Crypt of the NecroDancer

Crypt of the NecroDancer

Words to Arrows
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Update: 28 Dec, 2016 @ 2:30am

Added support for new official language packs (Chinese, Simplified Chinese, and Korean). Spacing for 'dead arrows' is different in these languages. Words in these languages are packed tightly together since there are no spaces between words. To match this, the spacing between the icons as well as the surrounding space in 'dead arrows' have been removed.

The localization.xml is different in these languages. By default, for the affected files, the scaling is set to 0.5 and the yOff, although set to 0, is differently positioned compared to English, strangely. It seems that the yOff is hardcoded in the game differently for these three languages in particular. These changes are probably used to add detail to the characters since they use very thin strokes, especially for more complicated Chinese characters. The solution is to copy over the unmodded localization.xml file and change lines 1584 to 1589: yOff should be set to -4 and scale should be set to 1. To conform to the rest of the file, scale should be set to 1.0, but I did not notice this and I already uploaded the file. I will correct this in the next update. I did not notice any problems in terms of functionality, and it does save a few bytes, technically ;) This only applies to the three languages added in this update.

In the KB layout version, I noticed a spelling error for the file which should be named "options_button_comboleft1.png". It was missing the 's'. This went unoticed because usually options_button_comboleft2.png is used. In fact, although I have not tested this thoroughly, it appears that comboleft1 isn't actually used; as it can, and is, always substituted by comboleft2. In any case I have left the file in for better future compatibility and corrected the spelling error.

Update: 5 May, 2016 @ 9:18pm

Added support for new official language packs (Russian and Brazilian Portuguese). Spacing for 'dead arrows' is different in these languages. The spacing is much narrower between words, probably because of the length of the message in the Russian language. Previously supported languages have not been updated to match this spacing, but Brazilian Portuguese has the same spacing, presumably since it was included in the same update.

The exact adjustment for the image is a shift of the arrows 5 pixels towards the center in the horizontal axis. The image dimensions remain the same.

Update: 7 Oct, 2015 @ 5:53pm

It did not look like the game actually used the versions of the files from the selections folder. It is implied that these assets are used when the appropriate item is selected (cursor hover). However the directions are never selected, so consequently these assets are not used. So we deleted these redundant files to reduce mod size further. Also we will have less files to update. We will add them again if a problem is discovered.

There will be a fix for the localization folder inheritance issue in the next patch, so chances are we won't need to implement such a fix ourselves. In the meantime, an acceptable workaround is in use.

The way we are implementing the current workaround for non-English packs is to inherit the native localization.xml yOff parameters. These are set to -3px for all languages. Using the original Words to Arrows assets, this was a little bit less than what we needed to mimic the English alignment (which we think is the easiest to read -- the arrows are neither too high or too low). More precisely, the DDR version was 1px too low, and the KB version was 2px too low.

Luckily, there are redundant pixels that we generate by overlapping the images (e.g. 'up.png' and 'down.png' to form the combo 'up + down'). Coincidentally this was 1px for the DDR assets and 2px for the KB assets. Lucky us. Although the source files look a little wonky because we either padded or chopped off the top, they will appear indifferent for the end user.

Of course, we could have redesigned the assets to fit the size constraints, but we like the way they look now.

The state of the mod is now equivalent to that of v1.18 with the following improvements:
- BYG fixed bugs pertaining to localization behaviour.
- The mod supports official language packs, with behaviour equivalent to the English version.

Thus, we are satisfied with the state of the mod on v1.19.

Update: 6 Oct, 2015 @ 8:55pm

Implemented mod size fix as discussed in initial v1.19 language patch.

The non-English versions are slightly misaligned from the English versions, but they are completely playable. The alignment is sensitive to the native localization.xml files, but those alignments are unlikely to change. Overall the sensitivity to native files has been significantly decreased, so we can still consider this an improvement with very minor side effects.

Since the behaviour of a modded localization.xml file is unlikely to change in the future, we should consider this method as the new standard.

Update: 4 Oct, 2015 @ 6:26pm

v1.19 Compatibility update. Localization system overhauled. Will not work with older versions of CotN.

Problem with localization folder behaiour. We need to include all localization assets to avoid crashing at runtime since the mod localization folder does not inherit missing files from the native data counterpart. More accurately, the game uses the path of the mod version of localization.xml if it is included in the mod, and does not find the data versions if the asset is missing from the mod. This is a problem as it greatly increases mod size. More importantly, there are many poorly done translations in the official localization. Everytime these are fixed, the mod needs to be repackaged and updated, even though none of the modified files are changing.

One possible fix is to attempt to replace existing localization assets by copying the naming conventions, but there may be spacing issues as localization.xml cannot be modified in this scenario. Additionally, there may be unintended consequences if the images are used in multiple locations in future updates. Further testing needs to be done to confirm if this is feasible.

We are open to solutions at this time, but the workaround will suffice for now.

Update: 31 Jul, 2015 @ 1:18pm

Update: 31 Jul, 2015 @ 12:47pm

Update: 30 Jul, 2015 @ 1:05am

Update: 27 Jul, 2015 @ 7:52pm

Update: 26 Jul, 2015 @ 8:50pm