Haha!The fact that Japanese language hates the concept of spaces was an issue in our TL as well, but it was fixed somehow (don't ask, I'm not familiar with technical stuff ^^').
As for length, dialogues aren't really the main problem - the textbox usually leaves enough space for a sensible TL. Interface is a bit tougher, since there are places with very little room to work with (to the point where even a short word like "Reason" doesn't fit), but so far the only issue we couldn't solve was the money counter (screw the JP way of counting money, we're leaving that untranslated).
It is one of the very rare occasions here where you actually can download the (most recent) patches from the creator's homepage.I noticed the patch is 1.2.2
My latest game version is 1.2.1
Was there new update on the game that isn't on dlsite yet?
I had to use a different tool to successfully get images in, the "Unity Assets Viewer" tool rather than the usual UABE tool, as covered in the "IMAGES_HOWTO.txt" file in the zip file I posted earlier. I'd link to it, but I can't post links here yet; the link is provided in that file.Sorry, I have only been able to insert the texts.
Translation progress is looking great. The only thing that bugs me is the random name generator, attempts to translate that gets some funny results. Personally I wouldn't mind if the names themselves weren't translated and instead were simply romanji if possible.
You're right.Some problems with the translated names. Not about funny names. Some names end up too long and the status/name box will block the character selection box.
At last I learned how to insert the icons with UAV.I had to use a different tool to successfully get images in, the "Unity Assets Viewer" tool rather than the usual UABE tool, as covered in the "IMAGES_HOWTO.txt" file in the zip file I posted earlier. I'd link to it, but I can't post links here yet; the link is provided in that file.
The Unity Assets Viewer is a little more of a nuisance to use, and to import text files with it they need to be renamed to have a ".bytes" extension first, but it does work for importing images (if slightly artifacting them) where UABE doesn't.
As for the spaces being stripped out of dialog by the game, I handled that in the end-of-year-awards dialog by using one of the Unicode variants for spaces, the "ideographic space" (U+3000). It's a little wider than a normal space character, but it's the only one I found which worked correctly.
You're right.
On the left side there seems to be no problems, but to the right yes.
There is a situation in which you can not choose or remove a girl from the list.
Sorry for the problems.
At last I learned how to insert the icons with UAV.
Since there is a serious problem with the names, I will use your contribution to fix it and also upload the file with the icons.
EDIT: Replaced the name files. They have errors and I also believe that up to 10 characters can be used per name.
What problem were you running into? I tested out the name lists I posted by going through about 20 or so girls in the recruitment list and everything looked fine.EDIT: Replaced the name files. They have errors and I also believe that up to 10 characters can be used per name.
Looks like you missed the ConditionGraph image, it's kind of handy.At last I learned how to insert the icons with UAV.
I translated the jobs already, and if our hacker managed to locate all of the info from backstories, that should be translated as well. Now it's only a matter of fitting everything, but those parts shouldn't cause as many issues as the interface.Anyone working on the occupation and backstory ones?
What problem were you running into? I tested out the name lists I posted by going through about 20 or so girls in the recruitment list and everything looked fine.
I just tested your latest release and got a girl named "Vegetables" with the name list you're currently using. Hah.
Looks like you missed the ConditionGraph image, it's kind of handy.
Edit: and actually, the girl in question is named "Watanabe Vegetables", and her name is long enough to have the end of her main/first name (Vegetables) cut off on most screens. See the attached screenshot of 3 such places.
I do feel like longer names should be culled; having 301 first names and 419 surnames seems like plenty of possible combinations to me.
Ah, you're right, a few copies of "BBB" ended up in the list of first names, from duplicating the entire list to fill it out to 1000 entries as the game requires. Easily enough fixed. As far as I can tell, the last line (line 1001) with either AAA or BBB in those files isn't actually used and is just a marker for their own visual purposes; it had no effect when I tested. However, also easily enough fixed. Updated file attached.The names are sorted alphabetically, I found several BBB lines in between, and the two files end up in AAA. To try to avoid problems I have replaced them.
The text used there is apparently in the executable rather than the asset files, so replacing those would require a more advanced method.The original ConditionGraph file does not contain any text.
I was hoping to find some txt to translate that.
Ok, in the next version I'll try.The text used there is apparently in the executable rather than the asset files, so replacing those would require a more advanced method.
And I think it looks very nice in-game; I placed the English text next to where the Japanese text shows up. See attached screenshot for an example of how it looks in-game.
Apart from how complicated Japanese is, I am Spanish and my translations would never be correct.So how much is translated thus far? Are there plans to translate the whole thing or just a few important things here and there?
We are planning to do the whole thing - at least everything that we can find and hack. Actually, we already have most of the stuff translated (dialogues, achievements, upgrades, most of the interface, girls' abilities, jobs and names), but putting it together is quite though.So how much is translated thus far? Are there plans to translate the whole thing or just a few important things here and there?
What problem were you running into? I tested out the name lists I posted by going through about 20 or so girls in the recruitment list and everything looked fine.
I just tested your latest release and got a girl named "Vegetables" with the name list you're currently using. Hah.
Looks like you missed the ConditionGraph image, it's kind of handy.
Edit: and actually, the girl in question is named "Watanabe Vegetables", and her name is long enough to have the end of her main/first name (Vegetables) cut off on most screens. See the attached screenshot of 3 such places.
I do feel like longer names should be culled; having 301 first names and 419 surnames seems like plenty of possible combinations to me.