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Re: Translation of one of Serge's game

Postby paquito » Thu, 15Aug27 19:06

It's round, flat and bi-color. I can't say to much without spoil you. I'm pretty sure someone already gave it earlier on this thread.
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Re: Translation of one of Serge's game

Postby azrael » Thu, 15Aug27 20:07

paquito wrote:It's round, flat and bi-color. I can't say to much without spoil you. I'm pretty sure someone already gave it earlier on this thread.



Coin? If its the coin, i know its in Stephanie flat. But my question is next, the only door unlocked is the Francoise flat, and i searched in every inch in her flat, even the escape from the window, and until this moment it make me crazy because i cant go to sptephanie flat.


I need some hint, please [img]images/icones/icon11.gif[/img]
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Re: Translation of one of Serge's game

Postby me3 » Thu, 15Aug27 21:11

paquito wrote:It's written in the introduction of the game, the "sentences" in bold are commands.

that is a bit misleading as things the player "say" is also written exactly the same.
For the next release it might be a good idea to add some kind of coloring difference if possible or wrapping the commands in some kind of bracket.
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Re: Translation of one of Serge's game

Postby Wader » Thu, 15Aug27 21:25

paquito wrote:Hum... Did you input the "yes madam" command?

Thanks, i finaly passed the first phrase, due my lack of knowledge (and dumbness) i thought that the guy had already said the "yes madam".
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Re: Translation of one of Serge's game

Postby redle » Thu, 15Aug27 22:01

@azrael
You seem to be a bit misinformed.
The object you mention is indeed something you need to find. The location where you "know" it is, is not correct at all. Not sure why you came to the conclusion that it is there, but it isn't. The location where it is is perfectly accessible (and likely mentioned already in this thread, but I don't plan on saying it myself).


@wader
As paquito mentioned, this game does not use any of Adrift's features to speak with characters. "Talk", "Ask", "Tell", or any other such command, none of them are used anywhere in the game. If ever there is actually some discussion that needs to be had with an NPC (non-player character), the required command (text that the player can type) will be given to the player as a bold statement to be typed exactly as written at the end of a text section. Yes Madam is the first example of this type of command structure. Therefore, the player's first act in the game is to type those words at the command prompt.

>yes madam

After the player inputs the above command, the game will then allow normal navigation. (seems you already figured this out... but still wanted to make it clear for everyone)

@me3
That statement's a bit true and false. Actually they aren't the same at all. Spoken words are in a completely different font than the player's thoughts and command suggestions. If memory serves, none of the spoken words are bolded at all. I will grant you that the non-bold font of the spoken word and the bold font of thoughts do look remarkably similar (and it would be much better if the differences were clearly apparent). It really becomes confusing when the game ends a section of text by having the player say a very short sentence and no command suggestion is given, or the player wasn't talking and the suggested command is something that the player will say.

The game already makes use of a lot of colors. I think that route should be shied away from.

Having spoken word appear less bold would be my preferred choice. That said, a few of the speakers' colors can become rather difficult to read if they aren't bold enough (the colors just don't stand out enough from the background). That is at least part of the reason spoken text appears bold to begin with.

Brackets is an interesting suggestion, although the click-to-type method adds a bit of complication there. Would need to be very careful to make sure white-space existed between any brackets and the text itself so the bracket doesn't also get typed (plus clicking too close to the edge of the word can cause the before-word and the after-word to both be typed with only 1 total click made, so some people would accidentally be inputting brackets as part of the command anyway [playable, but still a new annoyance for some]).
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Re: Translation of one of Serge's game

Postby Wader » Thu, 15Aug27 23:07

So, i'm in the Françoise flat, i read the topic, and i still don't understand what to do there, could please someone help me. (i know i'm being a boring person asking for help so often)
i put her pantiies and bra in the washin machine, idk if i have to do this, it is the only "polite" thing tha i found
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Re: Translation of one of Serge's game

Postby me3 » Fri, 15Aug28 00:03

redle wrote:@me3
That statement's a bit true and false. Actually they aren't the same at all. Spoken words are in a completely different font than the player's thoughts and command suggestions. If memory serves, none of the spoken words are bolded at all. I will grant you that the non-bold font of the spoken word and the bold font of thoughts do look remarkably similar (and it would be much better if the differences were clearly apparent). It really becomes confusing when the game ends a section of text by having the player say a very short sentence and no command suggestion is given, or the player wasn't talking and the suggested command is something that the player will say.

The game already makes use of a lot of colors. I think that route should be shied away from.

Having spoken word appear less bold would be my preferred choice. That said, a few of the speakers' colors can become rather difficult to read if they aren't bold enough (the colors just don't stand out enough from the background). That is at least part of the reason spoken text appears bold to begin with.

Brackets is an interesting suggestion, although the click-to-type method adds a bit of complication there. Would need to be very careful to make sure white-space existed between any brackets and the text itself so the bracket doesn't also get typed (plus clicking too close to the edge of the word can cause the before-word and the after-word to both be typed with only 1 total click made, so some people would accidentally be inputting brackets as part of the command anyway [playable, but still a new annoyance for some]).


I was just trying to highlight the potential confusion players can have with telling actual commands apart from simple "talking" and brackets was just an option, loads of ways it could be done.
Not sure how easy it would be to prefix talking with the persons name, would also help if there's more than 2 people talking, another option would be to have the commands in all caps.
Yes i know, text yelling is bad, but i think it should be survivable in this case
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Re: Translation of one of Serge's game

Postby redle » Fri, 15Aug28 01:05

@wader
First, I'm pretty sure all the answers already have been posted in this thread. You could probably find all the help you need simply reading through it.

Second, I'm not actually sure where you are stuck. You say you are in Fran's flat. I don't remember there being any end-game that happens while you are inside there. So long as your game isn't ending, you aren't stuck. If you run out of things to do in any one area, go to a different area and try things there. Eventually you'll either finish the day successfully or reach a game over. If you are getting a game over, then you need to say where/how you get that for someone to help you avoid it.

Third, if you actually feel like you've tried everything and you can't even manage to get a game over, well, that's a little more tricky. You'd need to describe what part of the plot of the story you are at. Say what the last narration you saw was (not counting general room descriptions or results of look/examine).

me3 wrote:
redle wrote:@me3
That statement's a bit true and false...

I was just trying to highlight the potential confusion players can have with telling actual commands apart from simple "talking" and brackets was just an option, loads of ways it could be done.
Not sure how easy it would be to prefix talking with the persons name, would also help if there's more than 2 people talking, another option would be to have the commands in all caps.
Yes i know, text yelling is bad, but i think it should be survivable in this case

Yeah, your comment was appreciated, and I fully agree with it. When it comes down to it though, final decisions aren't mine to make on this game. Therefore I was just using my post to talk through some of the pros and cons of the possible improvements mentioned (and happened to include a bit of history as to how it ended up the way it is).

In truth I really liked the bracket idea, as it matches some already existing standards used in the computing world. This game does have some added requirements, namely the click-type, that need to be taken into consideration though. It makes what would be the clear-cut winner, in my opinion, into merely a possible contender.

As for the talkers, each character does have their own speech color. Some people prefer seeing name colon, some prefer 'they asked quietly, "this and that,"' some like color differentiation. I don't know that there's any consensus best option. Either way, pretty sure the colors to identify speaker are here to stay for the English version of this game.

I'm not sure how likely it is that paquito will feel like going back and editing all the completed text into some new format, but a list of possible formats always has its uses (possibly this game, possibly for another in the future). Feel free to expound upon your "loads of ways it could be done" beyond brackets and all caps. Maybe a suggestion will sound so perfect that he can't help but implement it.
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Re: Translation of one of Serge's game

Postby tsu72 » Fri, 15Aug28 01:16

I can't find last picture I have 33 have opened buffet got plates x buffet but no pic and taken glasses and cutlery x buffet no pic put glasses and cutlery back and x buffet no pic have closed buffet and x no pic have x plates in hand and in buffet no pic have taken all out and dropped and x buffet no pic have tried every little way to find pic in buffet but can't have even played all new game in case it was a save problem no luck is it a certain word cause have tried look, x, and examine but still no good is the other pic not in the buffet? here is what happens word for word "x buffet a pretty wooden buffet. the buffet is open. a glass and the cutlery are inside the buffet." That's all Please help
Last edited by tsu72 on Fri, 15Aug28 03:44, edited 1 time in total.
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Re: Translation of one of Serge's game

Postby Wader » Fri, 15Aug28 01:40

redle wrote:@wader
First, I'm pretty sure all the answers already have been posted in this thread. You could probably find all the help you need simply reading through it.

Second, I'm not actually sure where you are stuck. You say you are in Fran's flat. I don't remember there being any end-game that happens while you are inside there. So long as your game isn't ending, you aren't stuck. If you run out of things to do in any one area, go to a different area and try things there. Eventually you'll either finish the day successfully or reach a game over. If you are getting a game over, then you need to say where/how you get that for someone to help you avoid it.

Third, if you actually feel like you've tried everything and you can't even manage to get a game over, well, that's a little more tricky. You'd need to describe what part of the plot of the story you are at. Say what the last narration you saw was (not counting general room descriptions or results of look/examine).


i said stuck because i'm not smart enought to think, for example someone (i sorry, i dont know the name) sai "try to tink like its real life: how to enter françoise house, make changes on windows and curtains and nobody knows that you did something?"
i have no idea what that means, i Know i am bothering a lot on this thread, so i'm sorry.

i'm in the day of the detention, i tried all of the rooms, only thing i found was the napkim in the boy's bathroom, then i found out that i can enter Fran's flat, in her flat i open the window, closed, open the curtains, then closed.
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Re: Translation of one of Serge's game

Postby artorawley » Fri, 15Aug28 04:42

Wader wrote:
paquito wrote:Hum... Did you input the "yes madam" command?

Thanks, i finaly passed the first phrase, due my lack of knowledge (and dumbness) i thought that the guy had already said the "yes madam".


Yeah, that was the same mistake I was making. I thought the sentence in bold was what the player character was saying, not that it was a command the game wanted the player to type in. I finished the demo once I got past this initial hurdle. For some reason I always thought Serge did his own renders, something of a French Goblinboy if you will, so I was disappointed to find out that he just repurposes porno screenshots and photos to represent the characters. I think the setting and story is interesting, though. I just was kinda put off at a porn star representing a teacher and some porn star with a bit of a gut representing the player character in the pictures. Oh well, I'm still interested in the full translation to see what the rest of the game is like.
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Re: Translation of one of Serge's game

Postby paquito » Fri, 15Aug28 05:49

@tsu72: I pretty sure you tried too late. I will check that later in the morning.
Edit: I think I already fixed that 2-3 weeks ago, I don't remember very well... In the current version there is only one requirement and you have to complete it for going further...

Concerning the issue with the bold commands, I will try something. But honnestly I already changed about ten times the colours/fonts, etc... from the very beginning... And I would prefer not to redo it another time. You are already lucky, the French version is all in green and in the same font; this version is way more readable.
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Re: Translation of one of Serge's game

Postby artorawley » Sat, 15Aug29 01:56

paquito wrote:@tsu72: I pretty sure you tried too late. I will check that later in the morning.
Edit: I think I already fixed that 2-3 weeks ago, I don't remember very well... In the current version there is only one requirement and you have to complete it for going further...

Concerning the issue with the bold commands, I will try something. But honnestly I already changed about ten times the colours/fonts, etc... from the very beginning... And I would prefer not to redo it another time. You are already lucky, the French version is all in green and in the same font; this version is way more readable.


The color wasn't an issue with me. I think it was just because I've played other AIF games where bold text was used for spoken dialogue by the player character or other characters and so I just assumed it was the same with this game. Honestly, once I understood the mistake I was making the rest of the playthrough went without a hitch for me. My only other qualm is that the player character's wallet/money isn't shown in their inventory so at first I thought I had to find some money to use the vending machine before I realized that I could just use it since the player character already had money for it.
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Re: Translation of one of Serge's game

Postby Wader » Sat, 15Aug29 04:56

I've finally made it, I'm at Stephanie's flat , just after the join but i still have a problem.
how do i enter in the bathroom in a "polite" way;i tride "knock on door", "knock on bathroom's door" how do i write properly?

edit: forget it, i was knocking the wrong door.
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Re: Translation of one of Serge's game

Postby paquito » Tue, 15Sep01 09:23

I'm not dead yet! I had a big lack of motivation lately, but I'm back. The translation for the Tuesday is finished but I still have to fix the file with Redle's modifications. The commands are now in this format: [ command ].

If you found spelling mistakes or weird expressions; please say it/them to me, I will redo/fix the previous days for the last time. After that I won't change anything for the first days of this game.

Edit: I finished to fix the translation of the Tuesday.
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