RPG-Maker Quartier

Hier dreht sich alles um die RPG-Maker-Reihe von ASCII/Enterbrain. Der RPG-Maker ist ein Tool, mit dem du dir dein eigenes kleines Rollenspiel erstellen kannst. Du findest hier alles, was du dazu brauchst. Aber natürlich umfasst die Community noch mehr!
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Alex
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BeitragVerfasst: So Jan 25, 2009 1:34 
Bild


Hello !

I'm King Kadelfek, a french programmer.
I'm here to show you one of my project, DreaMaker.

----

DreaMaker (DMK) is a software developped for RM2K, RM2K3 and RMXP.
With DMK, you can extract all dialogs from your game.

After, you can edit them on a txt file. You can also use Word to correct mistakes.
You can translate your game, and so on.

And, finally, DMK inserts the string table back into your game.

----

DMK is working with French, English, German, Italian, Spanish and Finnish (all tested).

The software is available with three languages, French, English and Italian.
Don't worry, I don't made the translations. :p

Trebor777 made the translation, it's grammatical correct English. :)

No German translation right now. But if you want to have one, I can explain how editing the Languages.txt file, and the line in DreaMaker.ini.
It's easy. :)



Screenshot

Bild

There will be a graphical interface soon. :D


Download

You can download DreaMaker v3.8 here (0.4 Mo) :

http://www.mediafire.com/download.php?2hjumtizznj
(with German translation)

Installation
RM2K / RM2K3 : put DreaMaker.exe in your Project folder, with the lmu files.
RMXP : put DreaMaker.exe in your Project folder, with Game.exe

Put Language.txt and DreaMaker.ini too in these folders if you want to have the german translation.

You can edit both Language.txt and DreaMaker.ini to use other languages for DreaMaker. :)

Documentation
I'm sorry, only french documentation is yet available.

But you just have to follow 1-2-3-4 steps in order to edit your dialogs, it's easy. ;)


Some recommendations

- dialogs does have 4 lines maximum on RM, so on DMK too

- in a choice, don't add or remove a line

- There are 4 steps in DMK.
Don't make step 3 twice. You need to make step 2 before you make step 3 a second time.
Because after step 3, the files have changed, so you need to reextract the dialogs to keep the correspondance between your files and the dialogs files.

The step 5 is for advanced users, it can make a patch between 2 versions of your dialog's file.
The step 6 will be a statistic tool (this step will be soon in english).

DMK has been tested on more than 9,000 maps, so I think now there is no bug anymore.

DMK doesn't edit the dialogs in the Database (not yet).

------------------------------------------

I want to work on other languages such as Russian, but I need russian lmu files.
If you have foreign lmu files, please, give these to me, it will help me.

If DMK is fully compatible with your project (step 1 works), or another project, please give me the name of this project and the number of lmu / rxdata maps you have.

A list of french projects is here :
http://www.rpg-maker.fr/index.php?page=forum&id=8299

No one have trouble using DMK. :)

And, if really, you use DMK for your project, tell it to me.
I will work harder on the soft if there are a lot of people using it.

Sylvanor, the maker who made Aedemphia, the most known french projet, use DMK.

I remember that Fairytale was translated into german thanks to the first version of DMK :
http://www.multimediaxis.de/showthread.php?t=99434

------------------------------------------

I'm working on a lot of project for RM2K3 and RMXP, as a 3D physical-graphical engine, a GUI, and, of course, DreaMaker.
You can make a donation if you like my work :

Make Donation

------------------------

I hope DreaMaker will be useful to you.

------------------------------------------------

Some Help

I will not be able to spread DMK in your entire community.
So, if you can give it to people you know in other forums, it will be fine. :)
With the links I give, of course.

Thanks.

------------------------------------------------

Recruitment

I'm recruiting programmers.
And French / German and German / English translators.

------------------------------------------------

PS : I can answer to your questions, in English or French.
But you can still post your comments into German. :D

I understand English better than I am writing. ;)


Zuletzt geändert von King Kadelfek am Do Apr 30, 2009 1:28, insgesamt 3-mal geändert.

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Citizen Nerd
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BeitragVerfasst: So Jan 25, 2009 1:47 
At first:
This programm exports and imports "Messages" from and to the RPG-Maker? Is that right?

Second:
I don't understand why I should use this programm. I think it's a little bit too complicated.
To write in RPG-Maker is faster. Okay, you can use a correction-tool on the text, but most "Messages" are very small and you can correct them really easy.
Maybe it's a good tool for "Noobs", but I don't think they will use it.

I missunderstand something?

[Haha. A correction-tool for English posts on this website is a great idea. I hate my English... sometimes]

[Tm]

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Alex
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BeitragVerfasst: So Jan 25, 2009 2:03 
Themetal hat geschrieben:
At first:
This programm exports and imports "Messages" from and to the RPG-Maker? Is that right?

Yes, that's right.


Zitat:
I don't understand why I should use this programm. I think it's a little bit too complicated.
To write in RPG-Maker is faster. Okay, you can use a correction-tool on the text, but most "Messages" are very small and you can correct them really easy.
Maybe it's a good tool for "Noobs", but I don't think they will use it.

I will be a little ironical, but maybe your project is so small that you will never need a professional tool. :rolleyes:
In France, we have projects with 85,000 lines of dialogs, in more than 1300 maps.
I'm sure that in Germany you have too. :)

So, by example, if you want to edit one line, you "just" have to search this line in one of the 400 events you puted on your map, two years ago.
Good luck. :devil:
Or you will rather use DreaMaker. ;)


DMK is the tool you need if you want to edit a dialog without having to search the command in all your events and your maps.
If you want to change names (characters, locations), DMK is very useful too.


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BeitragVerfasst: So Jan 25, 2009 11:35 
Aaah. This tool exports ALL messages in one turn?! O_O
[and import it to the same positions?]

[Tm]

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Alex
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BeitragVerfasst: So Jan 25, 2009 12:42 
Themetal hat geschrieben:
Aaah. This tool exports ALL messages in one turn?! O_O


Yeah. It is for mass-edition.
Later, with the graphical interface, you will be able to edit the messages one by one :

Bild

Just try it on your game, it's without modifications for your game if you don't make step 4.


The mass-edition is very useful for translation too.
The players download the original game (in English by example), and a .exe patch you make with DMK (this feature will be available).
They run the patch in the game folder => the whole game is translated into German. :D

But now, you can just translate the lmu files, and give them to people in an archive, this will work too. :)
A little bigger file, but at least, this will be just a few Mo with rar. ;)


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Alex
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BeitragVerfasst: So Jan 25, 2009 14:10 
LS hat geschrieben:
Isn't it way easier to translate his own game in
the rpg-maker?o_o


I explain just above why it's better.
You will NEVER reach a 100% translation, because you will never find all your dialogs.
And if you reach 100% you will spend :
- 60% for translation
- 40% for searching dialogs in ALL the events of ALL the maps

And for a game like Aedemphia, it will be 30% for translate, and 70% to search, cause there are so many thousands of events...


But, as I say, if your game is very small, you don't need a professional tool.
And if you are working with no professionnal, you don't need a professional tool.

Do you know that good translators are rarely RM users ?
They will never accept to search dialogs into your whole game, within your 1,000,000 command lines. :nee:

With DMK, you can recruit people who don't ever know what RPG Maker is.
So, you will be able to recruit more people to make a good quality game.


LS hat geschrieben:
Yeah Final Fantasy Zero in German or in English. \o/

I was rather thinking at Aedemphia :
Bild


Or Star Ocean Zero (complete game !) :

Bild

He won 16 awards in your main game contest in France.


But Final Fantasy 0 is a very good choice too. :)


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BeitragVerfasst: Di Jan 27, 2009 12:33 
hi King,

that means that even if I created an RPG Maker game in german I am able to translate it into lets say english
by using this programm. And in your program I can click through all dialogs in my game which I wouldnt find if I tried
to translate them by searching through the thousands of events in my game! If so then this program is
AWESOME!!!


So you havent got a german translation of the program yet? if so I'll probably download your program this week-
end and have a look at that language file. I had a bit french in school and it may be possible that I am able to
translate it! Unfortunately I have to study a lot this weekend because in my university there are the exams about to start...
so it could happen that I cannot have a look at it before the end of february...

well bye for now
Tu as fait trés bonne besogne! <.< wonder if that was right

PS: oh I just thought, even if I cannot translate the french version, i could translate the english version if there is one!


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Gnu-Hirte
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BeitragVerfasst: Di Jan 27, 2009 13:00 
I'd be willing to translate the English Version to German for you. Just send me the necessary files.

That said, I don't think a good creator would need such a program. Why you ask? Because he knows about every line of text and every event in his game. Maybe he has made a list with all NPCs, all dialoges etc. This is absolutely necessary, esp. when your game is huge. Otherwise you just loose control.

For translating your software would indeed be awesome. I would actually use it, but luckily RmXP does allow you to read the text for your messages from txt files immediately (with a script). But when using the standard message script it could prove very helpful.

A few questions though (as I cannot try):
Translating is no easy process. German text tends to be a bit longer than English for example. It gets even more difficult when certain phrases are used. How does your program fare when a text that did take four lines would take six lines in the end? What if I should happen to use a face script? Where are the limitations?

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Alex
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BeitragVerfasst: Mi Jan 28, 2009 11:50 
Miki-kun hat geschrieben:
hi King,
And in your program I can click through all dialogs in my game which I wouldnt find if I tried
to translate them by searching through the thousands of events in my game! If so then this program is
AWESOME!!!


Yeah, maybe this software is
AWESOME!!!


Thanks. :)

Zitat:
Tu as fait trés bonne besogne! <.< wonder if that was right

"Tu as du très bon travail".
"besogne" is used to talk about an annoying work.
Work for scholl is usually a "besogne".
(we use this word in high level speech)


Zitat:
So you havent got a german translation of the program yet? if so I'll probably download your program this week-
end and have a look at that language file.

AND
Zitat:
I'd be willing to translate the English Version to German for you. Just send me the necessary files.


There is a german translation, made by Derula at rpga.info.
I edited the download link.
He had immediatly translate the files because his "time is rather limited already".
So he will no longer make translation for the project.

I'm searching for a new translator.
Aterius Gmork, you can download the translation file here :

http://www.mediafire.com/?wgtz2mmxymy
(French, English, Italian and German version)

And you can verify if the german translation is good or not. ;)


-----------------------

Zitat:
That said, I don't think a good creator would need such a program. Why you ask? Because he knows about every line of text and every event in his game. Maybe he has made a list with all NPCs, all dialoges etc. This is absolutely necessary, esp. when your game is huge. Otherwise you just loose control.

"One people creating a whole game" is not the only solution.
Team creating a whole game is better.

And you can recruit people to translate, or edit the grammatical mistakes after or while the game's development.
It save time for the leader of the project.

I had been working on a game with 14 people, some of them were professional. It was very different from working alone.
I think that working alone is not the best solution, because you can make only a game in 3-5 years. So, just a few games in you entire maker life.


Zitat:
Translating is no easy process. German text tends to be a bit longer than English for example. It gets even more difficult when certain phrases are used. How does your program fare when a text that did take four lines would take six lines in the end? What if I should happen to use a face script? Where are the limitations?

Interesting question.


The real "translation DMK" will have these features :


It can calculate the width you dialogs need.
So, if you are using faceset, the width will be shortened, and it can calculate the new width, and make character returns.
And delete character returns when they are in the middle of a sentence.

Example :

Hell, I'm King Kadelfek and
this is a message of one of
my games !

Can become :

Hell, I'm King Kadelfek and this is
a message of one of my games !

Or become :

Hell, I'm King
Kadelfek and this
is a message of
one of my games !

Or become :

Hell, I'm King
Kadelfek and
this is a
message of
one of my
games !

The last example will become two messages.
So, if german translation need more lines, there will be more messages.

For the moment, if you make a 5 lines dialogs, the fifth appears in RM, but not in the game (because the window is too small).

-----------------------

Now, I'm rather working on the Game Editor, to make easily this kind of graphisms :

Bild

But rather in 2D than in 3D. 3D will be later.
For DMK, we are working on editing all kind of commands lines (in RM03).
Because DMK will be included into the new RM I'm working on.


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BeitragVerfasst: Do Jan 29, 2009 2:03 
ich bin zwar sehr schlecht in englisch aber kann mir mal jemand erklären um was es hier geht?

danke schon mal im voraus

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BeitragVerfasst: Fr Jan 30, 2009 17:46 
THE DON hat geschrieben:
ich bin zwar sehr schlecht in englisch aber kann mir mal jemand erklären um was es hier geht?

danke schon mal im voraus

Wenn du ein größeres Projekt am Laufen hast, dann hast du Unmengen an Text. Angenommen, du würdest in der Geschichte etwas ändern wollen, oder dein Spiel übersetzen lassen, wäre es doch enorm unbequem, jedes Event, indem eine Textzeile eines Charakters steht rauszusuchen. Stattdessen hast du dieses Tool, welches den kompletten Text aus dem Spiel rauskopiert und dich so bequem die Textzeilen editieren lässt. Bist du fertig, implementiert es die geänderten Texte an den richtigen Stellen, wo sie eigentlich herkommen.

@ the French guy:
Pretty cool tool, I gotta use it somewhen, I guess!

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BeitragVerfasst: Sa Jan 31, 2009 12:30 
excellent, this was what i was looking for. hopefully i can find translators for my project when its finished (google translator sucks).


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BeitragVerfasst: Mo Apr 13, 2009 13:23 
News !

- I worked a lot on DMK, and I gave to my first customer the DMK's pro version.
He is actually working with DMK Pro in order to translate his game, so after this, I will be absolutely sure that the software works perfectly.

- The Pro version is not finished yet. But the next versions will be given (without cost) to the actual customer(s).

- The new Free version will be released when the Pro version will be finished, I'm still ok to do this. :)

- No english version yet. I'm working on a new system to manage the different languages.


To finish, a screen of the new feature allowing to resize the dialogs.
It's in french, but I explain the important parts :

Bild

There are the options you can choose when you want to resize all the dialogs of your game :

resize_font_name
You can specify the font of your game.

resize_font_size
The font size used in your dialogs. I will surely manage the \size[x] code used by some Advanced_Message.

resize_lines
You can have custom Windows_Message ! If you don't use the common 4-lines dialogs, you can choose 3 or 2, or any number of lines you want for all your dialogs. If dialogs are more than the number of lines you choose, they will be splitted.

resize_width
The width of your Windows_Message, in pixels. So, if you are using facesets, you will put a smaller value that someone who didn't use facesets. ;)


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Alex
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BeitragVerfasst: Do Sep 01, 2011 17:35 
help....who can help me ?


Its work when I convert the IMU datas into a DMK-IMU data.

I got the dialogues and I have search all what I want to change.

Now my problem.

If I pres 3 and than ENTER than he is convert the dialogues into the DMK-IMU datas but it failes.....

I got alltimes an error.

Here is the error data :



undefined method `set_texte' for [11330, 0, ["", "\003\006\000\000\r\f\027\000\000\027"]]:Array
Classe_Projet_Correction.rb:704:in `remplacer_dialogue'
Classe_Projet_Correction.rb:499:in `remplacer_dialogue_maps'
ctl.rb:152:in `inclure_dialogue'
interface.rb:162:in `interface_inclure'
interface.rb:34:in `interface'
main.rb:127:in `run_rb'
main.rb:158


I dont know what it mean.....

Who can help ?


greetz manolito ( I used the RPG Maker 2000 )


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BeitragVerfasst: Do Sep 01, 2011 23:06 
Here is the problem :
- DMK extracts your dialogs
- you edited the file extracted
- DMK wants to put back the dialogs
- there is a difference between the extracted file and the DMK-LMU files

Here are the reasons :
1- you make the third step twice
2- you edited a [xxx] number in brackets

The reason # 1 is usually the problem.

Each time you do step 3 you have to do step 2 to get a new txt file. Each time.
Because step 3 modifies the DMK-LMU files, so you have to create a new txt file to match the new DMK-LMU files.


Here is what you have to do :
- save your txt file with another name
- do step 2 to get a new txt file
- work with the new txt file
- always do "step3step2"


I hope it will help. :)


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