What 2016? this game is progressing so fast that it may be released before 2016 maybe in this month will be released if we are lucky!!!!!!
sWell, the epilogue is only 99 boxes of dialogue. Graphics are mostly done, with a few exceptions. What's going to take the most time is localizing the scripts, rewriting them to sound more natural in English. After that's done, there are several major technical bugs that need to be ironed out. I can do the graphics and localization by myself, but I'm going to need help on the technical front, picking up where CompCom left off.
At this point, I'd say a 2016 release is not unreasonable, but I won't make any promises, since I have no idea how long the revisions and technical bugs will take to iron out. I'll let everyone know how things progress.
All of the story scripts are translated! Now begins the long, but easy task of localizing the text, and the harder task of fitting it back into the game.
So, in the meantime, there are two huge technical issues that are quite prevalent.
1) In the board game sections, text is not centered in the textboxes, and textboxes are drawn far too large. I assume this is because the way the game handles the centering of text and the drawing of textboxes does not account for the variable width font.
Examples (ignore the screwed up checkpoint description; I haven't reinserted that text or updated its pointers)
View attachment 29193 View attachment 29194 View attachment 29195 View attachment 29196
Originals for comparison
View attachment 29197 View attachment 29198 View attachment 29199 View attachment 29200
2) A variable width font has not been implemented for character dialogue in the board game sections.
Example:
View attachment 29201
Anybody willing to help out with these two issues (either or both!) would be greatly appreciated. I'm not sure how difficult either of these two issues would be to fix, but the font used in the dialogue boxes is the same as that used in the description boxes, etc. I assume that the same character lengths could be used. As for the text-centering/box-drawing, I'm completely at a loss. Please don't be afraid to help us out!
All of the story scripts are translated! Now begins the long, but easy task of localizing the text, and the harder task of fitting it back into the game.
So, in the meantime, there are two huge technical issues that are quite prevalent.
1) In the board game sections, text is not centered in the textboxes, and textboxes are drawn far too large. I assume this is because the way the game handles the centering of text and the drawing of textboxes does not account for the variable width font.
Examples (ignore the screwed up checkpoint description; I haven't reinserted that text or updated its pointers)
View attachment 29193 View attachment 29194 View attachment 29195 View attachment 29196
Originals for comparison
View attachment 29197 View attachment 29198 View attachment 29199 View attachment 29200
2) A variable width font has not been implemented for character dialogue in the board game sections.
Example:
View attachment 29201
Anybody willing to help out with these two issues (either or both!) would be greatly appreciated. I'm not sure how difficult either of these two issues would be to fix, but the font used in the dialogue boxes is the same as that used in the description boxes, etc. I assume that the same character lengths could be used. As for the text-centering/box-drawing, I'm completely at a loss. Please don't be afraid to help us out!
The hacking problems are solved/being worked on thanks to CompCom's return. Scripts are currently being revised, but no percentages are available in regards to that. Not much else has happened, but I will be sure to post some screenshots as soon as I have new content to show.
Am triying to learn japanase, that is why i know how hard is to translate, and top of that, you have to know hacking for this kind of translation, so, keep up, we are rooting for you.Unfortunately, I cannot give any estimate of when this project will be completed. I can only work on it when I can find free time, which isn't very often. Revising/Localizing the script takes a lot of time. It's rarely as simple as fixing a typo; each line often has to be restructured entirely, to make it sound more natural in English. On top of that, some text may be too big for the dialogue box, so everything has to be tested in-game. If a line is too long, I have to decide what is most important, and trim the line as best I can while keeping the original meaning intact.
As I believe I'd previously stated before, I will not be releasing any patch until the game is 100% translated, or as much as is realistic/possible. The reason for this being that, with a previous project of mine, certain sites were distributing prepatched ISOs of the game with my translation. This site had far more downloads/comments than the site I had originally uploaded my patch to. The biggest problem for me was that the patch they were distributing was several versions old, meaning that all the people playing my patch were getting an incomplete product, completely unaware of my newer version.
I know that probably doesn't answer your questions in the way you were hoping for, but I'm doing everything I can to make sure this project doesn't die. We've come really far, so just be patient, and I'll try to keep everyone up to date on the project's status.