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Hehe, I'm glad to :)
Every interaction is worthwhile, especially if it results in fixing problems or making the game a bit better for players. We've made many improvements to our games over time because players brought some annoyances to our attention.
You're too kind :)
PS: We're also working on some major improvements to Legend of Crystal Valley as well, we already published some recently. We're currently working on Mac and LInux versions and trying to re-render the entire game to work in widescreen (Currently it's 4:3 which looks outdated)
Basically the problem was that on some machines, it would take a bit longer to load the voice file, while the voice timer has already been started, thus causing a desync.
I've now made code that uses the actual playback position from the audio driver instead of my timer, now it can't get it wrong no matter how long it loads the file :)
On top of that, I'm adding 2 new subtitle options:
* No subtitles - for players who prefer playing only with voices
* Full subtitles - to display the whole subtitle (with a reduced font size) - this will be very useful for other languages.
Thanks for bringing attention to this ^^
Hey, can you try the new build please and let me know how the subtitle sync feels now? In English or German, whichever you prefer, both should be fine now.
ps: turn the "default text mode on", where larger subtitles are split into multiple lines, as was the problem in the previous build.
It's hard to sync down to a millisecond. I'm aiming at 0.1 seconds tolerance. I actually programmed a tool to help me sync everything and then I basically synced all voices manually, one by one. Took most of the week heh :D
PS: There's actually 2000 voices that have more than one split in them...
Hehe, I didn't think anyone would notice that :) The click to continue has to be there but it really gets annoying after a while. So I adjusted it to show on first 25 subtitles, then it goes away. It resets every time you launch the game though, but it doesn't last long.
Also, compared to the beta branch, the full text mode reduces font size if there's too much text on screen. Hopefully that'll cover all situations where there 's a lot of texts. If anyone finds text that goes off screen in full text mode, please let me know (and send a screenshot or approximate text you see so I can find it)
Thanks for letting me know! I'm on it, I'll take care of it next week.
In the mean time, you should be able to switch off click-to-advance and it should let you through (let me know if it does please)
Nice!
That's the end-game right? when the final animation starts, you no longer have the ability to play? or is it after inserting the first report since you can insert them at any order?
Btw, did you replay the game with full text mode from the begining? Did you ever encounter a situation where the text was cut because there was too much of it? It's hard to test this with so much texts and languages in this game.
I tested the game to the end from that point, only this one location was affected.