@Pablitox i am very very very very hyped
You guys are just way way way awesome!
Keep at it! And thanks for making this all possible
Nice to see you again lizari it's been a long time since I saw you hereWow i am amazed to see that everything is very much alive, that well, I can no longer wait more, as always helped them with much moral support
Day 7 script is done!
The next couple days are considerably lighter on story (~2/3 as much text) and shouldn't take as long as this one.
Awesome!
I'm almost done with the alpha release of the day 0.
Now and then I still find some minor issue while importing translated scripts, but nothing major.
I need to check about 4 or 5 scripts to have all the day 0 scripts.
After that I'll go throught the day 0 about 4 times alternating male/female and each summon. (Not going to do the 8 possible combos. That's too much for me).
There are still some ascii combos that need to be inserted like: 'Tc' for "Tch". I added support for the dash after and before all letters in lowercase. But I don't think I'll add it for uppercase letters. I think I'd take too many glyphs. (so text like: "Man-Made" isn't supported, it needs to be like this: "Man-made")
I think I'll also add tags for 2 char wide letters. like <A>, <a>.
I think I'll be a good addition for proof-reading.
ex:
"M-A-S-T-E-R" (which is invalid because there isn't any combo for 'R' + ' ')
becomes:
"<M><A><S><T><E><R>"(this would put in the game the widechars for each letter in sjis)
or we could try something fancy like:
"<glyph MASTER>" (in this one I'd parse the characters after the space after "glyph" and convert the text to sjis, costing twice the space aswell)
What do yout think?
I also made some tools to check line size and to verify is there isn't any non-ascii characters inside the <ascii> blocks.(When I finish the alpha release I'll probably will send them to you.)
We could also change the number text into it aswell seeing that I added support for tags like <0>, <1>, ...
I'll also take a look at the glyph for <three_dots> and try to change it so it's below instead of at the middle of the character.
We don't really have much asm knowledge to start building one from scratch ( i remember i asked you for help about that some months ago) also, earthdarkness told me this:Why are you overwritting kanji... and not just writting a proper VWF?
We have a 6x12 font for the ascii text and I see no need to turn that into a variable width font. The width of every single character is 6 end of the story. We could get some more characters reduncing the width of some characters but that wouldn't be reliable. As it's now for dialogue text I can guarantee you 36 characters per line. With vwf we could get 40 maybe 45, but you can't guarantee that.
He indeed needs some translated scripts, but the way we are doing thing the text inside the scripts wouldn't be in ascii or any known text format because ever pair of ascii characters is represented by a kanji with modified graphics to look like that pair.
If I'm not mistaken the game renders each glyph (witch is 12x12) in 2 parts (each 6x12) so the way to display our characters might not be that hard (I hope).
Thanks revolsin! there has been quite a few changes, mainly the scripts are arranged in folders thanks to salixa (he started from day 7) and some changes on the format made by earthdarkness.So I've been out of this project for a while due to some life issues. Mostly resolved now, so I might finally be able to start working on proofreading again.
Seems like there's been a lot of progress since I left. Good to see. I should be finishing Day 3 within a few days.