The hint text is often also pretty cryptic. I do want to preserve that, but I'll do my best to adapt it to something an English-speaking audience might more readily pick up on.
I don't expect my friend to be able to throw in on this until after Christmas, so I'm focusing on streamlining replacing the text for now. Rather than find the borders through trial and error by rebuilding the game six or seven times, it seemed smarter to save myself the hassle and create some grid overlays before I set any more type.
The main pause menu text is pretty clearly 16 256x16 strips, as is the special case Life Over text.
The descriptive text that scrolls by when you highlight the other menu text is, strangely, 18 pixels tall, which leaves a bit of legroom at the bottom of the texture. You can see "ジョロジョロジョロでマーキング" actually wraps to the next line for a single character, which is kind of ridiculous.
The save/load and memory card text is much less clear, but appears to be broken up into strips 30 pixels tall.
Incidentally, I've selected a font for the pause menu text (mockup
). I went through a lot of options, and a handwritten font felt like the best fit to me given that you play as an animal, and the general sort of nature vs technology themes. Any thoughts on this?
December 28, 2017, 12:59:31 am - (Auto Merged - Double Posts are not allowed before 7 days.)
The save screen text has been translated and implemented. I may have to completely re-do this at a slightly smaller text size to get everything to line up absolutely pixel-perfect because of the dumb way the texture is sliced.
e: I have done so
The pause menu text for the first map has been fully translated, but is not yet implemented.