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Author Topic: Screenshots  (Read 46162 times)

ChronoMoogle

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Re: Screenshots
« Reply #540 on: May 08, 2013, 08:07:08 pm »
Spitty would be a neat name for the main character imo.
Soak'n Spitty would also work as a wordplay in the game title :)
(Soaking Spitty/Soak and Spit)

KiddoCabbusses

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Re: Screenshots
« Reply #541 on: May 08, 2013, 10:46:53 pm »
Honestly?

Why don't more translators go with Crash 'n the Boys? Wasn't that supposed to be Technos' localization plan?

Probably because the most popular Nekketsu entry was localized as "River City Ransom", heavily divorced from the "Crash" localizations.

Spitty would be a neat name for the main character imo.
Soak'n Spitty would also work as a wordplay in the game title :)
(Soaking Spitty/Soak and Spit)

Unfortunately this just made me think of "Spit'n Swallow", which is probably just as bad as "Suck n' Blow"...

I think I have another question to address regarding the translation of this game, though. To be specific, in the chance the Satellaview entries (Event Version, BS Version 2, 98  Winter Event Version) get localized, how would one account for the fourth-wall breaking (paraphrased) "By popular demand from Satellaview fans, the rainbow broke again." excuse plot, in regard to a localization?

Carnivol

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Re: Screenshots
« Reply #542 on: May 09, 2013, 12:18:59 pm »
^Not everything can be saved or is worth saving.  Throw it out and make way for original content to fill in the gaps.

Also, regardless of what spin is used on the naming conventions, I think going full "-kun" on it all does have a pretty playfull charm to it that might be worth using - so it's not a complete disaster if the terminology base isn't entirely English-rooted or whatever. (You often find "localizations/translations" that goes far and wide in its approach and borrows terminology and linguistic quirks from all sorts of other languages, but for some reason they're almost always dead afraid of actually integrating concepts elements borrowed from the source. Of course, intent and purpose is key.)

Celice

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Re: Screenshots
« Reply #543 on: May 12, 2013, 04:23:13 am »
On the note of localizing Sutte Hakkun (I find the concept of localizing vs. accurate translation to be fascinating), for the pot character, you could always go with something like Mr. Pot, yeah? The context of the game and the way the character looks, Mr. Pot seems like it would come across as some what comical and playful, maybe connoting the same feeling that the -kun part would. Maybe?

Are there any naming conventions the Rareware guys used in their 90s, early 2000s games, like Donkey Kong Country or Banjo-Kazooie? They kept that wonderfully cute style, but this playfulness was expressed in mostly visually in the artstyle and mannerisms of characters, more than in their names (withstanding names that play on themes or functions).

Carnivol

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Re: Screenshots
« Reply #544 on: May 13, 2013, 12:55:10 pm »
RARE naming conventions are usually very straight to the point and short, usually descriptive names or a name + descriptive title, usually with the name acting as a lead in to some sort of pun when combined with the character's purpose or a certain type of action.
("Guy has thick glasses? Let's call him "Bottles", "Gobi is a camel, let's call him Gobi the Camel.", etc.)

Banjo games also use heavy amounts of rhymes and puns in dialog in general. Good stuff. Very playfull and nice.  What I find important is generally that something's done as part of an idea, was done deliberately, was within the scope of one's own talent, and that the end result ultimately is capable of standing on its own feet.

KingMike

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Re: Screenshots
« Reply #545 on: May 17, 2013, 03:25:28 pm »
Deep Dungeon III ending VWF is go!

No, only this ending screen is getting a VWF because the game only used an engine that made it possible it on this screen (it draws the window in RAM, and then transfers it to VRAM so it can scroll one pixel at a time).

Spoiler:

Now to play around with the text a bit to see how much of DS' translation I can fit. Got the important stuff fitting in great.
Had to fix a couple bugs with the original rendering engine, though? Did I mention this game has bugs? :D
(the most ridiculous is that when the game has to clear a line of pixels, it clears the first tile 24 tiles when it should probably clear all 24 tiles once.
And the routine to clear out the remainder of a line when it isn't fully used jsrs itself, leaving it possible to cause a stack-overflow crash. Good thing the game used up the entire window on all lines.
Oh, and the game has a line break routine it never uses, because the code to update the text pointer after each line just assumes it used the full 24 characters anyways. :P )
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Pikachumanson

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Re: Screenshots
« Reply #546 on: May 17, 2013, 03:46:31 pm »
Wow! That text looks awesome! Much better than the original! How did you deal with the the text spilling over when you fought two different types of enemies?

KingMike

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Re: Screenshots
« Reply #547 on: May 17, 2013, 04:25:08 pm »
Unfortunately I could only do that for the ending (which uses its own text rendering system not used for the rest of the game). It is then followed by a credits sequence that is already in English.
The rest of the game text is still going to be fixed-width.

(no way I'd have been able to come close to fitting a full translation of the ending if not for that lucky break.)
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Sir Howard Stringer, chief executive of Sony, on Christmas sales of the PS3:
"It's a little fortuitous that the Wii is running out of hardware."

Pikachumanson

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Re: Screenshots
« Reply #548 on: May 17, 2013, 04:52:28 pm »
Ah I see, now I understand why that's happening.

cj iwakura

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Re: Screenshots
« Reply #549 on: May 20, 2013, 10:08:44 am »
Some Umineko stuff:




Default font. Kind of fond of it, but it can be adjusted. Kerning is a little borked depending on the letters.

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